Getting to CP160 and obtaining new gear will go a long way in increasing your current DPS. On my Stamblade I typically use a rotation similar to the following:
Siphoning Strikes > (Block Cancel) > Poison Injection > (Block Cancel) > Endless Hail > (Block Cancel) > Rearming Trap > (Block Cancel) > (Weapon Swap) > Rending Slashes > (Light Attack) > ( Rapid Strikes > Light Attack until Poison Injection timer is almost done)
Rinse and repeat. Re-arming trap can be refreshed every second rotation. When you get within execute range, swap out Rapid Strikes for Killers Blade. Depending on the content I would typically run Flawless Dawnbreaker on my Bow bar and Incapacitate on the Dual Wield bar.
For larger groups swap out the ( Rapid Strikes > Light Attack ) for ( Steel Tornado > Light Attack ). The animation for Steel Tornado can also be block cancelled if you really want to get sophisticated, although light attacks will be your way of generating resources.
What platform do you currently play on?
Surprise Attack and Blood Thirst are both spammable attacks and you only need one. Surprise Attack is going to give you more damage, but if you need the heal from Blood Thirst I'd take that instead for solo and just switch in Surprise Attack for groups. I'd put in Rending Slashes (DW line) in for which ever spammable you drop for an extra DoT. Also don't forget to weave light attacks between your skills. It's very important for increasing your DPS and building ultimate. Clatrops is another skill you could try to fit in your rotation, but you need to PvP for it.
Getting to CP160 and obtaining new gear will go a long way in increasing your current DPS. On my Stamblade I typically use a rotation similar to the following:
Siphoning Strikes > (Block Cancel) > Poison Injection > (Block Cancel) > Endless Hail > (Block Cancel) > Rearming Trap > (Block Cancel) > (Weapon Swap) > Rending Slashes > (Light Attack) > ( Rapid Strikes > Light Attack until Poison Injection timer is almost done)
Rinse and repeat. Re-arming trap can be refreshed every second rotation. When you get within execute range, swap out Rapid Strikes for Killers Blade. Depending on the content I would typically run Flawless Dawnbreaker on my Bow bar and Incapacitate on the Dual Wield bar.
For larger groups swap out the ( Rapid Strikes > Light Attack ) for ( Steel Tornado > Light Attack ). The animation for Steel Tornado can also be block cancelled if you really want to get sophisticated, although light attacks will be your way of generating resources.
What platform do you currently play on?
o____________________________________OI am new to endgame PvE content as I usually would do PvP instead of trials. I am trying to get some gear so I do my first trial soon.
My cp is 400 and on my magsorc I can do 20k dps on single target. Usually they want 50k dps for mag characters or at least the guild I was invited to wanted that for the progression team.
They said they usually want about the 3mil health dummy being killed in 70 seconds for stam if I remember correctly. I would assume about 20k dps would be fine for most content then again I am sort of new to endgame PvE
Wrong. Absolutely wrong.exeeter702 wrote: »Do not ever block cancel in a pve rotation.... Ever... Light weaves occupy the same space on the gcd between ability use, you are not increasing your dps by block canceling anything during an uninterrupted rotation.
o____________________________________OI am new to endgame PvE content as I usually would do PvP instead of trials. I am trying to get some gear so I do my first trial soon.
My cp is 400 and on my magsorc I can do 20k dps on single target. Usually they want 50k dps for mag characters or at least the guild I was invited to wanted that for the progression team.
They said they usually want about the 3mil health dummy being killed in 70 seconds for stam if I remember correctly. I would assume about 20k dps would be fine for most content then again I am sort of new to endgame PvE
I don't even... 50k... for progression team... like... whaaaaa...
Brrrrr. Okay. Okay. Deep breathes.
@Vanzeii, what's your goal? Do you simply wish to experience end-game content or do you wish to be the best of the best?
If you simply wish to see the trials, get out from there. Fast. Well... Unless they also do relaxed and friendly trial runs for everyones happyness and content. Somehow, I doubt they do.
20k DPS is fine. It truly is. I mean, well... Magsorc can hit harder on 400cp, but "can" doesn't mean "should". Your DPS also low for vet MoL, but sheesh... You're new. It's not the goal.
Hardly my place to give any advices, but... Maybe find yourself a more relaxed guild? The one which would actually allow you to stop and listen to the beautiful song in MoL and dialogs in Craglorn trials? I somehow doubt those guys would...
There are plenty of casual PvE guilds
***
Back on topic.
OP, yes, stamNB should be throwing in and keeping up DoTs like there is no tomorrowAlso:
Wrong. Absolutely wrong.exeeter702 wrote: »Do not ever block cancel in a pve rotation.... Ever... Light weaves occupy the same space on the gcd between ability use, you are not increasing your dps by block canceling anything during an uninterrupted rotation.
