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Stamplar DPS down RIP, or is it the target dummy

  • xblackroxe
    xblackroxe
    ✭✭✭✭✭
    yttoks wrote: »
    Hmm. Well, you said you hate dw. So i'll work with you. first thing first I'd respec your skill morphs, you'll find some reset and are therefore hitting lower/costing more. 4-5 random normal dungeons will fix this. Also seems like you got alot of extra skillslots open.



    Lingering ritual(or)restoring focus for major mending/tankyness with rally will buff your healing a bit. poison injection is a must, at execute mine hits for nearly 30k in vet dungeons.

    Crit is also a must, since templars are heavy into applying dots/crit dmg. I'd include the 2h skill 'carve' as it applies a dot as well as builds ultimate faster. Don't forget you can weave between jabs, it does take practice. Hit your jabs button, tap light atk twice amd jabs again. Very smooth once you get it down.

    I also noticed you're bending your rotation with potl, it's good to keep thst up but replacing it right away will cost you dps. I'd try something like:

    Rearming trap, cancel light atk with carve, bar cancel, endless hail (block cancel) potl, poison injection bar cancel always! jabs. Remember you want to reapply dots right as they're wearing off, so figure only jab weaving for 5-6 seconds. So like 5 sec+dawnbreaker or 6 sec no dawnbreaker. you don't want to wait for visual cues either, if you time your rotation out you wont need them. If you put potl on mainbar it'll probly be faster to keep up, you definitely want it active while your dots are raming up tho. So I'd

    [mainbar] rally | rearming trap | potl | carve | jabs4
    [Backbar] lingering ritual | endless hail | poison injection

    first rally up, (maybe drop trap) and start from backbar:

    Endless hail, block cancel
    Lingering ritual, cancel however you want. Light atk doesn't hurt.
    Poison injection, bar swap cancel
    Trap beast, light attack cancel, cancel the light atk with carve.
    potl, cancel however
    Jabs and light attack for 5 seconds, hit dawnbreaker, bar cancel
    Endless hail, block cancel
    Lingering ritual, cancel however
    Poison injection, bar cancel
    Rearming trap, light attack cancel, cancel again with carve
    Potl
    Jabs for 6 seconds, bar swap
    Endless hail, block cancel
    Ritual, cancel however
    Poison injection, bar swap cancel
    Rearming trap, light atk cancel, cancel light atk with carve
    Potl
    Jabs for 5 seconds, rally, and bar swap.

    if you need to rally or drop an ulti simply jabs 1 less time. how you do it is really up to you, but you want to aim for a more automated system. Don't over focus on potl, if it runs out w/e you'll get back to it. Ideally you want to put it AFTER your dots are applied and BEFORE you jabs, that way it is giving fracture on the highest amount of incoming famage you have. Starting off with endless hail will allow it to build up the damage before potl is inflicted.

    I hope this helps you out at all.

    It does.

    Yeah, I left utility skills out of the discussion, focusing on the dps rotation (I use vigor, ritual, etc ad hoc only when needed), and forgot poison injection, which goes on right after endless hail. My skill bars are very similar to what you wrote. Instead of focus, i have vigor and ritual on the back bar, where traps is also (so all the dot's are coming from the back bar, except merciless charge Maelstrom DoT.) Front bar is exactly the same, but repentance instead of carve. I've always ran repentance because I solo so much, but in a dungeon i think you might have a point with carve. I tested it in the PoL slot, and that was a definite dps loss, but in repentance's slot it makes sense.

    I'm going to test your idea with PoL after DoT's. That might be significant, especially with Mael Endless Hail. I think PoL is going off before the end of Hail, where the highest damage occurs.

    I'm not sure what you mean by bending the rotation with PoL. If I understand correctly, I may have given the wrong impression. The DoT's are definitely the priority. During a fight, I'm focusing on getting endless hail up immediately after it ends, along with injection and traps. Only after returning to the front bar does PoL go back up, and there's typically a second or two in the rotation when it's not up, which I think is OK if it increases the DoTs' uptimes. Is that what you meant?

