Testing on the PTS done by me, guildmates and other sources found on the internets.
A short summary of what I have seen and can remember:
Any class (bow) 8k
Nightblade (destro) 9k
Templar (destro) 9k
DK not in melee (destro) 8k
Sorcerer (destro+1 pet) 11k
If you have any objections, I'm all ears as this is by no means 100% conclusive.
From another topic about sorc. Are you say something about 8k?
Testing on the PTS done by me, guildmates and other sources found on the internets.
A short summary of what I have seen and can remember:
Any class (bow) 8k
Nightblade (destro) 9k
Templar (destro) 9k
DK not in melee (destro) 8k
Sorcerer (destro+1 pet) 11k
If you have any objections, I'm all ears as this is by no means 100% conclusive.
From another topic about sorc. Are you say something about 8k?
@pppontus will now proceed to explain to you, that since that DK build is using a melee-range DoT, it is a melee, not a ranged build. As such, it "naturally" has to do higher DPS.
cynicism aside, @pppontus, would you agree with the following assessment of DPS at PTS?
- Sorcerer ranged builds produce higher DPS then 100% pure ranged builds from any other class.
- Sorcerer ranged DPS is lower then the DPS of any sort of melee build (be they pure melee or some range/melee hybrid.
- Sorcerer do not benefit as much from going melee range as other classes, hence sorcerer melee builds producing significantly lower DPS then other (especially DK) melee builds (but still higher then sorcerer ranged)
Testing on the PTS done by me, guildmates and other sources found on the internets.
A short summary of what I have seen and can remember:
Any class (bow) 8k
Nightblade (destro) 9k
Templar (destro) 9k
DK not in melee (destro) 8k
Sorcerer (destro+1 pet) 11k
If you have any objections, I'm all ears as this is by no means 100% conclusive.
ItsRejectz wrote: »
Testing on the PTS done by me, guildmates and other sources found on the internets.
A short summary of what I have seen and can remember:
Any class (bow) 8k
Nightblade (destro) 9k
Templar (destro) 9k
DK not in melee (destro) 8k
Sorcerer (destro+1 pet) 11k
If you have any objections, I'm all ears as this is by no means 100% conclusive.
You do realise there are dk's and Templars doing over 16k dps.. In fact, I'll try find the videos now.
From what we've seen, Sorcs are the highest DPS in 1.6 for PvE. Sure it's a gimicky build that many hate but at least it's a step in the right direction considering Sorcs have been poo'd on by ZoS for a long time. More boosts for Sorcs are coming in 1.6.3 (today likely).I made this thread as an attempt to call attention to a very real issue on live - sub-standard performance of Sorcs in endgame PvE - that hasn't been addressed in the PTS as far as I can tell.
From what we've seen, Sorcs are the highest DPS in 1.6 for PvE. Sure it's a gimicky build that many hate but at least it's a step in the right direction considering Sorcs have been poo'd on by ZoS for a long time. More boosts for Sorcs are coming in 1.6.3 (today likely).I made this thread as an attempt to call attention to a very real issue on live - sub-standard performance of Sorcs in endgame PvE - that hasn't been addressed in the PTS as far as I can tell.
that is blatantly wrong.
OR the poster of the pic knows he's a DK and is referring specifically to the claim that DK's are averaging 8K, just like he said in his post.
It *is* a DK. Étandart de Puissance translates to Standard of Might. So the poster of that pic is either clueless or trolling.
From what we've seen, Sorcs are the highest DPS in 1.6 for PvE. Sure it's a gimicky build that many hate but at least it's a step in the right direction considering Sorcs have been poo'd on by ZoS for a long time. More boosts for Sorcs are coming in 1.6.3 (today likely).
It *is* a DK. Étandart de Puissance translates to Standard of Might. So the poster of that pic is either clueless or trolling.
It *is* a DK. Étandart de Puissance translates to Standard of Might. So the poster of that pic is either clueless or trolling.
I play a Sorcerer.
I posted that pic from a friend of mine playing DK to respond to the claim that Sorcs were the only remaining class with a working magicka build.
