Is it worth forgoing the destruction staff altogether, in favour of two loadouts that use a restoration staff but two different sets of spells/abilities?
Septimus_Magna wrote: »Bar 1: fire staff
endless fury, crushing shock, crystal frags, pulsar (aoe) / liquid lightning (single target), inner light - shooting star (or greater storm atronach)
Bar 2: resto staff
harness magicka, hardened ward, healing ward, power surge, inner light - any ultimate you like
Cast harness magicka before hardened ward, and cast hardened ward before healing ward. This will make you nearly immortal in pve with enough magicka regen, Im not kidding.
For vet dungeons you can use lightning staff on bar 2 with pulsar instead of healing ward because the group healer keeps you alive.
Tadhg_Longhouse wrote: »The other option would be to dual wield for your main bar as dual swords is shown to increase your spell power more than staves will due to how weapon damage influences spell power.
Tadhg_Longhouse wrote: »The other option would be to dual wield for your main bar as dual swords is shown to increase your spell power more than staves will due to how weapon damage influences spell power.
I'm fairly new to ESO and even newer to rolling a Sorc. Can you please explain how Dual Wielding on the main bar would benefit spell power on the 2nd bar? Wouldn't that be a handicap for a character that is investing the majority of it's points in Magicka, as weapon damage scales off of Stamina?
Waffennacht wrote: »He didn't say it would effect the second bar fyi. The duel wield will increase the spell, but you are correct the light/heavy attacks will scale off of stamina and do less damage. I do not remember if you need to have the passive unlocked for duel wield or not (im assuming so)
FriedEggSandwich wrote: »Septimus_Magna wrote: »Bar 1: fire staff
endless fury, crushing shock, crystal frags, pulsar (aoe) / liquid lightning (single target), inner light - shooting star (or greater storm atronach)
Bar 2: resto staff
harness magicka, hardened ward, healing ward, power surge, inner light - any ultimate you like
Cast harness magicka before hardened ward, and cast hardened ward before healing ward. This will make you nearly immortal in pve with enough magicka regen, Im not kidding.
For vet dungeons you can use lightning staff on bar 2 with pulsar instead of healing ward because the group healer keeps you alive.
But if you cast healing ward 1st you can then cast hardened and harness last. This way harness on top will filter out magic damage leaving hardened underneath to absorb physical damage, and then healing ward at the bottom takes no damage so heals for the max. What was your reasoning for doing it in reverse?
Here is what I use. I have never needed a pet. I one man dolmens and public dungeons. I destroy mobs in 1 to 3 hits. I did add Hardened ward in there on some of the more hard hitting world bosses but I find most of the time I do need Harden ward. Just makes it easier.
You want to stack Spell crit and Crit damage. The point of this build is to keep yourself healed an use that constant stream of health to fill you magika bar when needed. This is a great sustained DPS build and because of C-frags you get great burst damage as well.
First bar Destruction staff
Critical Surge
Crushing shock
Crystal Fragments
Mages Fury
Dark conversion or Equilibrium(You can also drop in Hardened ward here)
Overload
Second bar Destruction staff
Critical Surge( If you are a good bar flipper you can replace this with something else)
Elemental blockade or replace with lighting flood
Elemental ring
Boundless storm
Shattering prison
Overload
Third bar(Because I used overload twice)
Critical surge
Bound armaments
Inner light
Bolt escape
Annulment
Only Resto staff on the second bar for leveling Resto staff and if you have to fill in for a healer. Resto Skills I use are Rapid regen and Healing springs.
No I mean critical surge. I do not care about the extra effect. I want to extra healing.
Septimus_Magna wrote: »
leepalmer95 wrote: »spell dmg + max magicka is how to increase staff dmg, it was likely a heavy attack, so all the passives that contribute, also a dk skill molten armaments adds 40% dmg to heavy attack.