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Weapon Damage Vs Magicka Dmg

Apr 23, 2018  With the Summerset update, we have new jewelry traits appearing. In particular, in this post, I will talk about Infused and how it compared to Arcane (respectively Robust) using a spell (respectively weapon) damage enchantment. I consider each dd class, magicka and stamina, as well. Incapacitating Strike: If an enemy doesn’t have much health points left and you can’t build up Shooting Star quickly enough, you can use this Ultimate to inflict more damage, but it’s usually used for it’s passive ability of restoring Magicka and Stamina to you when you deal a Light or Heavy Attack with a “debuff” active on your enemy. ESOTU Alchemy Poisons with Three Ingredients. Damage Magicka Poison IX. Increase spell resist (breach) ravage magicka lower spell power (cowardice). Weapon critical (enervation / savagery) restore health restore stamina. Dragonthorn mountain flower water hyacinth; top.

Damage you'll need to aim around 2.5k+ with a weapon/spell crit of 45% and higher. Most skills scale off max stamina/magicka, so, naturely you'll be aiming for 25K or higher. Some kind of bubble (Hardened Ward/Earth Shield) or evasion skill helps a great deal for mitigating small damage. Essentially weapon DMG affects the absolute damage cap (Before certain values are added, such as Direct Damage bonuses like Souleater) and a high Attack vs Def value forces the numbers to be generated closer to the weapons cap. An example of a well-rounded build would be a melee DPS Templar with the Aedric Spear class skill line as the main damage source and Light armor for additional magicka bonuses. It’s a very good leveling build that gains additional damage as you increase your magicka. Sprinkling your class abilities with weapon skills like 1H an Shield or Dual. 1 Weapon/Spell damage = 10,5 max Stamina/Magicka for damage A set bonus with 129 Weapon/Spell damage will bring as much damage as 1354 max Stamina/Magicka However, set bonus usually bring 1096 max Stamina/Magicka for the same slot. In long PvE fights max resource pool will make no difference so the choice is obvious.

ESO FAQ >> What Are Types Of Damage

Drone dmg comparison guide

  • Flame, Frost, Shock Damage
  • Bleed, Poison, Disease Damage

In ESO there are a number of different damage types with associated effects, strengths and weaknesses. You will often see these referenced in the tooltips of abilities. You will see references to Magic Damage, Physical Damage and more. This tells you which type of damage is being applied to the target. The type of damage is important to note, because it determines what stats mitigate its damage and which buffs will increase its damage.

All types of damage are mitigated by either Spell Resistance OR Armor (Physical Resistance).

The different damage types are also effected by various buffs and passives, not to mention Champion Points.

Quick Reference

TypeEffects DamageMitigated By
Magic DamageSpell Damage
Max Magicka
Spell Crit
Spell Resistance
Flame DamageSpell Damage
Max Magicka
Spell Crit
Spell Resistance
Frost DamageSpell Damage
Max Magicka
Spell Crit
Spell Resistance
Shock DamageSpell Damage
Max Magicka
Spell Crit
Spell Resistance
Physical DamageWeapon Damage
Max Stamina
Weapon Crit
Armor
(Physical Resistance)
Bleed DamageWeapon Damage
Max Stamina
Weapon Crit
Armor
(Physical Resistance)
Poison DamageWeapon Damage
Max Stamina
Weapon Crit
Armor
(Physical Resistance)
Disease DamageWeapon Damage
Max Stamina
Weapon Crit
Armor
(Physical Resistance)

Magic Damage

Magic Damage comes from spells, most commonly Class Skills and Staff Skills. Magic Damage is mitigated with Spell Resistance.

If a Skill uses Magicka it will deal Magic Damage unless the tooltip specifically states otherwise.

Weapon Damage Vs Magicka Dmg Download

Physical Damage

Physical Damage is mostly from Weapon Skills (except Staffs) and Stamina morphs of Class Skills. Physical Damage is mitigated by Armor (also called Physical Resistance).

If a Skill uses Stamina it will deal Physical Damage unless the tooltip specifically states otherwise.

The damage received from falling is also classified as Physical Damage.

