The Idea of using mines in trials has been around for a long time, maybe even before console launch. Since the dmg of the mines is so high and straight dps is not their purpose they made trial bosses immune to more than one hit, but I don't remember the cooldown.
Im pretty sure it is still like that, but feel free to test it!
As long as only one mine hits you won't deal much more DPS than the current meta builds, but you can set records for magicka drain per second...
I haven't noticed any cooldown like that, though I'd agree it would make sense if they implemented one
The DPS boost is worth the Magicka drain+heavy attacks. It results in a large net DPS boost from the sheer damage caused by hitting 2-3 of those mines per cast on a target. Also it's nice because you can totally melt troublesome adds like Sun Eaters.
As far as I remember, people used mines to drain magicka when Santum came out. I'm not sure if the bosses consumed all mines but did only get damaged by one, or if they activated only one. I think they consumed all when the hitbox was big enough, but took limited dmg. If that's still the case the use of mines is pointless, so someone should go out and test it...
SublimeSparo wrote: »NiclasFridholm wrote: »gethemshauna wrote: »There is *** parses on youtube showing 70k+ dps, and even 60k st, being ranged, and I see ur build recommends to be melee, due to mines, right? So its even worse.
AoE damage can hit 70K+ DPS sometimes. However you never see single target DPS get this close.
Feel free not to use it. I know I'll use it because it is pulling higher damage than the current meta Magicka Sorcerer build.
There are 60K+ ST Sorcs out there
Oh I know! Sorcs can hit around 63K-64K this way when they do everything perfectly with raid buffs. Possibly even more. I've tested this many times myself since I run Vet trials all the time and I spend 95%+ of my time on my Mag Sorc PvE DPS main
Using this skill setup/rotation has helped me pull in the 73-74K as often as the usual build gave me 63K-64K. It's unreal how large that DPS boost is.
Making full use of this DPS is possible on certain stationary bosses. Others will get hit by a mix of 2 or 3 mines. The more annoying bosses will often reliably take damage from only 2 mines.
Like gil said unless they changed it boss's wont proc/take damage from more than 1 mine at a time
The Idea of using mines in trials has been around for a long time, maybe even before console launch. Since the dmg of the mines is so high and straight dps is not their purpose they made trial bosses immune to more than one hit, but I don't remember the cooldown.
Im pretty sure it is still like that, but feel free to test it!
As long as only one mine hits you won't deal much more DPS than the current meta builds, but you can set records for magicka drain per second...
I haven't noticed any cooldown like that, though I'd agree it would make sense if they implemented one
The DPS boost is worth the Magicka drain+heavy attacks. It results in a large net DPS boost from the sheer damage caused by hitting 2-3 of those mines per cast on a target. Also it's nice because you can totally melt troublesome adds like Sun Eaters.
As far as I remember, people used mines to drain magicka when Santum came out. I'm not sure if the bosses consumed all mines but did only get damaged by one, or if they activated only one. I think they consumed all when the hitbox was big enough, but took limited dmg. If that's still the case the use of mines is pointless, so someone should go out and test it...
I already did test it results showed all mines hitting as they would on the target skeleton from my run today through AA.
Daedric Tomb is a bit wierd. Even though it is instacast, you can cast this skill quicker than most any other skill. It doesn't follow the GCD correctly. Spamming them as fast as possible causes either one or zero mines to explode. Luckily weaving in Heavy/Light Attacks makes it a non-issue.
The Idea of using mines in trials has been around for a long time, maybe even before console launch. Since the dmg of the mines is so high and straight dps is not their purpose they made trial bosses immune to more than one hit, but I don't remember the cooldown.
Im pretty sure it is still like that, but feel free to test it!
As long as only one mine hits you won't deal much more DPS than the current meta builds, but you can set records for magicka drain per second...
I haven't noticed any cooldown like that, though I'd agree it would make sense if they implemented one
The DPS boost is worth the Magicka drain+heavy attacks. It results in a large net DPS boost from the sheer damage caused by hitting 2-3 of those mines per cast on a target. Also it's nice because you can totally melt troublesome adds like Sun Eaters.
As far as I remember, people used mines to drain magicka when Santum came out. I'm not sure if the bosses consumed all mines but did only get damaged by one, or if they activated only one. I think they consumed all when the hitbox was big enough, but took limited dmg. If that's still the case the use of mines is pointless, so someone should go out and test it...
