Magicka Templar Solo Build - ESO Guide
Magicka Templar (MagPlar) Solo Build for ESO, carried by
Puncturing Sweep, an AoE spammable that heals you for 25% of the damage done.
Radiant Glory is also a powerful execute that heals, so you get a ton of healing from your abilities.
Compared to other pure class and subclass solo builds, it's below other options when soloing the most difficult stuff (Veteran Hard Mode DLC Dungeons) and operated by a very good player. But it's extremely good for the average player because of how much free healing the kit provides, making it one of the most comfortable solo builds in ESO Update 49.
Capable of soloing Veteran Hard Mode March of Sacrifices. Also soloed an Elsweyr Dragon and a West Weald Minotaur Raid Party. Parses 57.4k in the regular setup and 50.8k in the tanky setup.
Looking for something simpler? Check out the One Bar Magicka Templar Solo Build which can also solo Veteran Hard Mode dungeons with a single skill bar.
Skill Setups
Base Setup
A base setup that will work for most situations and which should be your starting point when making situational setups
| Front Bar | Back Bar |
|---|---|
| Slot 1: Puncturing Sweep | Slot 1: Channeled Focus |
| Slot 2: Radiant Glory | Slot 2: Luminous Shards |
| Slot 3: Power of the Light | Slot 3: Elemental Susceptibility |
| Slot 4: Deadly Cloak | Slot 4: Elemental Blockade |
| Slot 5: Ulfsild's Contingency | Slot 5: Solar Barrage |
| Ultimate: Flawless Dawnbreaker | Ultimate: Shooting Star |
Puncturing Sweep - a spammable that will heal you for 25% of the damage done and deals full damage in an AoE
Radiant Glory - an execute to which you should switch when your enemy is roughly at 25% HP. It'll heal you for 15% of the damage done
Power of the Light - an ability that deals a lot of damage and applies the Sunder status effect. Sunder applies Minor Breach and grants you 100 Weapon and Spell Damage for 4 seconds.
Power of the Light is also going to proc the
Illuminate passive, granting you Minor Sorcery for 20 seconds, which increases your Spell Damage by 10%
Deadly Cloak - this ability deals damage around every 2 seconds for 20 seconds and grants you Major Evasion for the duration, reducing your AoE damage taken by 20%. It's crucial because you need another Stamina ability to reduce the strain on your Magicka pool
Ulfsild's Contingency (
Bleed,
Lingering Torment,
Force) - 22 second DoT which also grants you Minor Force, increasing your Critical Damage by 10%
Flawless Dawnbreaker - an ultimate we'll keep slotted to activate the
Slayer and
Banish the Wicked passives which increase Weapon and Spell Damage by 3% and generate Ultimate on kills. You can also use it towards the end of the fight if it's obvious you won't get enough Ultimate for another
Shooting Star
Channeled Focus - an ability that places a rune on the ground and grants you Major Resolve for 25 seconds, which is an extremely important defensive buff. It's also going to restore your Magicka and heal you for 2% of your Max Health every second, which increases to 6% if you're standing inside of the rune
Luminous Shards - a 10 second ground DoT which will grant you a synergy which restores 3960 Stamina and Magicka when used
Elemental Susceptibility - an extremely strong ability that does a multitude of things. It's completely free to cast so it'll help you sustain. It applies Major Breach, which reduces enemies' armor by 5948 which is a massive damage increase. It also applies Burning, Chilled and Concussed status effects at the beginning and then every 7.5 seconds. All of these Status Effects deal decent damage, but Concussed will also apply Minor Vulnerability for 4 seconds, increasing enemies' damage taken by 5%. Chilled will also apply Minor Maim for 4 seconds, reducing enemies' damage done by 5% and it will also apply Minor Brittle for 4 seconds if you were on your Ice Staff bar while the Chilled effect procced, and Ice Staff will be part of the Instanced gear setup. Minor Brittle increase Critical Damage taken by 10%. The Chilled proc will also synergise with our
Elemental Blockade
Elemental Blockade - this ability will constantly apply your
Weapon Damage enchantment. If it's the Ice version, it will also constantly apply Minor Breach to enemies who are Chilled, and they'll be Chilled thanks to
Elemental Susceptibility
Solar Barrage - a 22 second DoT effect which deals damage around you and increases your damage done with class abilities by 5%
Shooting Star - a powerful ultimate that deals damage in an AoE and grants you Ultimate for each enemy hit with the initial blast
Deadly Cloak and
Solar Barrage are the first skills that have to go if you need to slot situational, unless the situational skill specifically says it's replacing something else
Resolving Vigor - use it for fights where there's a lot of damage happening in a short burst. The HoT from
Resolving Vigor is short but very strong, so casting it at the right time can help you survive such mechanics. The Minor Resolve it provides will also reduce all of your damage taken. It can also be used in fights with invulnerability phases where you can't heal with
Ring of the Pale Order,
Puncturing Sweep and
Radiant Glory
Silver Leash - a chain ability that you can slot in trash packs to stack enemies and get through them faster
Razor Caltrops - a source of AoE Major Breach which can be used instead of
Elemental Susceptibility in AoE fights
Ulfsild's Contingency (
Bleed,
Gladiator's Tenacity,
Force) - a different script combination which trades the DoT from
Lingering Torment for the mitigation from
Gladiator's Tenacity. Use it in fights where you need more damage mitigation.