Flame, Frost, Shock Damage

These damage effects are like Magic Damage but they also have slightly different additional effects. Flame, Frost and Shock Damage are still mitigated with Spell Resistance but they also have their own additional mitigation – Flame Resistance, Frost Resistance and Shock Resistance. These secondary mitigation apply on top of Spell Resistance. So for example Flame Damage will first be mitigated with Spell Resistance and then Flame Resistance before applying damage.

Flame Damage

Flame Damage has the chance to apply the Burning Status Effect which applies Flame Damage over time to the target. This effect deals moderate damage over 3 seconds.

Flame Damage will also have the chance to cause the Explosion Effect on NPC targets which are particularly susceptible to fire – such as zombies, troll and stranglers. The Explosion Effect deals a burst of Flame Damage but can only effect NPCs and not enemy players.

Vampires take 25% increased Flame Damage.

Frost Damage

Frost Damage has the chance to apply the Chilled Status Effect which reduces the target movement speed by 40% for 4 seconds.

Weapon Damage Vs Magicka Dmg 1

Shock Damage

Shock Damage has the chance to apply the Concussion Status Effect which reduces the damage of the target by 15% for 4 seconds.

Bleed, Poison, Disease Damage

There is also Bleed Effects, Poison Effects and Disease Damage in ESO which can come from various Skills like Poison Arrow and also Weapon Enchants.

Bleed Damage

The Bleed Effect can be triggered from a number of Weapon Skills like Blood Craze (Dual Wield) and Cleave (2H) and applies a damage over time to the target. Bleed Damage is mitigated with Armor (Physical Resistance).

Poison Damage

Poison Damage can come from a variety of sources but most commonly from Poison Arrow (Bow) and Lethal Arrow (Bow). A number of Dragonknight ability morphs deal Poison Damage. Poison Damage has the chance to proc the Poison Status Effect which deals Poison Damage over 12 seconds. Poison Damage is mitigated by Armor (Physical Resistance).

Werewolves take 25% increased Poison Damage while in Werewolf form.

Disease Damage

Disease Damage comes from Weapon Enchants and and also from a number of Nightblade ability morphs. Disease Damage has the chance to proc the Diseased Status Effect which reduces the healing received by the target by 15% for 10 seconds. Disease Damage is mitigated with Armor (Physical Resistance).

Rating: 4.4. From 45 votes.
Very solid DPS class with an easy transition to Support or Healer role

You can find all our Pocket ESO Builds right here: Best ESO builds

Templar Class

Build Overview

Templars are the holy warriors of the Elder Scrolls Universe. They are able to call upon the power of the Sun itself in order to smite and burn their enemies and heal their allies. Templars are also able to strengthen their friends by restoring Health, Stamina, and Magicka. Magicka Templars excel in dealing Melee and Ranged Damage, and Sustaining that Damage for the whole fight. They are also known for their versatility and abilities which are capable of dealing damage and healing them and their allies at the same time. MT's rotation is regarded as one of the easier ones to learn and master, so this setup is great for players who are still gaining their game experience. Important note: The best Races for Magicka Templars are currently Dunmer, Breton, Khajiit, and Altmer.

We have decided to feature only one item set based on the best items for general usage. There are better setups for certain encounters and tweaks for either Boss fights or AoE clearing. If you would like alternative gear options included please let us know in the comments section below.

Pros Cons
Good AoE Damage Many abilities force static playstyle, which results in low combat mobility
High Single Target Damage Rotation must be perfected for the optimal resource management
Above average Survivability
Doesn't run out of resources easily, thanks to good Sustain


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Attributes Priority

  1. Magicka -Increases your total Magicka, and positively affects your Damage and Healing done by Magicka spells and abilities. This stat also increases your Damage done with Staves. Higher Magicka pool equals more spells that can be cast during an encounter. This is your main statistic and should be prioritized, or preferably increased exclusively.
  1. Health - Increases your characters durability by increasing its total Health pool, and boosting the effectiveness of healing spells cast on it. Increasing this stat will boost your survivability slightly, but it is not advised, because of Magicka Templar's good survivability skills.
  1. Stamina - Increases your Damage Done with Bows, Swords, Axes, Daggers, and Shields. It also boosts the effectiveness of the Stamina-based skills and abilities and also increases your total Stamina pool. Improving this stat as a Magicka Templar is totally pointless, so avoid it unless you really want to make your character weaker by wasting precious points.