    I also weave mediums with jabs instead of lights. I might try that again, but I found on any lengthy fights the gains in ultimate don't counterbalance the loss of sustain. I end up running out of stam before a boss level char is down with light weaving. But, maybe there's some DPS to be found there, maybe putting a sustain enchant somewhere.

    Anyhow, thanks for your input! That gives me a few things to try out.

    All this talk about two-handed and no mention of the execute? Is it a DPS loss to use or something?

    Yes.

    Well I appreciate the succinct answer, could you please elaborate, I just leveled a stam temp and hate how much it feels like my stamblade and am looking for a good way(IE more then 20k dps) to do DPS with a two-handed weapon. I have a master sword and a Maelstrom Battle ax, both sharpened. So I would like to use one of them.

    If you want just use it then. You'll loose dw ult rending dot much crit and the best stam aoe.

    But if you just wanna play with a 2h then. Y all means do whats the most fun for you. Just don't expect numbers even close to dw players.

    Member of HODOR

    Dro-m'Athra Destroyer
  • Latter
    Latter
    ✭✭✭
    Pallio wrote: »
    Stamplar has been the bottom of the food chain for dps, since forever? Maybe not in beta...

    That being said with good gear and disciplined rotation you should be be close to 20k dps.

    in 1.6 Stamplars were the 2nd highest dps after magicka sorc single target :)
    * vMoL Hardmode completed
    * vMoL Nodeath completed
    * #1 v16 vSO clear

    Check out my builds on Tamriel Foundry!
    Magicka Templar DD - http://tamrielfoundry.com/topic/latters-magplar-dd-for-vet-dungeons-trials/

    Youtube: https://www.youtube.com/channel/UCx8bZlCBgvxLRL9iHBFRceg
  • xblackroxe
    xblackroxe
    ✭✭✭✭✭
    Latter wrote: »
    Pallio wrote: »
    Stamplar has been the bottom of the food chain for dps, since forever? Maybe not in beta...

    That being said with good gear and disciplined rotation you should be be close to 20k dps.

    in 1.6 Stamplars were the 2nd highest dps after magicka sorc single target :)

    Only bc 90% of what stamplars used was broken af.
    Ravager+caltrops, camo hunter,... to name a few.

    Member of HODOR

    Dro-m'Athra Destroyer
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
    ✭✭✭✭✭
    ✭✭✭✭
    xblackroxe wrote: »
    yttoks wrote: »
    Hmm. Well, you said you hate dw. So i'll work with you. first thing first I'd respec your skill morphs, you'll find some reset and are therefore hitting lower/costing more. 4-5 random normal dungeons will fix this. Also seems like you got alot of extra skillslots open.



    Lingering ritual(or)restoring focus for major mending/tankyness with rally will buff your healing a bit. poison injection is a must, at execute mine hits for nearly 30k in vet dungeons.

    Crit is also a must, since templars are heavy into applying dots/crit dmg. I'd include the 2h skill 'carve' as it applies a dot as well as builds ultimate faster. Don't forget you can weave between jabs, it does take practice. Hit your jabs button, tap light atk twice amd jabs again. Very smooth once you get it down.

    I also noticed you're bending your rotation with potl, it's good to keep thst up but replacing it right away will cost you dps. I'd try something like:

    Rearming trap, cancel light atk with carve, bar cancel, endless hail (block cancel) potl, poison injection bar cancel always! jabs. Remember you want to reapply dots right as they're wearing off, so figure only jab weaving for 5-6 seconds. So like 5 sec+dawnbreaker or 6 sec no dawnbreaker. you don't want to wait for visual cues either, if you time your rotation out you wont need them. If you put potl on mainbar it'll probly be faster to keep up, you definitely want it active while your dots are raming up tho. So I'd

    [mainbar] rally | rearming trap | potl | carve | jabs4
    [Backbar] lingering ritual | endless hail | poison injection

    first rally up, (maybe drop trap) and start from backbar:

    Endless hail, block cancel
    Lingering ritual, cancel however you want. Light atk doesn't hurt.
    Poison injection, bar swap cancel
    Trap beast, light attack cancel, cancel the light atk with carve.
    potl, cancel however
    Jabs and light attack for 5 seconds, hit dawnbreaker, bar cancel
    Endless hail, block cancel
    Lingering ritual, cancel however
    Poison injection, bar cancel
    Rearming trap, light attack cancel, cancel again with carve
    Potl
    Jabs for 6 seconds, bar swap
    Endless hail, block cancel
    Ritual, cancel however
    Poison injection, bar swap cancel
    Rearming trap, light atk cancel, cancel light atk with carve
    Potl
    Jabs for 5 seconds, rally, and bar swap.

    if you need to rally or drop an ulti simply jabs 1 less time. how you do it is really up to you, but you want to aim for a more automated system. Don't over focus on potl, if it runs out w/e you'll get back to it. Ideally you want to put it AFTER your dots are applied and BEFORE you jabs, that way it is giving fracture on the highest amount of incoming famage you have. Starting off with endless hail will allow it to build up the damage before potl is inflicted.

    I hope this helps you out at all.

    It does.

    Yeah, I left utility skills out of the discussion, focusing on the dps rotation (I use vigor, ritual, etc ad hoc only when needed), and forgot poison injection, which goes on right after endless hail. My skill bars are very similar to what you wrote. Instead of focus, i have vigor and ritual on the back bar, where traps is also (so all the dot's are coming from the back bar, except merciless charge Maelstrom DoT.) Front bar is exactly the same, but repentance instead of carve. I've always ran repentance because I solo so much, but in a dungeon i think you might have a point with carve. I tested it in the PoL slot, and that was a definite dps loss, but in repentance's slot it makes sense.

    I'm going to test your idea with PoL after DoT's. That might be significant, especially with Mael Endless Hail. I think PoL is going off before the end of Hail, where the highest damage occurs.

    I'm not sure what you mean by bending the rotation with PoL. If I understand correctly, I may have given the wrong impression. The DoT's are definitely the priority. During a fight, I'm focusing on getting endless hail up immediately after it ends, along with injection and traps. Only after returning to the front bar does PoL go back up, and there's typically a second or two in the rotation when it's not up, which I think is OK if it increases the DoTs' uptimes. Is that what you meant?

    I also weave mediums with jabs instead of lights. I might try that again, but I found on any lengthy fights the gains in ultimate don't counterbalance the loss of sustain. I end up running out of stam before a boss level char is down with light weaving. But, maybe there's some DPS to be found there, maybe putting a sustain enchant somewhere.

    Anyhow, thanks for your input! That gives me a few things to try out.

    All this talk about two-handed and no mention of the execute? Is it a DPS loss to use or something?

    Yes.

    Well I appreciate the succinct answer, could you please elaborate, I just leveled a stam temp and hate how much it feels like my stamblade and am looking for a good way(IE more then 20k dps) to do DPS with a two-handed weapon. I have a master sword and a Maelstrom Battle ax, both sharpened. So I would like to use one of them.

    If you want just use it then. You'll loose dw ult rending dot much crit and the best stam aoe.

    But if you just wanna play with a 2h then. Y all means do whats the most fun for you. Just don't expect numbers even close to dw players.

    Yes, I am fully aware that I will doing less DPS then duals, I have dual master daggers for when I want to be super competitive, IE in a trial and such, even though I wouldn't get invited to any super serious trial setting anyways with being a stamtemp and all. ;)

    All I am looking for is a two handed rotation that will be good enough for 4 man dungeons, IE greater than 20k dps. I already can get like 15k DPS just spaming jabs.

    I am a cat, so with all the passives andnsch I am around 70% crit anyways.
  • Latter
    Latter
    ✭✭✭
    xblackroxe wrote: »
    Latter wrote: »
    Pallio wrote: »
    Stamplar has been the bottom of the food chain for dps, since forever? Maybe not in beta...