Revealing Flare - slot it for more difficult fights where you need more damage mitigation. It's a skill that passively grants Major Protection, reducing your damage taken by 10%. It will also trigger the
Magicka Aid passive, which increases Magicka Recovery by 10%
Race Against Time - snare removal which will be crucial for some fights. It replaces
Ulfsild's Contingency because it also provides Minor Force
Ritual of Retribution - a decent ground DoT which cleanses 2 debuffs when cast. It wasn't strong enough to make it into Regular setup but it becomes worth it whenever a fight has some important debuff you need to cleanse
Barbed Trap - an alternative source of Minor Force which can replace
Ulfsild's Contingency. It does more damage, but because of the Stamina cost it becomes unsustainable in fights where you have to dodge roll and/or block anything
Wield Soul (
Shock,
Druid's Resurgence,
Maim) - a spammable which replaces
Puncturing Sweep in fights where you have to stay at range
Soul Burst (
Bleed,
Lingering Torment,
Courage) - a 20 second AoE DoT which grants you Minor Courage, which increases your Weapon and Spell Damage by 215. It becomes crucial in Ranged setup, because that setup cannot use
Deadly Cloak, so it needs another Stamina ability to reduce the strain on Magicka pool
Consuming Trap - a very weak DoT which replenishes your resources when the affected target dies, it can provide you with a lot of sustain in fights which constantly spawn weak adds
Precognition - an ultimate that breaks you out of some otherwise unavoidable stuns, you'll need it to get around some mechanics which are otherwise impossible or very difficult to solo, like for example Inferno's Hold in Zaan the Scalecaller fight
Priority List
This is just a list of priorities. Simply recast abilities when they run out and follow this list of priorities when there are multiple things to refresh
- 1.
Channeled Focus - 2.
Elemental Susceptibility - 3.
Power of the Light - 4.
Ulfsild's Contingency - 5.
Flawless Dawnbreaker if it's obvious you won't get enough Ultimate for another
Shooting Star before the fight ends - 6.
Shooting Star if it's ready - 7.
Solar Barrage - 8.
Elemental Blockade - 9.
Deadly Cloak - 10.
Luminous Shards - 11. (if enemy is below 25% Max HP)
Radiant Glory - 12.