Primary Skillset
[Fire Staff - Primary DPS Bar]

Solar Barrage (Templar: Dawn's Wrath, morphed from Solar Flare) - blasts enemies around you with the Solar Energy, dealing Magic Damage every 2s for 6s. Using this also increases the Damage of your next Light Attack used within the uptime by 40%. Good Damaging ability combined with a buff to your Light Attacks.
Elemental Weapon (Guild: Psijic Order, morphed from Imbue Weapon) - causes your next Light Attack used within 2 seconds to Deal 739 additional Magic Damage. This ability is one of your main Damage sources and should be used to empower your attacks as often as possible without breaking rotation.
Blazing Spear (Templar: Aedric Spear, morphed from Spear Shards) - you bring down the Divine Wrath, dealing Magic Damage to all enemies within the area, and then more Magic Damage every 1s for 8s. While active, friendlies can activate synergy of the Blessed Shard, and restore Stamina or Magicka (the highest percentage is always chosen). Solid AoE ability which also helps with the Sustain of your group.
Radiant Oppression (Templar: Dawn's Wrath, morphed from Radiant Destruction) - you burn your enemy with a beam of Holy Fire, dealing high amounts of Magic Damage over 1.8s. This deals up to 480% more Damage to Targets below 50% Health, and inflicts additional Damage proportional to your current Magicka level, for the maximum of 20% additional Damage. Your main finisher, and execute phase spammable ability, its potential Damage to wounded targets is unbelievable. This is also the reason why you should learn how to manage and maintain your resources properly.
Inner Light (Guild: Mages Guild, morphed from Magelight) - when slotted, it passively increases your Maximum Magicka by 2%, and Spell Critical by 2191. This can be activated in order to reveal Invisible or Stealthed Targets. Inner Light provides you with a strong passive buff which largely contributes to your DPS and adds some Sustain. This also synergizes with the Might of the Guild passive and should be used in order to activate it, preferably before casting an Ultimate.
Ultimate: Elemental Rage (Weapon: Destruction Staff, morphed from Elemental Storm) - creates the Elemental Cataclysm at the Target area; Cataclysm builds up for 2 seconds, and then deals massive amounts of Magic Damage every second for 7 seconds to all Targets in range. Firey Rage deals 10% additional Damage, Ice Rage freezes enemies in place, and Thunder Rage increases the duration by an additional 2 seconds. Great Burst Damage AoE spell, which combined with the Destruction Expert passive helps you Sustain resources in combat.

Secondary Skillset
[Fire Staff - AoE/Defense/Sustain Bar]

Channeled Focus (Templar: Restoring Light, morphed from Rune Focus) - you place a defensive rune on the ground. If you stay on it, you will regenerate 240 Magicka every second and gain 5280 Physical and Spell Resistance; this effect persists for up to 8 seconds after leaving the rune. Physical and Spell Resistance buffs are 50% more effective while you remain inside the Rune.
Elemental Blockade (Weapon: Destruction Staff, morphed from Wall of Elements) - you create an Elemental Barrier by slamming down your Staff. All enemies within the barrier take 198 Magic Damage every Second. Fire blockade deals more Damage to Burning enemies, Frost blockade slows Targets and immobilizes chilled Enemies, and Storm blockade throws concussed enemies off balance. This is a great source of both Single Target and AoE Damage and should be maintained at all times.
Spell Symmetry (Guild: Mages Guild, morphed from Equilibrium) - you sacrifice 6000 Health to gain 3000 Magicka, activating this also reduces the cost of your next Magicka Ability by 25% for 5s. This also reduces your Healing Done and Damage Shield strength by 50% for 4s. This provides you with good Sustain, but at a cost; use it wisely, because it can get you killed when used just before taking Damage.
Channeled Acceleration (Guild: Psijic Order, morphed from Accelerate) - when activated, it increases your Movement Speed by 30% for 9 seconds, and Critical Damage by 10% for 36 seconds. A mobility cooldown paired with a minor DPS buff which can somewhat compensate Downtime caused by relocating during an Encounter.
Harness Magicka (Armor: Light Armor, morphed from Annulment) - Very Strong defensive ability which shields you from incoming Damage, and provides you with some additional Magicka regeneration. It surrounds you with a Magic Barrier which absorbs a maximum of 2715 damage, which is capped at 40% of your Max Health. When this absorbs Spell Damage, you regain 238 Magicka; this effect is increased by 6% for every piece of Light Armor equipped, and cannot occur more than three times per shield.
Ultimate: Crescent Sweep (Templar: Aedric Spear, morphed from Radial Sweep) - A sweeping blow that deals High Damage to all Enemies around you, and an additional Damage every 2 seconds for 6s to all Targets hit. This deals 60% increased Damage to enemies in front of you. Very powerful Ultimate Ability, especially good when AoE Burst Damage is needed. Thanks to the 60% increased frontal damage effect, this also boosts your Primary Target damage significantly.

