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https://forums.elderscrollsonline.com/en/discussion/668861

[Heretic] Sorcerer PvP Build for Patch 2.1 / 1.7

Mythk
Mythk
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https://www.youtube.com/watch?v=MhJ7mddykN4&feature=youtu.be

Attributes
64 Magicka - 0 Health - 0 Stam

Gear
5 pc Kagrenac's Hope
Shirt, legs, gloves, hands, belt
Infused on big, divines on small

2 pc Torug's Pact
Hat, destro/resto staff
Infused on hat, nirnhoned on staff

1 pc Molag Kena
Shoulder
Divines on shoulder

3 pc Willpower Jewelry
Necklace, ring, ring
Arcane on all pieces you can get it on

Destruction Staff Bar
Crystal Fragments
Force Shock (Morph based on preference)
Endless Fury
Power Surge
Velocious Curse

ULTIMATE : Meteor, Dawnbreaker, or Soul Assault

Restoration Staff
Harness Magicka
Healing Ward
Hardened Ward
Streak (OR Ball of Lightning)
Daedric Mines, Restraining Prison, or Rune Cage (dependent on your ultimate)

ULTIMATE : Soul Assault, Greater Storm Atronach, or Absorption Field

  • Maulkin
    Maulkin
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    This is a pretty standard build for Sorcs.No offense meant, cause I run something very very similar.

    Two things surprised me:
    1. That you went Kagrenac over Seducer given your low CPs. I'm on 400 and waiting to hit around 520 before I make the switch.
    2. That you used regen jewelry enchants over cost reduction. I still feel the latter is more efficient for sorcs with the way streak costs stack

    Other than that our only differences are that I keep mines on the Overload bar and have Boundless Storm for mobility and as an AoE detect against gankblades. You should try it, it's amazing for simply running away from a zerg and resetting your Streak cooldown.

    Oh I nearly forgot! Your big burst is Curse, Frags, Mines, Dawnbreaker. So you really really really should start pumping points into Thaumaturge (you have 0!) because that's what they scale with, not Elemental Expert. And I still massively prefer Crushing Shock over Force Pulse. That 5% extra damage is not really consequential for me since I'm max'ing primarily my Magic and only secondarily my Elemental damage. But Crushy interrupt is godsend against rezers, snipers and crazy people that hard-cast frags.
    Edited by Maulkin on 22 September 2015 22:01
    EU | PC | AD
  • Acts
    Acts
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    Seems like a fine build, my current setup is nearly on par and some stats being a bit higher then urs with deferent sets.
    AD VR16 Sorc - Act of Rage : Retired
    AD VR16 NB - Acts in Shadows
    AD VR16 DK - Bixx Low : Retired

    EP VR16 Sorc - Acts of Dominancy

    DC VR16 Templar - Acts of Rejuvenation
    DC VR16 NB- Acts of Ferocity
  • leepalmer95
    leepalmer95
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    This is the exact same as a 1.6 sorc build.

    Also i'm sure blessing of restoration or combat prayer are better in 1.7 because if shield breaker, also healing ward got double nerfed :(
    PS4 EU DC

    Current CP : 756+

    I have every character level 50, both a magicka and stamina version.


    RIP my effort to get 5x v16 characters...
  • Merlin13KAGL
    Merlin13KAGL
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    Same, gear choice surprises me w/ the five piece, unless your friend have a habit of dying a lot?

    I'm with Mike, on CS. Interrupts from 30+m is a beautiful thing, especially after the lowered elemental secondary effects of the last patch kicked in.

    Torn on the Fury morph, as it's only a one-time return for magicka, but extra damage is priceless.

    I tend to like Encase morph vs Rune Cage, as you get more than one target out of it.
    Just because you don't like the way something is doesn't necessarily make it wrong...

    Earn it.

    IRL'ing for a while for assorted reasons, in forum, and in game.
    I am neither warm, nor fuzzy...
    Probably has checkbox on Customer Service profile that say High Aggro, 99% immunity to BS
  • Maulkin
    Maulkin
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    This is the exact same as a 1.6 sorc build.

    Also i'm sure blessing of restoration or combat prayer are better in 1.7 because if shield breaker, also healing ward got double nerfed :(

    You mean skill-wise? Well yeah, nothing much has changed on that front. No skill changes and no passive changes. The gear though is completely different. Willpower, Kena, Kagrenac are all new. Only Torug's is the same.