Sorcerers are the highest ranged DPS and as such you will always need a couple of sorcerers since there will always be fights where you don't want your entire team in melee. Don't be surprised if you see 4-6 sorcs per trial team in the future.
Highest DPS with what exactly? I don't foresee the pet build as a viable option for DSA and Sanctum.
Spam Velocious Curse and Crystal Shards?
The pet build works perfectly well in Sanctum, pets do survive an entire stomp+spear phase easy on the Mantikora. Resummoning 2 times shouldn't be a problem imo.
I've now done a little bit of testing on PTS (1.6.3) and feel somewhat better about sorc DPS, though my tests were limited to Craglorn mobs and The Rift world bosses.
15.8k DPS on Nomeg Rine (ice atronach world boss). 4x VR12 Adroitness, 4x VR12 Martial Knowledge, Covenant Lightning Staff, Mage mundus stone, 62 points in magicka, 0 in health/stamina, all armour with magicka glyphs, all accessories with reduce magicka cost, staff with Sharpened. i]EDIT: CP points mostly spent on magicka cost reduction, spell penetration and increase damage absorbing effects[/i
1st bar (lightning staff): Destructive Reach, Crystal Fragments, Liquid Lightning, Daedric Prey, Unstable Clannfear, Ice Comet.
2nd bar (resto staff): Healing Springs, Dark Deal, Mage's Wrath, Empowered Ward, Unstable Clannfear, Greater Storm Atronach.
Rotation (typical): Unstable Clannfear, Empowered Ward (renew as depleted or as it times out), Curse (renew as it times out), Ice Comet, Destructive Reach/Light Attack weaving, Crystal Shards as it procs.
I've done as much as 21k DPS on trash mobs (Spellfiends in Craglorn) and Ice Comet/Liquid Lightning contributed heavily towards this number, at around 60% combined).
This build isn't stabilized yet. I've been swapping between Force Pulse and Destructive Reach (both weapon skills) for weaving, and for bosses it might be better to drop some other skill for Entropy. I've also dropped all of my spell crit gear, bonuses and skills, including Magelight, in favour of max magicka/spell damage, which appears to result in higher DPS and less toggles (I have only 1 toggle right now for the Clannfear).
I'll keep testing, especially in Vet dungeon bosses or trials, to see how it goes. My main concern is that my ~15k health (with food buff) won't cut it and I'll have to put some health glyphs on my gear, losing some magicka. But as it is, my Sorc feels much better than in 1.6.2.
I've now done a little bit of testing on PTS (1.6.3) and feel somewhat better about sorc DPS, though my tests were limited to Craglorn mobs and The Rift world bosses.
....
I'll keep testing, especially in Vet dungeon bosses or trials, to see how it goes. My main concern is that my ~15k health (with food buff) won't cut it and I'll have to put some health glyphs on my gear, losing some magicka. But as it is, my Sorc feels much better than in 1.6.2.
I've now done a little bit of testing on PTS (1.6.3) and feel somewhat better about sorc DPS, though my tests were limited to Craglorn mobs and The Rift world bosses.
15.8k DPS on Nomeg Rine (ice atronach world boss). 4x VR12 Adroitness, 4x VR12 Martial Knowledge, Covenant Lightning Staff, Mage mundus stone, 62 points in magicka, 0 in health/stamina, all armour with magicka glyphs, all accessories with reduce magicka cost, staff with Sharpened. i]EDIT: CP points mostly spent on magicka cost reduction, spell penetration and increase damage absorbing effects[/i
1st bar (lightning staff): Destructive Reach, Crystal Fragments, Liquid Lightning, Daedric Prey, Unstable Clannfear, Ice Comet.
2nd bar (resto staff): Healing Springs, Dark Deal, Mage's Wrath, Empowered Ward, Unstable Clannfear, Greater Storm Atronach.
Rotation (typical): Unstable Clannfear, Empowered Ward (renew as depleted or as it times out), Curse (renew as it times out), Ice Comet, Destructive Reach/Light Attack weaving, Crystal Shards as it procs.
I've done as much as 21k DPS on trash mobs (Spellfiends in Craglorn) and Ice Comet/Liquid Lightning contributed heavily towards this number, at around 60% combined).