Puncturing Sweep
Pre-buff
These abilities can be pre-cast before entering combat
Final Setups
A few examples of final setups you could end up with after applying the situational skills to the base setup
A setup for dealing with trash packs
| Front Bar | Back Bar |
|---|---|
| Slot 1: Puncturing Sweep | Slot 1: Channeled Focus |
| Slot 2: Radiant Glory | Slot 2: Luminous Shards |
| Slot 3: Power of the Light | Slot 3: Razor Caltrops |
| Slot 4: Silver Leash | Slot 4: Elemental Blockade |
| Slot 5: Ulfsild's Contingency | Slot 5: Solar Barrage |
| Ultimate: Flawless Dawnbreaker | Ultimate: Shooting Star |
What Changes
Silver Leash replaces
Deadly Cloak
Razor Caltrops replaces
Elemental Susceptibility
A setup for ranged fights
| Front Bar | Back Bar |
|---|---|
| Slot 1: Wield Soul | Slot 1: Channeled Focus |
| Slot 2: Radiant Glory | Slot 2: Soul Burst |
| Slot 3: Power of the Light | Slot 3: Elemental Susceptibility |
| Slot 4: Luminous Shards | Slot 4: Elemental Blockade |
| Slot 5: Ulfsild's Contingency | Slot 5: Solar Barrage |
| Ultimate: Flawless Dawnbreaker | Ultimate: Shooting Star |
What Changes
Wield Soul replaces
Puncturing Sweep
Soul Burst replaces
Deadly Cloak
Soul Burst and
Luminous Shards swap places
A setup which trades damage for more survivability. Use it against harder boss fights or if you simply want a tankier build and don't mind fights taking longer
| Front Bar | Back Bar |
|---|---|
| Slot 1: Puncturing Sweep | Slot 1: Channeled Focus |
| Slot 2: Radiant Glory | Slot 2: Luminous Shards |
| Slot 3: Power of the Light | Slot 3: Elemental Susceptibility |
| Slot 4: Revealing Flare | Slot 4: Elemental Blockade |
| Slot 5: Ulfsild's Contingency | Slot 5: Resolving Vigor |
| Ultimate: Flawless Dawnbreaker | Ultimate: Shooting Star |
What Changes
Revealing Flare replaces
Deadly Cloak
Ulfsild's Contingency changes the
Lingering Torment script to
Gladiator's Tenacity
Resolving Vigor replaces
Solar Barrage
Additional Info
Deadly Cloak can still be superior to
Revealing Flare if the fight has lots of AoE damage, because of the Major Evasion
Passives
The only passive you specifically have to skip is
Tri Focus
Class - Aedric Spear
Piercing Spear - High Priority
Spear Wall - High Priority
Burning Light - High Priority
Balanced Warrior - High Priority
Class - Dawn's Wrath
Enduring Rays - High Priority
Prism - High Priority
Illuminate - High Priority
Restoring Spirit - High Priority
Class - Restoring Light
Mending - High Priority
Sacred Ground - High Priority
Light Weaver - Medium Priority
Master Ritualist - Not needed
Weapon - Dual Wield
Slaughter - High Priority
Dual Wield Expert - High Priority
Controlled Fury - High Priority
Ruffian - Medium Priority
Twin Blade and Blunt - High Priority
Weapon - Bow
Vinedusk Training - High Priority
Accuracy - High Priority
Ranged - High Priority
Hawk Eye - High Priority
Hasty Retreat - Low Priority
Weapon - Destruction Staff
Tri Focus - Do Not Unlock
Penetrating Magic - Low Priority
Elemental Force - Medium Priority
Ancient Knowledge - Medium Priority
Destruction Expert - Low Priority
Armor - Light Armor
Grace - Low Priority
Evocation - High Priority
Spell Warding - High Priority
Prodigy - High Priority
Concentration - High Priority
Armor - Medium Armor
Dexterity - High Priority
Wind Walker - High Priority
Improved Sneak - Not needed
Agility - High Priority
Athletics - High Priority
Armor - Heavy Armor
Resolve - Medium Priority
Constitution - Low Priority
Juggernaut - Medium Priority
Revitalize - Low Priority
Rapid Mending - Low Priority
Guild - Fighters Guild
Intimidating Presence - Medium Priority
Slayer - High Priority
Banish the Wicked - High Priority
Skilled Tracker - Medium Priority
Bounty Hunter - Not needed
Guild - Mages Guild
Persuasive Will - Not needed
Mage Adept - High Priority
Everlasting Magic - High Priority
Magicka Controller - High Priority
Might of the Guild - Low Priority
Guild - Psijic Order
Clairvoyance - Low Priority
Spell Orb - Not needed
Concentrated Barrier - Low Priority
Deliberation - Not needed
Alliance War - Support
Magicka Aid - Medium Priority
Combat Medic - Not needed
Battle Resurrection - Not needed
Race - Your Race
Get all of your racials, no matter which race you are
Craft - Alchemy
Solvent Proficiency - Not needed
Keen Eye: Reagents - Not needed
Medicinal Use - High Priority
Chemistry - Not needed
Laboratory Use - Not needed
Snakeblood - Not needed
Gear
Base Setup
A base setup that is meant for Overland content and will work for most situations. It should be your starting point when making situational setups
Switching gear for trash packs isn't worth it unless you're using gear-swap addons
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
Head |
Light | |||
Shoulders |
Light | |||
Chest |
Medium | |||
Hands |
Light | |||
Belt |
Light | |||
Legs |
Medium | |||
Boots |
Light | |||
Necklace |
Jewelry | |||
Ring |
Jewelry | |||
Ring |
Jewelry | |||
Frontbar Main Hand |
Dagger | |||
Frontbar Off Hand |
Dagger | |||
Backbar Main Hand |
Inferno Staff |
Gear that can be stronger than the setup from the table in specific situations or when specific circumstances are present
Sul-Xan's Torment - the best set for trash packs and for bosses that regularly spawn smaller adds
Whorl of the Depths - a strong proc set which pulls ahead of
Order's Wrath in Instanced content where you can utilise its 3-piece Minor Slayer bonus
Vestments of Olorime - provides 430 Weapon and Spell Damage, 5% damage reduction from Minor Aegis and can be back-barred without losing anything, allowing for much more flexibility with gear. It's the ideal set for more difficult fights
Roksa the Warped - a monster set which provides a lot of sustain. You'll only have space for it when back-barring
Vestments of Olorime
Armor of the Trainee - 1 piece bonus of this set provides 1454 max health. It also comes in any weight so we can use it on the chest piece, which combined with the
Reinforced trait will provide a lot of armor
Gear that is easier to obtain and can be used while you work towards the best gear
Crafted
All of these are tradable and can be bought from other players
Only listing a single alternative because one of the sets from Base Setup,
Order's Wrath, is also a crafted set
No Overland, Dungeon or Trial gear is listed as the Crafted options are superior.
