I hate destro spampires. You either play one or you hate them. 90% of their offense is pressing the same button over and over again. Pop Bat Swarm, spam either Impulse or Force Shock. Maybe throw something else in for good measure, but that's the majority of it. So anyway, I decided to kill every last one of them.
Attributes & Gear
M:0 / H:49 / S:0
It's a PVP build. Stack health. Your magicka will come from other areas. This doesn't require too much explanation, so moving along to gear...
1H & Shield / Restoration Staff
7/7 light armor. There's no question about it; light armor dominates in the vast majority of situations in this game. You're going to be doing plenty of spell damage and healing, so this is the way to go. Your melee based abilities won't be the most powerful thing ever, but they are mostly there for utility, anyway.
My personal current set preference is...
5/5 Seducer Set
4/5 Magnus Set (3/5 with staff equipped)
Helmet / Chest / Legs
Infused - Magicka Enchant
Shoulders / Gloves / Belt / Boot / Shield
Impenetrable - Magicka Enchant
Jewelry
I currently just use whatever I can get. I hit VR2 just the night before posting this, so my selection is limited, if not just by "why bother finding the perfect ring until VR12?" I prefer reduced spell cost to magicka recovery, so long as my recovery is at an acceptable level. I currently have 100+, which I'm comfortable with. Reduced spell cost lends itself to better efficiency when you find yourself casting tons of spells in a short period of time, which makes it ideal for PVP.
Skill Sets
One-Handed and Shield Action Bar
1. Silver Shards
- If you've identified a vampire, this ability becomes very useful. It has a chance to hit them like a freight train, and it provides additional CC if they aren't immune, like they seem to be 90% of the time. If all else fails, this ability is a good stamina dump for 2-3 shots, but you'll be working with a limited stamina pool with this build, and I don't recommend making liberal use of this ability.
2. Puncturing Sweep
- Your go-to attack when you're up close. I seriously considered going for Biting Jabs, but most good PVP players will be packing impenetrable traits, limiting the usefulness of Biting Jabs where you would need it the most. PS provides universal utility.
- PS has a slight knockback that can sometimes prove useful.
- PS should ideally be used after Dark Flare / Vampire's Bane. It is fair sustained damage but might not do a whole lot without the debuffs of VB and DF active.
3. Invasion
- The entire reason for a 1h/s setup. Invasion provides mobility and an opening stun, allowing you to close in and get a head start on your opponent.
- Great for catching runners
- Mobility can be huge in PVP. Invasion lets you hop into combat quickly, but it can even be used to get back out if the enemy horde has a player nice enough to get too far into your own lines.
4. Vampire's Bane
- Instant cast, instant damage upon impact, potent DoT, all fire damage.
- Has a habit of hitting at about the same time when used immediately following Dark Flare, for great bursts of damage at a safe range.
5. Dark Flare
- So many people like Solar Barrage. I like it for solo PVE, but the reduced healing DF applies to enemies in PVP is a huge help.
- Long range, solid damage, ridiculously effective debuff. It can easily tip the balance in your favor, and really helps your allies bring down a pesky DK who seems to have 90 million health.
U. Dawnbreaker
- Low cost, high impact, disintegrates vampires, cool as hell.
- I haven't gotten to evolve this ability yet, but I intend to grind it up today. I don't know which morph I want the most. On one hand, the increased passive melee damage sounds nice, assuming it applies to PS and Invasion, as I believe it should. This would be useful in any situation. On the other, that knockdown on vampires would be huge. That is when it actually works, since a lot of them make a point to be immune to CC.
Restoration Staff Action Bar
1. Blazing Shield
- Provides your best option to defend yourself first. Honor the Dead will often heal another player if their health is lower, but sometimes you have to be selfish.
- BS also provides some damage output. A lot of people cry OP on this ability, but I honestly don't see it being as out of line as some other spells. It comes out to roughly a 660 point damage shield for me, allowing it to do ~330 non-critical damage, with a 25% chance to hit for a bit more. Okay, so I guess that is pretty significant, but I prefer to use it defensively most of the time.
2. Healing Springs
- The single best primary go-to heal in PVP. Area healing is a must for helping others and this ability is as efficient as a heal gets. You can just about spam it all day if you have to.
3. Radiant Aura
- A lot more useful now that restoration passive caps were raised. Helps tremendously with keeping stamina managed, which is a must, seeing as this build doesn't have access to much of it.
- Can kind of be loud and annoying with good speakers, but so very worth it. No pain, no stamina gain.
4. Honor the Dead
- A recurring theme, that "efficiency" word. Restores most of the cost when used on low health players, allowing you to focus on more important things than keeping xXUncreativeNameXx alive.
5. Purifying Ritual
- The single best primary go- wait, that was already said. Well, think of it as an extention of Healing Springs, but with its own twists.
- Casting removes negative effects. Lots of them. Health cap reduced? Cast it. Spell reflect on you? Cast it. Weakness to Elements? Cast it. Debuffs will kill end you. End them first.
- Synergistic management solutions. I mean synergies. Yes, allies who aren't allergic to pressing "X" can enjoy a nice heal burst and cleansing of active debuffs.
U. Barrier / Remembrance
- I'm currently using Remembrance but I intend to switch to Barrier when I unlock the skill. I'll have to examine the choices before I determine the best morph of it, but I sure do like the sound of ultimate / magicka restoration. We'll see. Use your best judgement.
How it Works
This build covers all of your bases; You can heal others, you can heal yourself, you can fight at a range, and you can fight up close. Adapt to every situation. Generally, large engagements will favor you being the healer. Small clashes and 1v1 will favor taking the offensive.
This build favors playing defensively. Use your brain. It's flexible. It's not a run-in-and-spam-AOEs build. You're far more valuable alive than dead, so aim to keep it that way above all else. It's also great for taking charge and leading others because you can keep yourself alive and moving along into any situation with ease.
When you do go on the offensive, it's nice to soften up your opponent before you close in. Fire off a Dark Flare, follow with a Vampire's Bane, and finish your opener with Invasion. If done right, all three attacks should land at about the same time, opening up with a huge burst of damage and leaving your target stunned for followup attacks. Puncturing Sweep shines when the enemy is stunned. If Dawnbreaker is ready, that's even better. Sometimes your enemy will be dead before they stand back up.
Healing is pretty straight forward. You're better off back from the front lines but you can usually make it close enough to make good use of Purifying Ritual before backing off again. Worry just as much about keeping yourself alive as others, if not more so. Some players are allergic to standing in healing circles even when they are on the verge of death. You can't save them all. Just remember, healing circles are your friends.
The biggest thing to do is manage your resources. Poor resource management hinders your ability to adapt to changing situations. While magicka is more important, stamina shortages will hit you far more often. Don't waste either of them.
Last but not least, you aren't Sylvester Stallone. You're tough, but you're not built to always work alone and you probably speak more clearly than that. Work with your allies. They are your best weapons.
Bonus points if you actually look like a templar.