Block and swap cancelling is a must for good DPS on stamNB. Swap - especially, but block - also.
You need to reapply DoTs. Caltrops take forever. Endless Hail is truly endless. If you would actually watch all these animations, you would do nothing else than reapplying DoTs. And even that - with hiccups.
So alas, but to be good on stamNB, you need to know, how to cancel.
ztyhurstub17_ESO wrote: »My guild wanted us to have 30K+ DPS unbuffed (other than Pierce Armor/Elemental Drain) to kill a robust skeleton to be ready for trials. It really depends on the content you are doing though. I have found that 10-15K is fine for 4 man (non DLC) dungeons if you respect the mechanics.
CP and gear is a big factor with how much damage you do. Try again when you get to CP160 and get max level gear.
Oh yeah?exeeter702 wrote: »
You trully do not understand what you are talking about... Sorry but i guess i will try to simplify it as best as i can for you.
For the excpetion of certain channeled skills, a cast animation will NEVER lock you out of the gcd. If you cast caltrops and then simply hammer your finger on light attack, the game is not going to allow you to light attack any sooner then the gcd allows. The light attack will come out as soon as it can. If you immediately "block cancel" the caltrops cast animation and then as soon as humanly possible you hit light attack, it is not going to come out because you are still on the gcd. The light attack will release just as soon as if you would cast caltrops and not cancel the animation with a block or a bar swap.
Blocking, along with dodge rolling, and bashing are off the gcd because the devs want you to have freedom incase you need to block an untimely attack or get out of an aoe completely at your own agency. Block canceling is also helpfull in pvp for masking animations. It has no place in a solid pve dps rotation as it plain and simply does nothing to the gcd and therefore does not allow you to fit any more actions into the window and thus it objectively on a mechanical level cannot increase your dps.
Its actually incredible how many times i have to teach this to people in game...
https://youtu.be/1w6D1DXUe2k?t=28m16s.Oh yeah?exeeter702 wrote: »
You trully do not understand what you are talking about... Sorry but i guess i will try to simplify it as best as i can for you.
For the excpetion of certain channeled skills, a cast animation will NEVER lock you out of the gcd. If you cast caltrops and then simply hammer your finger on light attack, the game is not going to allow you to light attack any sooner then the gcd allows. The light attack will come out as soon as it can. If you immediately "block cancel" the caltrops cast animation and then as soon as humanly possible you hit light attack, it is not going to come out because you are still on the gcd. The light attack will release just as soon as if you would cast caltrops and not cancel the animation with a block or a bar swap.
Blocking, along with dodge rolling, and bashing are off the gcd because the devs want you to have freedom incase you need to block an untimely attack or get out of an aoe completely at your own agency. Block canceling is also helpfull in pvp for masking animations. It has no place in a solid pve dps rotation as it plain and simply does nothing to the gcd and therefore does not allow you to fit any more actions into the window and thus it objectively on a mechanical level cannot increase your dps.
Its actually incredible how many times i have to teach this to people in game...
Enjoy:https://youtu.be/1w6D1DXUe2k?t=28m16s.
Half of the stamNB guides content is the explanation of how to cancel properly.
In many cases cast animation is longer than cooldown. So here you go. Watch and learn
EDIT: the heck. It doesn't emb with right time. Oh well: cancelling part is 28.16.
Siphoning Strikes > (Block Cancel) > Poison Injection > (Block Cancel) > Endless Hail > (Block Cancel) > Rearming Trap > (Block Cancel) > (Weapon Swap) > Rending Slashes > (Light Attack) > ( Rapid Strikes > Light Attack until Poison Injection timer is almost done)
Rinse and repeat. Re-arming trap can be refreshed every second rotation. When you get within execute range, swap out Rapid Strikes for Killers Blade. Depending on the content I would typically run Flawless Dawnbreaker on my Bow bar and Incapacitate on the Dual Wield bar.
For larger groups swap out the ( Rapid Strikes > Light Attack ) for ( Steel Tornado > Light Attack ). The animation for Steel Tornado can also be block cancelled if you really want to get sophisticated, although light attacks will be your way of generating resources.
exeeter702 wrote: »Getting to CP160 and obtaining new gear will go a long way in increasing your current DPS. On my Stamblade I typically use a rotation similar to the following:
Siphoning Strikes > (Block Cancel) > Poison Injection > (Block Cancel) > Endless Hail > (Block Cancel) > Rearming Trap > (Block Cancel) > (Weapon Swap) > Rending Slashes > (Light Attack) > ( Rapid Strikes > Light Attack until Poison Injection timer is almost done)
Rinse and repeat. Re-arming trap can be refreshed every second rotation. When you get within execute range, swap out Rapid Strikes for Killers Blade. Depending on the content I would typically run Flawless Dawnbreaker on my Bow bar and Incapacitate on the Dual Wield bar.