I already did test it results showed all mines hitting as they would on the target skeleton from my run today through AA.
Daedric Tomb is a bit wierd. Even though it is instacast, you can cast this skill quicker than most any other skill. It doesn't follow the GCD correctly. Spamming them as fast as possible causes either one or zero mines to explode. Luckily weaving in Heavy/Light Attacks makes it a non-issue.
All mines hitting does not mean all mines doing dmg. Unfortunately you don't have combat metrics on console to verify if they all dealt dmg or just exploded.
SublimeSparo wrote: »NiclasFridholm wrote: »gethemshauna wrote: »There is *** parses on youtube showing 70k+ dps, and even 60k st, being ranged, and I see ur build recommends to be melee, due to mines, right? So its even worse.
AoE damage can hit 70K+ DPS sometimes. However you never see single target DPS get this close.
Feel free not to use it. I know I'll use it because it is pulling higher damage than the current meta Magicka Sorcerer build.
There are 60K+ ST Sorcs out there
Oh I know! Sorcs can hit around 63K-64K this way when they do everything perfectly with raid buffs. Possibly even more. I've tested this many times myself since I run Vet trials all the time and I spend 95%+ of my time on my Mag Sorc PvE DPS main
Using this skill setup/rotation has helped me pull in the 73-74K as often as the usual build gave me 63K-64K. It's unreal how large that DPS boost is.
Making full use of this DPS is possible on certain stationary bosses. Others will get hit by a mix of 2 or 3 mines. The more annoying bosses will often reliably take damage from only 2 mines.
Like gil said unless they changed it boss's wont proc/take damage from more than 1 mine at a time
I don't think this is true... why change it for some enemies and not others? Seems so odd.
I ran through AA twice today.
Once was on Normal, where I went in alone to test Daedric Tomb on the first boss. I landed two mines on the boss numerous times and got simultaneous explosions.
The second run was with my raid team on Vet. I am almost positive these mines exploded as normal throughout the trial. They hurt trash mobs in particular exactly like the target skeleton.
Tomorrow I will thorougly test to make sure which of us is correct on this. Ty for bringing to my attention though.
now do that, with a nightblade. or a templar. or a dragonknight. or a............warden? : ^)
SublimeSparo wrote: »SublimeSparo wrote: »NiclasFridholm wrote: »gethemshauna wrote: »There is *** parses on youtube showing 70k+ dps, and even 60k st, being ranged, and I see ur build recommends to be melee, due to mines, right? So its even worse.
AoE damage can hit 70K+ DPS sometimes. However you never see single target DPS get this close.
Feel free not to use it. I know I'll use it because it is pulling higher damage than the current meta Magicka Sorcerer build.
There are 60K+ ST Sorcs out there
Oh I know! Sorcs can hit around 63K-64K this way when they do everything perfectly with raid buffs. Possibly even more. I've tested this many times myself since I run Vet trials all the time and I spend 95%+ of my time on my Mag Sorc PvE DPS main
Using this skill setup/rotation has helped me pull in the 73-74K as often as the usual build gave me 63K-64K. It's unreal how large that DPS boost is.
Making full use of this DPS is possible on certain stationary bosses. Others will get hit by a mix of 2 or 3 mines. The more annoying bosses will often reliably take damage from only 2 mines.
Like gil said unless they changed it boss's wont proc/take damage from more than 1 mine at a time
I don't think this is true... why change it for some enemies and not others? Seems so odd.
I ran through AA twice today.
Once was on Normal, where I went in alone to test Daedric Tomb on the first boss. I landed two mines on the boss numerous times and got simultaneous explosions.
The second run was with my raid team on Vet. I am almost positive these mines exploded as normal throughout the trial. They hurt trash mobs in particular exactly like the target skeleton.
Tomorrow I will thorougly test to make sure which of us is correct on this. Ty for bringing to my attention though.
I think the reason it was implemented like that was due to the old method of stacking mantikora and moving backwards as a a group, iirc a guild theorycrafted leaving a load of minefields as they did this to find it either didn't work or was quickly patched to not work.