    That being said with good gear and disciplined rotation you should be be close to 20k dps.

    in 1.6 Stamplars were the 2nd highest dps after magicka sorc single target :)

    Only bc 90% of what stamplars used was broken af.
    Ravager+caltrops, camo hunter,... to name a few.

    Both ravager and caltrops weren't working as well as it was supposed to, ravager didn't proc as much as it should and you couldnt use it without having caltrops, caltrops was almost the only thing that procced it, and you couldnt proc your offbar dw enchant without it, i wouldn't say that helps DPS. It was simply just required.

    Camo is another story, but even after the camo nerf in 1.6 Stamplars were #2 on the highest DPS parses achieved :)
    * vMoL Hardmode completed
    * vMoL Nodeath completed
    * #1 v16 vSO clear

    Check out my builds on Tamriel Foundry!
    Magicka Templar DD - http://tamrielfoundry.com/topic/latters-magplar-dd-for-vet-dungeons-trials/

    Youtube: https://www.youtube.com/channel/UCx8bZlCBgvxLRL9iHBFRceg
  • Dragonnord
    Dragonnord
    ✭✭✭✭✭
    ✭✭✭✭
    36.5k on my Argonian stam DK, solo. Would be higher with different gear.

    I'd say mine is doing fine, but I gotta work more for it.

    36.5k with an Argonian stam DK? Do you have a video for that please?
  • yttoks
    yttoks
    ✭✭✭
    Lightspeedflash said:

    "All this talk about two-handed and no mention of the execute? Is it a DPS loss to use or something?"

    Well, I use poison inject. I find that I don't have enough slots for two executes. I'm going to play around with what to replace repentance with for groups, and I'll probably test that as well. Probably going to be carve, though. Executioner is an awesome execute, but with poison inject already on the back bar I'm not sure its the way to go.
  • Ep1kMalware
    Ep1kMalware
    ✭✭✭✭✭
    xblackroxe wrote: »
    yttoks wrote: »
    Hmm. Well, you said you hate dw. So i'll work with you. first thing first I'd respec your skill morphs, you'll find some reset and are therefore hitting lower/costing more. 4-5 random normal dungeons will fix this. Also seems like you got alot of extra skillslots open.



    Lingering ritual(or)restoring focus for major mending/tankyness with rally will buff your healing a bit. poison injection is a must, at execute mine hits for nearly 30k in vet dungeons.

    Crit is also a must, since templars are heavy into applying dots/crit dmg. I'd include the 2h skill 'carve' as it applies a dot as well as builds ultimate faster. Don't forget you can weave between jabs, it does take practice. Hit your jabs button, tap light atk twice amd jabs again. Very smooth once you get it down.

    I also noticed you're bending your rotation with potl, it's good to keep thst up but replacing it right away will cost you dps. I'd try something like:

    Rearming trap, cancel light atk with carve, bar cancel, endless hail (block cancel) potl, poison injection bar cancel always! jabs. Remember you want to reapply dots right as they're wearing off, so figure only jab weaving for 5-6 seconds. So like 5 sec+dawnbreaker or 6 sec no dawnbreaker. you don't want to wait for visual cues either, if you time your rotation out you wont need them. If you put potl on mainbar it'll probly be faster to keep up, you definitely want it active while your dots are raming up tho. So I'd

    [mainbar] rally | rearming trap | potl | carve | jabs4
    [Backbar] lingering ritual | endless hail | poison injection

    first rally up, (maybe drop trap) and start from backbar:

    Endless hail, block cancel
    Lingering ritual, cancel however you want. Light atk doesn't hurt.
    Poison injection, bar swap cancel
    Trap beast, light attack cancel, cancel the light atk with carve.
    potl, cancel however
    Jabs and light attack for 5 seconds, hit dawnbreaker, bar cancel
    Endless hail, block cancel
    Lingering ritual, cancel however
    Poison injection, bar cancel
    Rearming trap, light attack cancel, cancel again with carve
    Potl
    Jabs for 6 seconds, bar swap
    Endless hail, block cancel
    Ritual, cancel however
    Poison injection, bar swap cancel
    Rearming trap, light atk cancel, cancel light atk with carve
    Potl
    Jabs for 5 seconds, rally, and bar swap.

    if you need to rally or drop an ulti simply jabs 1 less time. how you do it is really up to you, but you want to aim for a more automated system. Don't over focus on potl, if it runs out w/e you'll get back to it. Ideally you want to put it AFTER your dots are applied and BEFORE you jabs, that way it is giving fracture on the highest amount of incoming famage you have. Starting off with endless hail will allow it to build up the damage before potl is inflicted.