For larger groups swap out the ( Rapid Strikes > Light Attack ) for ( Steel Tornado > Light Attack ). The animation for Steel Tornado can also be block cancelled if you really want to get sophisticated, although light attacks will be your way of generating resources.
What platform do you currently play on?
Do not ever block cancel in a pve rotation.... Ever... Light weaves occupy the same space on the gcd between ability use, you are not increasing your dps by block canceling anything during an uninterrupted rotation.
IzakiBrotherSs wrote: »exeeter702 wrote: »Getting to CP160 and obtaining new gear will go a long way in increasing your current DPS. On my Stamblade I typically use a rotation similar to the following:
Siphoning Strikes > (Block Cancel) > Poison Injection > (Block Cancel) > Endless Hail > (Block Cancel) > Rearming Trap > (Block Cancel) > (Weapon Swap) > Rending Slashes > (Light Attack) > ( Rapid Strikes > Light Attack until Poison Injection timer is almost done)
Rinse and repeat. Re-arming trap can be refreshed every second rotation. When you get within execute range, swap out Rapid Strikes for Killers Blade. Depending on the content I would typically run Flawless Dawnbreaker on my Bow bar and Incapacitate on the Dual Wield bar.
For larger groups swap out the ( Rapid Strikes > Light Attack ) for ( Steel Tornado > Light Attack ). The animation for Steel Tornado can also be block cancelled if you really want to get sophisticated, although light attacks will be your way of generating resources.
What platform do you currently play on?
Do not ever block cancel in a pve rotation.... Ever... Light weaves occupy the same space on the gcd between ability use, you are not increasing your dps by block canceling anything during an uninterrupted rotation.
Pretty much yeah. There's literally no point in block cancelling unless you want to end up without stamina recovery. Block Cancelling only helps for skills that have a long delay before the button press and the hit (Liquid Lightning comes to mind). There's no point in cancelling Endless Hail though, because the delay of 2 seconds before the DoT starts ticking is still there even after the block cancel. So instead of blocking just light attack.
Getting to CP160 and obtaining new gear will go a long way in increasing your current DPS. On my Stamblade I typically use a rotation similar to the following:
Siphoning Strikes > (Block Cancel) > Poison Injection > (Block Cancel) > Endless Hail > (Block Cancel) > Rearming Trap > (Block Cancel) > (Weapon Swap) > Rending Slashes > (Light Attack) > ( Rapid Strikes > Light Attack until Poison Injection timer is almost done)
Rinse and repeat. Re-arming trap can be refreshed every second rotation. When you get within execute range, swap out Rapid Strikes for Killers Blade. Depending on the content I would typically run Flawless Dawnbreaker on my Bow bar and Incapacitate on the Dual Wield bar.
For larger groups swap out the ( Rapid Strikes > Light Attack ) for ( Steel Tornado > Light Attack ). The animation for Steel Tornado can also be block cancelled if you really want to get sophisticated, although light attacks will be your way of generating resources.
What platform do you currently play on?
Thanks, really good info here. I've been debating using Rearming Trap, just haven't gotten comfortable with it yet. I've just always been told to buff, get a DoT going, do damage, repeat roation and then execute last. Should I worry more about using damage abilities then filling my rotation with buffs? I've also read that's Stamblade's real power come from their DoT's, like Rending Slashes, Poison Injection, Endless Hail, etc., but that even focused on buff applying.
I play on PC.Surprise Attack and Blood Thirst are both spammable attacks and you only need one. Surprise Attack is going to give you more damage, but if you need the heal from Blood Thirst I'd take that instead for solo and just switch in Surprise Attack for groups. I'd put in Rending Slashes (DW line) in for which ever spammable you drop for an extra DoT. Also don't forget to weave light attacks between your skills. It's very important for increasing your DPS and building ultimate. Clatrops is another skill you could try to fit in your rotation, but you need to PvP for it.
I've tested with Rending Slashes and felt the debuff in Surprise Attack provided more damage. Also, since the Major Fracture, Surprise Attack applies for 16 seconds,I try to just rotate this ability around that timer. I keep Expert Hunter slotted just for the damage increase and added Major Savagery. I leveled Assault skill line to get Vigor for survivability, so I'm close to Caltrops.
As far as weaving light attacks: I weave light attacks between any abilities, but with Blood Thirst I seem to be able to load up a heavy attack while it's executing and it procs shortly after it ends.