Notable Passive Skills

Below you will find a list of the notable Passive Skills for this build. Please keep in mind that there are dozens of good passive skills for Magicka Builds available in the game, which provides a lot of space for customization, and tweaking. You should view the below-described passive abilities as rough guidelines that should be followed in order to optimize your character.
Prism (Templar: Dawn's Wrath) - your Dawn's Wrath abilities grant you an additional 3 Ultimate; this effect has a 6-second internal cooldown. More Ultimate is always good, and with this passive, you will gain 3 pretty much every 6 seconds.
Illuminate (Templar: Dawn's Wrath) - your Dawn's Wrath abilities now also grant you and your group a 10% Spell Damage buff for the 20s. This provides a great DPS boost to you and every other Magicka user in your group.
Restoring Spirit (Templar: Dawn's Wrath) - Reduces the resource (Ultimate, Magicka, and Stamina) cost of all your abilities by 4%. Great for increased Sustain.
Burning Light (Templar: Aedric Spear) - dealing Damage with an Aedric Spear ability causes you to deal an additional 477 Magic Damage 25% of the time. This effect has a 0.5s internal Cooldown. Aedric Spear abilities are among your main Damage sources, so improving them is just great.
Evocation (Armor: Light Armor) - increases your Magicka recovery by 2% for every piece of Light Armor equipped, and reduces the cost of your Magicka-based abilities by 4%. This will greatly increase your Magicka recovery which in turn will give you much-needed Sustain.
Prodigy (Armor: Light Armor) - increases your Spell Critical by 2191 when you have at least 5 pieces of Light Armor equipped. Damage boosting passive, always good for DPS builds.
Concentration (Armor: Light Armor) - increases your Spell Penetration by 4884 if you have at least 5 pieces of Light Armor equipped. This lets you ignore some of the Enemy's Magic resistances, which in turn increases your Magic Damage done to them.
Ancient Knowledge (Weapon: Destruction Staff) - your Damage done with the Single Target spells is increased by 4% if you have a Flaming Staff equipped. You will have a Flaming Staff equipped, so this is mandatory.
Destruction Expert (Weapon: Destruction Staff) - killing an enemy with Destruction Staff spell, or a Weapon Attack now restores 3600 Magicka. This lets you restore Magicka with your Elemental Rage.
Might of the Guild (Guild: Mages Guild) - Casting a Mages Guild spell now increases the Damage of your next Attack used within 5 seconds by 20%. This has synergy with the Inner Light and should be capitalized on before using an Ultimate.
Undaunted Mettle (Guild: Undaunted) - increases your Maximum Stamina, Health, and Magicka by 2% per type of Armor equipped. More resources equal more Sustain.