    Healing Ward did NOT get double nerfed. I can still get 16k heal crits off it.
    Same, gear choice surprises me w/ the five piece, unless your friend have a habit of dying a lot?

    I'm with Mike, on CS. Interrupts from 30+m is a beautiful thing, especially after the lowered elemental secondary effects of the last patch kicked in.

    Torn on the Fury morph, as it's only a one-time return for magicka, but extra damage is priceless.

    I tend to like Encase morph vs Rune Cage, as you get more than one target out of it.

    Well Kagrenac gives 226 spell damage too as a 5-piece bonus. I was surprised because it's quite an offensive setup for someone who 1vXs.

    Also, my mantra is: Encase for the districts, Mines for sewers

    There is nothing more precious than dragging a sweeper boss from the districts into a group and when he does the big AoE cone you Encase and Streak over the group and then just lol and collect AP

    The Fury morph imo is the one skill choice where it the morph you take really doesn't matter. Both are very nice. I take Endless Fury morph too, but it could easily be the other morph.
    EU | PC | AD
  • rokrdt05
    rokrdt05
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    This is a pretty standard build for Sorcs.No offense meant, cause I run something very very similar.

    Two things surprised me:
    1. That you went Kagrenac over Seducer given your low CPs. I'm on 400 and waiting to hit around 520 before I make the switch.
    2. That you used regen jewelry enchants over cost reduction. I still feel the latter is more efficient for sorcs with the way streak costs stack

    Other than that our only differences are that I keep mines on the Overload bar and have Boundless Storm for mobility and as an AoE detect against gankblades. You should try it, it's amazing for simply running away from a zerg and resetting your Streak cooldown.

    Oh I nearly forgot! Your big burst is Curse, Frags, Mines, Dawnbreaker. So you really really really should start pumping points into Thaumaturge (you have 0!) because that's what they scale with, not Elemental Expert. And I still massively prefer Crushing Shock over Force Pulse. That 5% extra damage is not really consequential for me since I'm max'ing primarily my Magic and only secondarily my Elemental damage. But Crushy interrupt is godsend against rezers, snipers and crazy people that hard-cast frags.

    If you actually went in and did the testing, regen is much more effective than cost reduction. Cost reduction has really big diminishing returns the more you stack it.

    For Example: A Breton with 100 points into Cost Reduction skill line in the CP tree, on top of the Light Armor Cost Reduction, with your Racial Cost Reduction, you are only getting 139 Cost Reduc from a Gold V16 Cost Reduc Glyph. Whereas you get the FULL benefit from any regen source.

    Go back and check the math on it, and you'll see you aren't getting the full 203 Cost Reduc when using those glyphs. Regen has out scaled it somehow in this patch.

    Also, this is not the standard sorc build anymore. Many sorcs are trying different builds and bar rotations with this patch. I know myself for example no longer uses a destro but a 2-Hander and have not really seen the benefit of the interrupt that my frags and/or streak couldn't do. I also no longer use Harness either but just Hardened Ward. I've made other changes as well that let me do extremely well solo and 1vX'ing.
    Edited by rokrdt05 on 22 September 2015 22:28
    Server: PC - North America - Daggerfall/Ebonheart

    Guilds: Order of the Bear | From The Dust

    Blaze | Sorcerer | DC | Former Empress
    Ulterior Motive | Templar | DC
    Detka's Tank | Dragon Knight | DC
    Tëmpëst | Sorceror | EP | Former Emperor
    Fíre | Nightblade | EP
    'Fire| Nightblade | DC
    Spëctrë | Templar | DC
    Ashléy Olsén| Dragon Knight | EP
  • Maulkin
    Maulkin
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    rokrdt05 wrote: »
    This is a pretty standard build for Sorcs.No offense meant, cause I run something very very similar.

    Two things surprised me:
    1. That you went Kagrenac over Seducer given your low CPs. I'm on 400 and waiting to hit around 520 before I make the switch.
    2. That you used regen jewelry enchants over cost reduction. I still feel the latter is more efficient for sorcs with the way streak costs stack

    Other than that our only differences are that I keep mines on the Overload bar and have Boundless Storm for mobility and as an AoE detect against gankblades. You should try it, it's amazing for simply running away from a zerg and resetting your Streak cooldown.