    I hope this helps you out at all.

    It does.

    Yeah, I left utility skills out of the discussion, focusing on the dps rotation (I use vigor, ritual, etc ad hoc only when needed), and forgot poison injection, which goes on right after endless hail. My skill bars are very similar to what you wrote. Instead of focus, i have vigor and ritual on the back bar, where traps is also (so all the dot's are coming from the back bar, except merciless charge Maelstrom DoT.) Front bar is exactly the same, but repentance instead of carve. I've always ran repentance because I solo so much, but in a dungeon i think you might have a point with carve. I tested it in the PoL slot, and that was a definite dps loss, but in repentance's slot it makes sense.

    I'm going to test your idea with PoL after DoT's. That might be significant, especially with Mael Endless Hail. I think PoL is going off before the end of Hail, where the highest damage occurs.

    I'm not sure what you mean by bending the rotation with PoL. If I understand correctly, I may have given the wrong impression. The DoT's are definitely the priority. During a fight, I'm focusing on getting endless hail up immediately after it ends, along with injection and traps. Only after returning to the front bar does PoL go back up, and there's typically a second or two in the rotation when it's not up, which I think is OK if it increases the DoTs' uptimes. Is that what you meant?

    I also weave mediums with jabs instead of lights. I might try that again, but I found on any lengthy fights the gains in ultimate don't counterbalance the loss of sustain. I end up running out of stam before a boss level char is down with light weaving. But, maybe there's some DPS to be found there, maybe putting a sustain enchant somewhere.

    Anyhow, thanks for your input! That gives me a few things to try out.

    All this talk about two-handed and no mention of the execute? Is it a DPS loss to use or something?

    Yes.

    Well I appreciate the succinct answer, could you please elaborate, I just leveled a stam temp and hate how much it feels like my stamblade and am looking for a good way(IE more then 20k dps) to do DPS with a two-handed weapon. I have a master sword and a Maelstrom Battle ax, both sharpened. So I would like to use one of them.

    If you want just use it then. You'll loose dw ult rending dot much crit and the best stam aoe.

    But if you just wanna play with a 2h then. Y all means do whats the most fun for you. Just don't expect numbers even close to dw players.

    I put some info with rotation on first page if you're interested. Do be sure to reset your skill passives and level them up again if need be. There shouldnt be any issue with you running for leaderboards in a serious trials guild on a stamplar as long as your dps (this means dw) is par and you don't have a reputation for dying all of the time. Atm magica is strongest in this regard so alot of the highest scores are done with magica. Doesn't mean you can't run hm AA and pulk the highest dps in your group. People generalize alot because of what a handful of leaderboard guilds are doing and instantly forget that a raid group of experienced stam players will still stomp a less experienced raid group of mostly magica builds. Alot of it is just situationally dependant on player skill and circumstance. You can easilly pull 25k dps with 2h/bow, more than enough for almost everything.

    With that said, no you won't pull the highest possible dps, or likely considered for veteran trials, it's still an all around decent setup with good survivability. Do what you're most comfortable with.

  • yttoks
    yttoks
    ✭✭✭
    Lightspeedflashb14_ESO wrote:

    "Yes, I am fully aware that I will doing less DPS then duals, I have dual master daggers for when I want to be super competitive, IE in a trial and such, even though I wouldn't get invited to any super serious trial setting anyways with being a stamtemp and all. ;)

    All I am looking for is a two handed rotation that will be good enough for 4 man dungeons, IE greater than 20k dps. I already can get like 15k DPS just spaming jabs.