Weapon Damage Vs Magicka Dmg Build

Gear

Recommended Items and Sets:
Chest: Perfect Mantle of Siroria Set
Type: LightTrait: DivineGlyph: Magicka
Legs: Perfect Mantle of Siroria Set
Gloves: LightTrait: DivineGlyph: Magicka
Gloves: Mother's Sorrow Set
Type: LightTrait: DivineGlyph: Magicka
Boots: Mother's Sorrow Set
Type: LightTrait: DivineGlyph: Magicka
Belt: Mother's Sorrow Set
Type: LightTrait: DivineGlyph: Magicka
Head: Zaan Set
Type: MediumTrait: DivineGlyph: Magicka
Shoulder: Zaan Set
Type: HeavyTrait: DivineGlyph: Magicka
Necklace: Perfect Mantle of Siroria Set
Type: JewelryTrait: ArcaneGlyph: Spell Damage
Ring 1: Perfect Mantle of Siroria Set
Type: JewelryTrait: BloodthirstyGlyph: Spell Damage
Ring 2: Perfect Mantle of Siroria Set
Type: JewelryTrait: BloodthirstyGlyph: Spell Damage
Weapon 1: Mother's Sorrow Set
Type: Fire StaffTrait: PreciseGlyph: Fire Enchant
Weapon 2: Maelstrom's Inferno Staff
Type: Fire StaffTrait: InfusedGlyph: Absorb Magic Enchant
Sets used in this build:

Perfect Mantle of Siroria: A Jewelry, Light Armor, and Weapons, bound on pickup, Trial set, which comes in two versions: Imperfect and Perfect; Perfect being, of course slightly better, however, the 5-item bonus is exactly the same for both versions. The whole set can be obtained in the Cloudrest mini-Trial and is a part of the Summerset Chapter; it's one of the best Magicka sets in the game. This set grants the following bonuses:

  1. (2 items) Adds 129 Spell Damage
  2. (3 items) Increases your Damage Done to Dungeon and Trial Enemies by 5%
  3. (4 items) Adds 1096 Maximum Magicka
  4. (5 items) Adds 1096 Maximum Magicka and dealing Direct damage with single target abilities now creates a ring of fire; standing in the ring grants you 30 Spell Damage; this effect stacks up to 20 times, and the ring lasts for 10 seconds.

Zaan: A Shoulder and Helmet Heavy, Medium, and Light Armor Monster set. It requires the Dragon Bones DLC and can be obtained from the Veteran mode Scalecaller Peak in Stormheaven (Helmet), and from the Urglarg Chief-Bane's Chest by using Undaunted key on it (Shoulder). Trait and type of these set items are RNG-based. The set grants the following bonuses:

  1. (1 item) Adds 833 Spell Critical
  2. (2 items) When you deal damage with a Light or Heavy Attack to a nearby enemy, a beam of fire will connect you to your enemy. The beam deals 3440 Flame Damage every 1 second for 5 seconds. Every second, this damage increases by 50%. The beam is broken if the enemy moves 8 meters away from you. This effect can occur every 15 seconds

Mother's Sorrow: this is an Overland Jewelry, Light Armor, and Weapons set from the vanilla game, which can be looted in the Deshaan. It is regarded as one of the best Overland Magicka sets currently available. Mother's Sorrow set items are bound on equip, so they can be bought from Guild Traders, and other players. Wearing this set will grant you:

  1. (2 items) Adds 1096 Maximum Magicka
  2. (3 items) Adds 833 Spell Critical
  3. (4 items) Adds 833 Spell Critical
  4. (5 items) Adds 1924 Spell Critical

Maelstrom Set - this set is made up by a single piece and can be obtained from veteran Maelstrom Arena. All Maelstrom weapons have a special proc which depends on a weapon type, and is related to a specific ability; a Maelstrom Inferno Staff will grant you:

  1. (1 item; Inferno Staff) Your Light and Heavy Attacks deal an additional 1341 damage to enemies in your Wall of Elements.

Champion Points

High priority
The Lover: Arcanist
The Steed: Ironclad
The Ritual: Thaumaturge
The Apprentice: Elfborn, Elemental Expert
Medium priority
The Shadow: Tumbling, Shadow Ward
The Tower: Warlord
The Lady: Elemental Defender, Hardy, Thick Skinned
The Atronach: Master-at-Arms
The Steed: Spellshield
Low priority
The Lover: Tenacity
The Atronach: Staff Expert
The Apprentice: Spell Erosion


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END NOTE

This is the premiere version of our Magicka Templar Pocket Build for Elder Scrolls Online. This is in our humble opinion, the best possible setup for Magicka Templar which should give you immense DPS and reasonable group utility. We will appreciate any feedback and suggestions given that may help us improve this guide. You can leave those in the comments below.

Weapon Damage Vs Magicka Dmg 4

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