    Oh I nearly forgot! Your big burst is Curse, Frags, Mines, Dawnbreaker. So you really really really should start pumping points into Thaumaturge (you have 0!) because that's what they scale with, not Elemental Expert. And I still massively prefer Crushing Shock over Force Pulse. That 5% extra damage is not really consequential for me since I'm max'ing primarily my Magic and only secondarily my Elemental damage. But Crushy interrupt is godsend against rezers, snipers and crazy people that hard-cast frags.

    If you actually went in and did the testing, regen is much more effective than cost reduction. Cost reduction has really big diminishing returns the more you stack it.

    For Example: A Breton with 100 points into Cost Reduction skill line in the CP tree, on top of the Light Armor Cost Reduction, with your Racial Cost Reduction, you are only getting 139 Cost Reduc from a Gold V16 Cost Reduc Glyph. Whereas you get the FULL benefit from any regen source.

    Go back and check the math on it, and you'll see you aren't getting the full 203 Cost Reduc when using those glyphs. Regen has out scaled it somehow in this patch.

    I don't see why the attitude, especially when you're not telling anything I don't know here.

    If I wear 7/7 light (which I don't) and have maxed Magician (which I haven't) and I'm Breton (which I'm not) then yes your number is correct.

    Do the math from the other side. 179 regen per enchant. Percent increases are 10% form Capacitor passive 28% from Recovery passive with 7/7 light and 20% from pots. That is a total of 58% increase. Or 179 * 1.58 = 282 regen at absolute best case scenario.

    So it seems almost double, but the kicker is that regen ticks once every two seconds. The only time my magicka is even getting taxed is when I'm in heavy combat and then I cast a skill every second as per GCD. So 139 per enchant saves me 278 every 2" of combat and even in this extreme scenario of maxing out cost reduction, regen enchants just about break even with cost reduction.

    But where regen complete fails, is when it has to cover the cost of Bolt Escape, which incidentally is the only skill that can drain my magicka. Because the cost of Bolt is 50% increasing of base, but the % increase applies only after the flat cost reduction from your enchants. The formula is:

    (base cost - flat cost reduction) * 1+(% penalty increase - % cost reduction from passives)

    Which means my cost reduction enchants save me an extra 50% of their value every time I streak and that 50% stacks and stacks.
    Edited by Maulkin on 23 September 2015 01:23
    EU | PC | AD
  • rokrdt05
    rokrdt05
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    rokrdt05 wrote: »
    This is a pretty standard build for Sorcs.No offense meant, cause I run something very very similar.

    Two things surprised me:
    1. That you went Kagrenac over Seducer given your low CPs. I'm on 400 and waiting to hit around 520 before I make the switch.
    2. That you used regen jewelry enchants over cost reduction. I still feel the latter is more efficient for sorcs with the way streak costs stack

    Other than that our only differences are that I keep mines on the Overload bar and have Boundless Storm for mobility and as an AoE detect against gankblades. You should try it, it's amazing for simply running away from a zerg and resetting your Streak cooldown.

    Oh I nearly forgot! Your big burst is Curse, Frags, Mines, Dawnbreaker. So you really really really should start pumping points into Thaumaturge (you have 0!) because that's what they scale with, not Elemental Expert. And I still massively prefer Crushing Shock over Force Pulse. That 5% extra damage is not really consequential for me since I'm max'ing primarily my Magic and only secondarily my Elemental damage. But Crushy interrupt is godsend against rezers, snipers and crazy people that hard-cast frags.

    If you actually went in and did the testing, regen is much more effective than cost reduction. Cost reduction has really big diminishing returns the more you stack it.

    For Example: A Breton with 100 points into Cost Reduction skill line in the CP tree, on top of the Light Armor Cost Reduction, with your Racial Cost Reduction, you are only getting 139 Cost Reduc from a Gold V16 Cost Reduc Glyph. Whereas you get the FULL benefit from any regen source.

    Go back and check the math on it, and you'll see you aren't getting the full 203 Cost Reduc when using those glyphs. Regen has out scaled it somehow in this patch.

    I don't see why the attitude, especially when you're not telling anything I don't know here.

    If I wear 7/7 light (which I don't) and have maxed Magician (which I haven't) and I'm Breton (which I'm not) then yes your number is correct.

    Do the math from the other side. 179 regen per enchant. Percent increases are 10% form Capacitor passive 28% from Recovery passive with 7/7 light and 20% from pots. That is a total of 58% increase. Or 179 * 1.58 = 282 regen at absolute best case scenario.