Final Setups
A few examples of final setups you could end up with after applying situational rules to the base setup
This is the crafted gear setup you can start with
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
Head |
Light | |||
Shoulders |
Light | |||
Chest |
Heavy | |||
Hands |
Light | |||
Belt |
Light | |||
Legs |
Medium | |||
Boots |
Light | |||
Necklace |
Jewelry | |||
Ring |
Jewelry | |||
Ring |
Jewelry | |||
Frontbar Main Hand |
Dagger | |||
Frontbar Off Hand |
Dagger | |||
Backbar Main Hand |
Inferno Staff |
The weight distribution of the setup from the table is 1 Heavy 5 Medium 1 Light so that you can start leveling up all your armor skill lines. Once you transition to Regular setup you'll be using 2 Medium 5 Light most of the time, switching to 1 Heavy 5 Medium 1 Light only against more difficult fights
The setup in the table uses only crafted gear, but if you already own parts of the Regular setup like
Ring of the Pale Order you can start using them immediately
This is a setup you should use in Instanced content (Arenas and Dungeons), where enemies have 18,200 armor instead of 9,100
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
Head |
Light | |||
Shoulders |
Light | |||
Chest |
Medium | |||
Hands |
Light | |||
Belt |
Light | |||
Legs |
Light | |||
Boots |
Light | |||
Necklace |
Jewelry | |||
Ring |
Jewelry | |||
Ring |
Jewelry | |||
Frontbar Main Hand |
Mace | |||
Frontbar Off Hand |
Mace | |||
Backbar Main Hand |
Ice Staff |
Whorl of the Depths replaces
Order's Wrath, because in Instanced content you can benefit from the Minor Slayer buff, which makes it better- Daggers are replaced with Maces to gain more penetration through the
Twin Blade and Blunt passive - Inferno Staff is replaced with Ice Staff, because Ice
Elemental Blockade will improve uptime of the Minor Breach debuff - Weight composition goes from 2 Medium 5 Light to 1 Medium 6 Light, so we can benefit a bit more from the
Concentration passive
- If you don't have access to Trial gear, use
Tide-Born Wildstalker instead of
Whorl of the Depths. Since
Tide-Born Wildstalker provides penetration, you should also replace one of the Maces with a Dagger.
Order's Wrath is also a good alternative and
Tide-Born Wildstalker pulls only slightly ahead because of the penetration line
This is my suggested setup for soloing extremely difficult fights in dungeons. Unlike the "Tanky" skill setup which can be used for both difficult and easy stuff, this "Tanky" gear setup only makes sense in Instanced content because it focuses on utilizing Minor Aegis, Minor Slayer and on getting additional sustain from
Roksa the Warped which is mostly useful only in super difficult fights where you have to dodge roll a lot
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
Head |
Medium | |||
Shoulders |
Light | |||
Chest |
Heavy | |||
Hands |
Light | |||
Belt |
Light | |||
Legs |
Light | |||
Boots |
Light | |||
Necklace |
Jewelry | |||
Ring |
Jewelry | |||
Ring |
Jewelry | |||
Frontbar Main Hand |
Mace | |||
Frontbar Off Hand |
Mace | |||
Backbar Main Hand |
Ice Staff |
Whorl of the Depths is now front-barred instead of being fully on body
Deadly Strike and
Crushing Wall get replaced by back-barred
Vestments of Olorime- This creates space for adding a Monster Set -
Roksa the Warped, and 1 piece
Armor of the Trainee on your chest slot, with Heavy armor weight and
Reinforced trait
- You can change some (or all) of the
Magicka enchants to
Health ones for extremely hard hitting bosses
Well-Fitted is also a decent option instead of
Divines, because many difficult dungeon fights will require you to dodge roll a lot
Use the Penetration Calculator to fine-tune your penetration for different content. Overland enemies have 9,100 armor while Instanced enemies (Arenas and Dungeons) have 18,200.