This build isn't stabilized yet. I've been swapping between Force Pulse and Destructive Reach (both weapon skills) for weaving, and for bosses it might be better to drop some other skill for Entropy. I've also dropped all of my spell crit gear, bonuses and skills, including Magelight, in favour of max magicka/spell damage, which appears to result in higher DPS and less toggles (I have only 1 toggle right now for the Clannfear).
I'll keep testing, especially in Vet dungeon bosses or trials, to see how it goes. My main concern is that my ~15k health (with food buff) won't cut it and I'll have to put some health glyphs on my gear, losing some magicka. But as it is, my Sorc feels much better than in 1.6.2.
I've now done a little bit of testing on PTS (1.6.3) and feel somewhat better about sorc DPS, though my tests were limited to Craglorn mobs and The Rift world bosses.
15.8k DPS on Nomeg Rine (ice atronach world boss). 4x VR12 Adroitness, 4x VR12 Martial Knowledge, Covenant Lightning Staff, Mage mundus stone, 62 points in magicka, 0 in health/stamina, all armour with magicka glyphs, all accessories with reduce magicka cost, staff with Sharpened. i]EDIT: CP points mostly spent on magicka cost reduction, spell penetration and increase damage absorbing effects[/i
1st bar (lightning staff): Destructive Reach, Crystal Fragments, Liquid Lightning, Daedric Prey, Unstable Clannfear, Ice Comet.
2nd bar (resto staff): Healing Springs, Dark Deal, Mage's Wrath, Empowered Ward, Unstable Clannfear, Greater Storm Atronach.
Rotation (typical): Unstable Clannfear, Empowered Ward (renew as depleted or as it times out), Curse (renew as it times out), Ice Comet, Destructive Reach/Light Attack weaving, Crystal Shards as it procs.
I've done as much as 21k DPS on trash mobs (Spellfiends in Craglorn) and Ice Comet/Liquid Lightning contributed heavily towards this number, at around 60% combined).
This build isn't stabilized yet. I've been swapping between Force Pulse and Destructive Reach (both weapon skills) for weaving, and for bosses it might be better to drop some other skill for Entropy. I've also dropped all of my spell crit gear, bonuses and skills, including Magelight, in favour of max magicka/spell damage, which appears to result in higher DPS and less toggles (I have only 1 toggle right now for the Clannfear).
I'll keep testing, especially in Vet dungeon bosses or trials, to see how it goes. My main concern is that my ~15k health (with food buff) won't cut it and I'll have to put some health glyphs on my gear, losing some magicka. But as it is, my Sorc feels much better than in 1.6.2.
15K DPS, out of which 30% is coming from an ultimate. Also, please don't test your damage on daedric bosses, the fighters guild passive is too much of an advantage.
I've now done a little bit of testing on PTS (1.6.3) and feel somewhat better about sorc DPS, though my tests were limited to Craglorn mobs and The Rift world bosses.
15.8k DPS on Nomeg Rine (ice atronach world boss). 4x VR12 Adroitness, 4x VR12 Martial Knowledge, Covenant Lightning Staff, Mage mundus stone, 62 points in magicka, 0 in health/stamina, all armour with magicka glyphs, all accessories with reduce magicka cost, staff with Sharpened. i]EDIT: CP points mostly spent on magicka cost reduction, spell penetration and increase damage absorbing effects[/i
1st bar (lightning staff): Destructive Reach, Crystal Fragments, Liquid Lightning, Daedric Prey, Unstable Clannfear, Ice Comet.
2nd bar (resto staff): Healing Springs, Dark Deal, Mage's Wrath, Empowered Ward, Unstable Clannfear, Greater Storm Atronach.
Rotation (typical): Unstable Clannfear, Empowered Ward (renew as depleted or as it times out), Curse (renew as it times out), Ice Comet, Destructive Reach/Light Attack weaving, Crystal Shards as it procs.
I've done as much as 21k DPS on trash mobs (Spellfiends in Craglorn) and Ice Comet/Liquid Lightning contributed heavily towards this number, at around 60% combined).