    So it seems almost double, but the kicker is that regen ticks once every two seconds. The only time my magicka is even getting taxed is when I'm in heavy combat and then I cast a skill every second as per GCD. So 139 per enchant saves me 278 every 2" of combat and even in this extreme scenario of maxing out cost reduction, regen enchants just about break even with cost reduction.

    But where regen complete fails, is when it has to cover the cost of Bolt Escape, which incidentally is the only skill that can drain my magicka. Because the cost of Bolt is 50% increasing of base, but the % increase applies only after the flat cost reduction from your enchants. The formula is:

    (base cost - flat cost reduction) * 1+(% penalty increase - % cost reduction from passives)

    Which means my cost reduction enchants save me an extra 50% of their value every time I streak and that 50% stacks and stacks.

    LOL. I love when people assume you have an attitude when you are merely pointing something out. There is no "attitude" in words only your interpretation of them. I was just pointing out that the OP was not necessarily wrong in choosing regen over cost reduction. You're one scenario for cost reduction doesn't out weigh anything else imho, I haven't come across a situation yet where I've need to streak more than 2-3 times. Especially with LoS'ing and other ability combinations... streaking isn't what is used to be in prior patches.
    Server: PC - North America - Daggerfall/Ebonheart

    Guilds: Order of the Bear | From The Dust

    Blaze | Sorcerer | DC | Former Empress
    Ulterior Motive | Templar | DC
    Detka's Tank | Dragon Knight | DC
    Tëmpëst | Sorceror | EP | Former Emperor
    Fíre | Nightblade | EP
    'Fire| Nightblade | DC
    Spëctrë | Templar | DC
    Ashléy Olsén| Dragon Knight | EP
  • Ezareth
    Ezareth
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    rokrdt05 wrote: »
    This is a pretty standard build for Sorcs.No offense meant, cause I run something very very similar.

    Two things surprised me:
    1. That you went Kagrenac over Seducer given your low CPs. I'm on 400 and waiting to hit around 520 before I make the switch.
    2. That you used regen jewelry enchants over cost reduction. I still feel the latter is more efficient for sorcs with the way streak costs stack

    Other than that our only differences are that I keep mines on the Overload bar and have Boundless Storm for mobility and as an AoE detect against gankblades. You should try it, it's amazing for simply running away from a zerg and resetting your Streak cooldown.

    Oh I nearly forgot! Your big burst is Curse, Frags, Mines, Dawnbreaker. So you really really really should start pumping points into Thaumaturge (you have 0!) because that's what they scale with, not Elemental Expert. And I still massively prefer Crushing Shock over Force Pulse. That 5% extra damage is not really consequential for me since I'm max'ing primarily my Magic and only secondarily my Elemental damage. But Crushy interrupt is godsend against rezers, snipers and crazy people that hard-cast frags.

    If you actually went in and did the testing, regen is much more effective than cost reduction. Cost reduction has really big diminishing returns the more you stack it.

    For Example: A Breton with 100 points into Cost Reduction skill line in the CP tree, on top of the Light Armor Cost Reduction, with your Racial Cost Reduction, you are only getting 139 Cost Reduc from a Gold V16 Cost Reduc Glyph. Whereas you get the FULL benefit from any regen source.

    Go back and check the math on it, and you'll see you aren't getting the full 203 Cost Reduc when using those glyphs. Regen has out scaled it somehow in this patch.

    Also, this is not the standard sorc build anymore. Many sorcs are trying different builds and bar rotations with this patch. I know myself for example no longer uses a destro but a 2-Hander and have not really seen the benefit of the interrupt that my frags and/or streak couldn't do. I also no longer use Harness either but just Hardened Ward. I've made other changes as well that let me do extremely well solo and 1vX'ing.

    Keep in mind that Champion Point reductions do *not* impact the amount reduced by cost reduction glyphs. Only cost reduction passives and sets do that.

    A Breton, Sorc wearing 5 Light Armor with 8 Piece seducer would see (3+5+21+8) = 37 * .8625(don't ask) = ~32% Reduction in the effectiveness of their cost reduction glyphs.

    A V16 Cost reduction glyph provides 236 Base reduction. This means under this scenario your breton would actually see a cost reduction of 160, not 139. It should also be noted that after the first Bolt Escape in a row you get the *full* benefit of the cost reduction glyph on and subsequent bolts.

