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the spellsword

AzuraKin
AzuraKin
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Spellsword

Oblivion - More nimble and athletic than the sorcerer, and better suited for spell-casting than the knight, their attacks are unpredictable. Students of combat and magic.

Morrowind - In-game Description: Spellswords are spellcasting specialists trained to support Imperial troops in skirmish and in battle. Veteran spellswords are prized as mercenaries, and well-suited for careers as adventurers and soldiers-of-fortune.
Specialization: Magic

Daggerfall - Spellswords are warriors who are also highly skilled in the use of magic. This dual specialization makes the Spellsword a formidable opponent indeed.

Arena - Spellswords are those few Mages who have found that they have a unique ability to cast spells while in armor or using weapons. They are warrior-mages, dedicating their lives to learning not only the arts of war, but the ethereal ways of power. Spellswords, because of their dedication to learning both arts, receive only 1.5 times their Intelligence in spell points. This is more than made up for by their versatility in combat and their increased starting hit points.

This is the history of the spellsword. as you see its all about a warrior on the front lines using magic with a high focus on restoration. The only ESO class suited for this combination of front-line warrior using magic and physical weapons rather then a staff is the Nightblade siphon class. The ESO Nightblade 3 trees of specialization equate to the following classes: thief, assassin, and spellsword. The reason only the nightblade can be considered for the role of spellsword is their focus on restoration (healer). so lets view the skills needed for the spellsword.

probably easily the most used bar is the dagger and shield. this provides faster moving while blocking, while allowing the survivability through a massive amount of damage that without block one wouldn't survive. this bar has 4 core skills - funnel health, sap essence, inner light, siphon attacks. depending on your choice you can have impale for execution, caltrops (my favorite atm), hysteria, or variety of other abilities as you desire.
- this bar is primarily for mob fights though sometimes you will find you will need it for some boss fights as well.
- optimal skill use consists of funnel health, funnel health, sap x8, repeat this optimizes healing done by dropping hot on each teammember followed by massive aoe damage and heals.

the other bar is dual wield daggers. not only do you look cool wearing them, it gives you the most spell power (which you want to countermand the spell power lost from siphon attacks which allows for the virtual unlimited magicka pool)
- this is your single target bar though if you are taking a lot of damage, you will want to swap back to the dagger and shield bar.
- this bar consists of funnel health, sap essence, impale, inner light, and siphon attacks.
- optimal skill use on this bar is sap, funnel health x19 (refresh sap just before it ends if possible, some fights due to mechanics prevent you from being able to be close enough use sap, in these cases you can use entropy in place of though sap is preferred due to the longer buff timer) (less refresh time equals higher damage)

gear used is as followed,
2p rings of cyrodil light
amulet of adroitness and hat of adroitness
cloak and boots of worm cult
4p martial knowledge,
2p torug (3 dagger 1 shield)

this provides for cloak and breeches infused, boots, waist, shoulders, gloves divines, leaving only hat not the perfect dps trait.
for pvp you could swap the m.k. out your desired crafted set for the nirnhoned trait although I have yet to find a heavy armor build with the survivability of the light armored dagger and board.

this gives for a wopping 2398 spell power baseline (no enchants, buffs ect) which after siphon attacks leaves you still comparable a staff user on spell power. attributes should be spent to give 18k health with food in pve so the more warrior champ points ... the more attributes you can put into magicka. at 2398 spell power with siphon attacks on, and 33k magicka, you will pull 10k+ dps, while solo healing team through 4-man dungeons {if you wish to heal for trials you will need a restro staff (masters preferred for its effect though any works if you don't have masters)}. if doing restro staff heals with this build, preferred bar to swap with is the dagger and board and place the healing springs in the optional skill slot.

champion points are spent as followed

reduced blocking, improved incoming heal, improved outgoing heal, improved magic damage, improved critical damage, decreased spell cost are your primary focused champ trees. suggested format is to build each up to 30 then after all at 30 move on to 75 in each then max them out. optional ones to work on are any cc break cost reduction, damage reduction.

v160 spellsword (nightblade)
v160 restoration archmage (Templar)
v160 battlemage (sorcerer)
v160 restoration archmage (Templar)
v160 warrior (DragonKnight)
v160 assassin (nightblade)
v160 swordsman (sorcerer)
v160 spellsword (nightblade)
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