Champion Points
Race
For solo PvE you need both damage and survivability, so every race brings something to the table, but these two stand out as the best options for damage and survivability respectively
Mundus
Attributes
For most content you should put all 64 points into Magicka. For difficult content you should devote as many attribute points as necessary to Health - for some content you'll be able to get away with 32 Health 32 Magicka, for the extremely difficult stuff you'll need 64 Health.
Food
Your sustain can vary greatly because it's impacted by your armor weight composition, your race and how much blocking/dodge rolling you're required to do in a certain fight. Choose the food with more recoveries if you can't sustain
Potions
Use the Spell Power potions (Increase Spell Power, Spell Critical, Restore Magicka). They'll provide Major Sorcery and Major Prophecy which are crucial buffs.
Parses
All parses are recorded on the 6 million Target Dummy
Patch: Update 48
Using Regular setup
Patch: Update 48
Using Tanky skill setup
Gameplay
Here you can see this build tackling Veteran dungeons and other content
Fashion
| Slot | Style | Dyes |
|---|---|---|
| Head |
Divine Gold
Thalmor Black
Thalmor Black
|
|
| Shoulders |
Divine Gold
|
|
| Chest |
Thalmor Black
Divine Gold
Fire Drake's Flame
|
|
| Hands |
Divine Gold
Thalmor Black
Thalmor Black
|
|
| Belt |
Divine Gold
|
|
| Legs |
Divine Gold
Thalmor Black
Thalmor Black
|
|
| Feet |
Divine Gold
Thalmor Black
Thalmor Black
|
|
| Frontbar Main Hand |
Julianos White
Divine Gold
Fire Drake's Flame
|
|
| Frontbar Off Hand |
Julianos White
Divine Gold
Fire Drake's Flame
|
|
| Backbar Main Hand |
Divine Gold
Thalmor Black
Divine Gold
|
|
| Slot | Collectible |
|---|---|
| Personality |
FAQ
It's decent, Magicka Templar is one of the most comfortable solo classes in ESO thanks to
Puncturing Sweep healing for 25% of damage done and
Radiant Glory healing during execute phase. It falls off when Soloing Veteran Hard Mode DLC Dungeons, but it's a perfect choice for less tryhard gameplay.
The best gear for a Magicka Templar Solo build in ESO is
Deadly Strike with
Order's Wrath,
Slimecraw monster set,
Ring of the Pale Order, and a
Perfected Crushing Wall backbar staff. For instanced content, swap
Order's Wrath to
Whorl of the Depths for Minor Slayer.
Khajiit is the best race for damage thanks to 12% Critical Damage from
Feline Ambush, which won't be wasted in solo content. Nord is the best race for survivability, providing around 5-7% damage mitigation through the
Rugged racial passive.
Yes, you can replace the Dual Wield Daggers with other weapons. Greatsword, Lightning Staff and Bow will cause the smallest DPS loss (≈2%), then Inferno (≈4%), and then support-oriented weapons (Ice Staff, One Handed and Shield) will cause bigger DPS loss (≈7%). You will also have to replace
Deadly Cloak with some situational ability, or with an ability from one of the weapons you swapped to (for example
Carve when switching to Greatsword). Replacing backbar weapon is a lot more troublesome, because
Elemental Susceptibility is extremely powerful skill for Solo.
Yes, this Magicka Templar build can solo every Veteran Dungeon that doesn't require multiple people for a specific mechanic. It can also solo most Hard Mode Dungeons, including Veteran Hard Mode March of Sacrifices.
No, you don't need a different setup. Use the base skills and the Instanced gear setup from this guide for both Maelstrom Arena and Vateshran Hollows.
THANKS FOR READING
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Head
Shoulders
Chest
Hands
Belt
Legs
Boots
Necklace
Ring
Frontbar Main Hand
Frontbar Off Hand