    160 cost reduction works out to 320 MR *only* when considering casting a spell every second. If you're stacking enough Magicka regen passives it is possible to have the 169 Regen on the enchant work out to ~320, in which case Magicka Regen is *always* better.

    The numbers are pretty easy to calculate with this information.
    Permanently banned from the forums for displaying dissent: ESO - The Year Behind
    Too Much Bolt Escape - banned for "hacking the game to create movement not otherwise permitted by in game mechanics."
    Ezareth VR16 AD Sorc - Rank 36 - Axe NA
    Ezareth-Ali VR16 DC NB - Rank 20 - Chillrend NA
    Ezareth PvP on Youtube
  • Maulkin
    Maulkin
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    rokrdt05 wrote: »
    rokrdt05 wrote: »
    This is a pretty standard build for Sorcs.No offense meant, cause I run something very very similar.

    Two things surprised me:
    1. That you went Kagrenac over Seducer given your low CPs. I'm on 400 and waiting to hit around 520 before I make the switch.
    2. That you used regen jewelry enchants over cost reduction. I still feel the latter is more efficient for sorcs with the way streak costs stack

    Other than that our only differences are that I keep mines on the Overload bar and have Boundless Storm for mobility and as an AoE detect against gankblades. You should try it, it's amazing for simply running away from a zerg and resetting your Streak cooldown.

    Oh I nearly forgot! Your big burst is Curse, Frags, Mines, Dawnbreaker. So you really really really should start pumping points into Thaumaturge (you have 0!) because that's what they scale with, not Elemental Expert. And I still massively prefer Crushing Shock over Force Pulse. That 5% extra damage is not really consequential for me since I'm max'ing primarily my Magic and only secondarily my Elemental damage. But Crushy interrupt is godsend against rezers, snipers and crazy people that hard-cast frags.

    If you actually went in and did the testing, regen is much more effective than cost reduction. Cost reduction has really big diminishing returns the more you stack it.

    For Example: A Breton with 100 points into Cost Reduction skill line in the CP tree, on top of the Light Armor Cost Reduction, with your Racial Cost Reduction, you are only getting 139 Cost Reduc from a Gold V16 Cost Reduc Glyph. Whereas you get the FULL benefit from any regen source.

    Go back and check the math on it, and you'll see you aren't getting the full 203 Cost Reduc when using those glyphs. Regen has out scaled it somehow in this patch.

    I don't see why the attitude, especially when you're not telling anything I don't know here.

    If I wear 7/7 light (which I don't) and have maxed Magician (which I haven't) and I'm Breton (which I'm not) then yes your number is correct.

    Do the math from the other side. 179 regen per enchant. Percent increases are 10% form Capacitor passive 28% from Recovery passive with 7/7 light and 20% from pots. That is a total of 58% increase. Or 179 * 1.58 = 282 regen at absolute best case scenario.

    So it seems almost double, but the kicker is that regen ticks once every two seconds. The only time my magicka is even getting taxed is when I'm in heavy combat and then I cast a skill every second as per GCD. So 139 per enchant saves me 278 every 2" of combat and even in this extreme scenario of maxing out cost reduction, regen enchants just about break even with cost reduction.

    But where regen complete fails, is when it has to cover the cost of Bolt Escape, which incidentally is the only skill that can drain my magicka. Because the cost of Bolt is 50% increasing of base, but the % increase applies only after the flat cost reduction from your enchants. The formula is:

    (base cost - flat cost reduction) * 1+(% penalty increase - % cost reduction from passives)

    Which means my cost reduction enchants save me an extra 50% of their value every time I streak and that 50% stacks and stacks.

    LOL. I love when people assume you have an attitude when you are merely pointing something out. There is no "attitude" in words only your interpretation of them. I was just pointing out that the OP was not necessarily wrong in choosing regen over cost reduction. You're one scenario for cost reduction doesn't out weigh anything else imho, I haven't come across a situation yet where I've need to streak more than 2-3 times. Especially with LoS'ing and other ability combinations... streaking isn't what is used to be in prior patches.

    You started your response with "If you actually went and did some testing..." which pretty clearly indicates to me that you think I haven't and that I'm talking out of my arse. Unless English is not your first language in which case this is an unnecessary argument.

    I provided the math that shows you why cost reduction is superior the only time that matters, when I'm bolting or when I'm casting spells on cooldown. Any other time, (light combat, kiting) my 1.8k regen before pots keeps me above 90% max magicka constantly so not an issue.
    EU | PC | AD
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