    I am a cat, so with all the passives andnsch I am around 70% crit anyways."

    You should be able to get 20k with some of the ideas in this thread. Right off the bat, beast traps should get you closer with a 70% crit. Two-handed skills that are almost must-haves for me are rally and charge. I think carve is good as well, though it's not part of my current rotation.

    Temp skills to look at: definitely PotL, binding javelin is nice for ranged cc/damage, but honestly it's not so useful in group play.

    I think that if you do a good job at keeping DoT's up and spam jabs in between, you will be at 20k.
  • Ep1kMalware
    Ep1kMalware
    ✭✭✭✭✭
    yttoks wrote: »
    Lightspeedflashb14_ESO wrote:

    "Yes, I am fully aware that I will doing less DPS then duals, I have dual master daggers for when I want to be super competitive, IE in a trial and such, even though I wouldn't get invited to any super serious trial setting anyways with being a stamtemp and all. ;)

    All I am looking for is a two handed rotation that will be good enough for 4 man dungeons, IE greater than 20k dps. I already can get like 15k DPS just spaming jabs.

    I am a cat, so with all the passives andnsch I am around 70% crit anyways."

    You should be able to get 20k with some of the ideas in this thread. Right off the bat, beast traps should get you closer with a 70% crit. Two-handed skills that are almost must-haves for me are rally and charge. I think carve is good as well, though it's not part of my current rotation.

    Temp skills to look at: definitely PotL, binding javelin is nice for ranged cc/damage, but honestly it's not so useful in group play.

    I think that if you do a good job at keeping DoT's up and spam jabs in between, you will be at 20k.

    Master dw weapons are yuck, maelstrom is the way to go because they massively buff your damage over time affects. Those DOT affects are where 2/3 of your dps comes from.
    Edited by Ep1kMalware on March 6, 2017 12:42PM
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
    ✭✭✭✭✭
    ✭✭✭✭
    yttoks wrote: »
    Lightspeedflashb14_ESO wrote:

    "Yes, I am fully aware that I will doing less DPS then duals, I have dual master daggers for when I want to be super competitive, IE in a trial and such, even though I wouldn't get invited to any super serious trial setting anyways with being a stamtemp and all. ;)

    All I am looking for is a two handed rotation that will be good enough for 4 man dungeons, IE greater than 20k dps. I already can get like 15k DPS just spaming jabs.

    I am a cat, so with all the passives andnsch I am around 70% crit anyways."

    You should be able to get 20k with some of the ideas in this thread. Right off the bat, beast traps should get you closer with a 70% crit. Two-handed skills that are almost must-haves for me are rally and charge. I think carve is good as well, though it's not part of my current rotation.

    Temp skills to look at: definitely PotL, binding javelin is nice for ranged cc/damage, but honestly it's not so useful in group play.

    I think that if you do a good job at keeping DoT's up and spam jabs in between, you will be at 20k.

    Master dw weapons are yuck, maelstrom is the way to go because they massively buff your damage over time affects. Those DOT affects are where 2/3 of your dps comes from.

    On a temp? I use jabs all the time, it is a better spamable then flurry cause of it being AOE and can proc burning light.

    Again, I am fully aware of the dual meta, I have a a meta stamblade with my VMA dagger and ax. I am looking for tips on making two-handed work on a temp.

    On having crit charge, is it really worth a slot, I mean carve is a better dot as you don't need to have distance and can hit more then one target.


    I was thinking bars that look like this-

    Rearming trap- rally- reverse slice- carve- jabs- dawnbreaker

    Javalin- caltrops- PotL- endless hail- posion injection- ballista

  • technohic
    technohic
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    ✭✭✭✭✭
    templesus wrote: »
    Your using 2h/bow and ur not using poison inject...cmon now

    Seriously. Who does that?
  • Bobby_V_Rockit
    Bobby_V_Rockit
    ✭✭✭✭✭
    Myes, indeed
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    ✭✭✭✭
    technohic wrote: »
    templesus wrote: »
    Your using 2h/bow and ur not using poison inject...cmon now

    Seriously. Who does that?