This build isn't stabilized yet. I've been swapping between Force Pulse and Destructive Reach (both weapon skills) for weaving, and for bosses it might be better to drop some other skill for Entropy. I've also dropped all of my spell crit gear, bonuses and skills, including Magelight, in favour of max magicka/spell damage, which appears to result in higher DPS and less toggles (I have only 1 toggle right now for the Clannfear).
I'll keep testing, especially in Vet dungeon bosses or trials, to see how it goes. My main concern is that my ~15k health (with food buff) won't cut it and I'll have to put some health glyphs on my gear, losing some magicka. But as it is, my Sorc feels much better than in 1.6.2.
15K DPS, out of which 30% is coming from an ultimate. Also, please don't test your damage on daedric bosses, the fighters guild passive is too much of an advantage.
According to @Alcast and from what I've seen personally 18-23K Health is appropriate. There was another poster that said he cleared everything through SO with ~18K and had no issues. The 14K Health Sorc builds that stack Magicka > all else won't fly in Trials/Vet Dungeons.Anyone know what the target DPS should be for trials/vet dungeons in 1.6.3? Oh, and absolute minimum health?
I've now done a little bit of testing on PTS (1.6.3) and feel somewhat better about sorc DPS, though my tests were limited to Craglorn mobs and The Rift world bosses.
15.8k DPS on Nomeg Rine (ice atronach world boss). 4x VR12 Adroitness, 4x VR12 Martial Knowledge, Covenant Lightning Staff, Mage mundus stone, 62 points in magicka, 0 in health/stamina, all armour with magicka glyphs, all accessories with reduce magicka cost, staff with Sharpened. i]EDIT: CP points mostly spent on magicka cost reduction, spell penetration and increase damage absorbing effects[/i
1st bar (lightning staff): Destructive Reach, Crystal Fragments, Liquid Lightning, Daedric Prey, Unstable Clannfear, Ice Comet.
2nd bar (resto staff): Healing Springs, Dark Deal, Mage's Wrath, Empowered Ward, Unstable Clannfear, Greater Storm Atronach.
Rotation (typical): Unstable Clannfear, Empowered Ward (renew as depleted or as it times out), Curse (renew as it times out), Ice Comet, Destructive Reach/Light Attack weaving, Crystal Shards as it procs.
I've done as much as 21k DPS on trash mobs (Spellfiends in Craglorn) and Ice Comet/Liquid Lightning contributed heavily towards this number, at around 60% combined).
This build isn't stabilized yet. I've been swapping between Force Pulse and Destructive Reach (both weapon skills) for weaving, and for bosses it might be better to drop some other skill for Entropy. I've also dropped all of my spell crit gear, bonuses and skills, including Magelight, in favour of max magicka/spell damage, which appears to result in higher DPS and less toggles (I have only 1 toggle right now for the Clannfear).
I'll keep testing, especially in Vet dungeon bosses or trials, to see how it goes. My main concern is that my ~15k health (with food buff) won't cut it and I'll have to put some health glyphs on my gear, losing some magicka. But as it is, my Sorc feels much better than in 1.6.2.
15K DPS, out of which 30% is coming from an ultimate. Also, please don't test your damage on daedric bosses, the fighters guild passive is too much of an advantage.
He didn't use Evil Hunter I think. Although comet providing 30% of his DPS is ...disturbing to say the least
According to Alcast and from what I've seen personally 18-23K Health is appropriate. The 14K Health Sorc builds that stack Magicka > all else won't fly in Trials/Vet Dungeons.Anyone know what the target DPS should be for trials/vet dungeons in 1.6.3? Oh, and absolute minimum health?
No 18K is pretty reasonable. Don't forget Structured Entropy IV adds 8% (if you didn't already have that on your bar)According to Alcast and from what I've seen personally 18-23K Health is appropriate. The 14K Health Sorc builds that stack Magicka > all else won't fly in Trials/Vet Dungeons.Anyone know what the target DPS should be for trials/vet dungeons in 1.6.3? Oh, and absolute minimum health?
Thanks. I suspected as much, but 18k bare minimum shouldn't be too bad. What's more efficient to raise my HP, respeccing some points into health or switching some magicka glyphs for health ones?