    The OP already clarified this, he forgot to put it in the rotation, please read the whole thread.
  • Ep1kMalware
    Ep1kMalware
    ✭✭✭✭✭
    yttoks wrote: »
    Lightspeedflashb14_ESO wrote:

    "Yes, I am fully aware that I will doing less DPS then duals, I have dual master daggers for when I want to be super competitive, IE in a trial and such, even though I wouldn't get invited to any super serious trial setting anyways with being a stamtemp and all. ;)

    All I am looking for is a two handed rotation that will be good enough for 4 man dungeons, IE greater than 20k dps. I already can get like 15k DPS just spaming jabs.

    I am a cat, so with all the passives andnsch I am around 70% crit anyways."

    You should be able to get 20k with some of the ideas in this thread. Right off the bat, beast traps should get you closer with a 70% crit. Two-handed skills that are almost must-haves for me are rally and charge. I think carve is good as well, though it's not part of my current rotation.

    Temp skills to look at: definitely PotL, binding javelin is nice for ranged cc/damage, but honestly it's not so useful in group play.

    I think that if you do a good job at keeping DoT's up and spam jabs in between, you will be at 20k.

    Master dw weapons are yuck, maelstrom is the way to go because they massively buff your damage over time affects. Those DOT affects are where 2/3 of your dps comes from.

    On a temp? I use jabs all the time, it is a better spamable then flurry cause of it being AOE and can proc burning light.

    Again, I am fully aware of the dual meta, I have a a meta stamblade with my VMA dagger and ax. I am looking for tips on making two-handed work on a temp.

    On having crit charge, is it really worth a slot, I mean carve is a better dot as you don't need to have distance and can hit more then one target.


    I was thinking bars that look like this-

    Rearming trap- rally- reverse slice- carve- jabs- dawnbreaker

    Javalin- caltrops- PotL- endless hail- posion injection- ballista

    I'd put dawnbreaker or our aedric spear ultimate on bow bar to gain the 10% crit damage. It'll be a bigger dps boost in the long run.
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    yttoks wrote: »
    Lightspeedflashb14_ESO wrote:

    "Yes, I am fully aware that I will doing less DPS then duals, I have dual master daggers for when I want to be super competitive, IE in a trial and such, even though I wouldn't get invited to any super serious trial setting anyways with being a stamtemp and all. ;)

    All I am looking for is a two handed rotation that will be good enough for 4 man dungeons, IE greater than 20k dps. I already can get like 15k DPS just spaming jabs.

    I am a cat, so with all the passives andnsch I am around 70% crit anyways."

    You should be able to get 20k with some of the ideas in this thread. Right off the bat, beast traps should get you closer with a 70% crit. Two-handed skills that are almost must-haves for me are rally and charge. I think carve is good as well, though it's not part of my current rotation.

    Temp skills to look at: definitely PotL, binding javelin is nice for ranged cc/damage, but honestly it's not so useful in group play.

    I think that if you do a good job at keeping DoT's up and spam jabs in between, you will be at 20k.

    Master dw weapons are yuck, maelstrom is the way to go because they massively buff your damage over time affects. Those DOT affects are where 2/3 of your dps comes from.

    On a temp? I use jabs all the time, it is a better spamable then flurry cause of it being AOE and can proc burning light.

    Again, I am fully aware of the dual meta, I have a a meta stamblade with my VMA dagger and ax. I am looking for tips on making two-handed work on a temp.

    On having crit charge, is it really worth a slot, I mean carve is a better dot as you don't need to have distance and can hit more then one target.


    I was thinking bars that look like this-

    Rearming trap- rally- reverse slice- carve- jabs- dawnbreaker

    Javalin- caltrops- PotL- endless hail- posion injection- ballista

    I'd put dawnbreaker or our aedric spear ultimate on bow bar to gain the 10% crit damage. It'll be a bigger dps boost in the long run.

    That is why I have javalin on the second bar.
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