This was a long time ago, and i cannot remember where i read about it, and i think daedric tomb has been changed since then, that coupled with zos's regular accidental undoing of fixes means it possible it works with tomb
It has already been seen working flawlessly and especially after they made this morph triangle-shaped. For most Sorcs I saw using it in vMOL it worked really fine (maybe except the first boss).Daedric Tomb mines are putting out insane Damage when placed very well and if the rotation is followed smartly. I'd say that they can be safely relied on in Morrowind.Minor movement actually helps activating the mines, especially if 1-2 of them were missed hits. And obviously when all of them were triggered before full rotation recast - no DPS was lost.Hmm so now I just need to lock boss on trial in tight space similar as You locked that skeletons to be damaged by all 3 mines
It has already been seen working flawlessly and especially after they made this morph triangle-shaped. For most Sorcs I saw using it in vMOL it worked really fine (maybe except the first boss).Daedric Tomb mines are putting out insane Damage when placed very well and if the rotation is followed smartly. I'd say that they can be safely relied on in Morrowind.Minor movement actually helps activating the mines, especially if 1-2 of them were missed hits. And obviously when all of them were triggered before full rotation recast - no DPS was lost.Hmm so now I just need to lock boss on trial in tight space similar as You locked that skeletons to be damaged by all 3 mines
If You place them and wait then yes. If You spam them multiple times in rotation You always miss atleast 1 in each repetition draining out of magicka like hell and forcing to heavy attack later. Especially useless rotation in next update.
It's players like you who help cause nerfs that punish players like me.
If you are an endgame PvEer who likes to deal damage, chances are you have a Magicka Sorcerer, and you are well aware your class spec currently deals the highest DPS of them all. After a bunch of theorycrafting, I have discovered a way to enhance their DPS even further from what we have previously seen. Magicka Sorcerers are capable of pulling much higher damage than they currently do, and it's mostly due to a tweak to their skill set and rotation.
It is not an easy play style, but if you enjoy 53K solo DPS parses and 70K+ DPS when raid buffed then you are in luck! On top of dealing higher overall DPS, this build has the potential to deal extraordinary burst damage when needed that will skyrocket your DPS to melt certain adds excessively fast (Sun Eaters, Reflections, etc).
It is very similar to the current meta gear setup, but mainly utilizes a different skill setup and rotation.
Even if you are a very good player you will easily learn a lot from this thread and should consider trying out this build:
Gear and Skill SetupGear Setup
• Ilambris (1 heavy helm, 1 medium shoulder)
• Necropotence (5 light body pieces)
• Moondancer (3 jewelry, 1 lightning staff)
• Maelstrom Staff (1 inferno staff)
(nothing new)
- Notes -
- Divines traits/Max Magicka glyphs on all armor
- Arcane traits/Spell Damage glyphs on all jewelry
- Sharpened trait on both staves, Spell damage enchant on the frontbar (Moondancer) staff
- Use The Thief mundus stone
- All 64 attribute points into Magicka
- Stage 4 Vampirism is helpful, though not required
- Maximum Health+Maximum Magicka food is best
- Infallible Mage (aka Infallible Aether aka IA) is an almost equal replacement for Moondancer. Master Architect (Morrowind set) has the exact same 2/3/4-piece bonuses as Moondancer.
- In Morrowind, it *might* be better to run 2x Ilambris, 5x Master Architect, 3x Willpower, and then 1x Maelstrom Inferno and 1x Maelstrom Lightning staff/Random Lightning Staff. I cannot confirm whether this is true as I do not have access to the Morrowind PTS.... perks of being a PS4 player It is also worth noting that Precise may be stronger than Sharpened, but it all depends on just much the Champion System has changed. I cannot test on PTS to confirm.
Skill Setup
Frontbar: Moondancer Lighting Staff
1. Bound Aegis
2. Conjured Ward (either morph)
3. Summon Volatile Familiar
4. Daedric Tomb
5. Inner Light
Ult. Elemental Rage / Shooting Star
Backbar: Maelstrom Lighting Staff
1. Bound Aegis
2. Lightning Splash
3. Summon Volatile Familiar
4. Daedric Prey
5. Blockade of Fire
Ult. Elemental Rage / Shooting Star
- Notes -
- Conjured Ward is more useful than Harness Magicka since you'll likely never have sustain issues anyway. It provides a small boost to your Spell Damage ("Expert Mage" Sorcerer passive). With that said, you can certainly use Harness Magicka if you want to.
- Hardened Ward is stronger. Empowered Ward buffs your whole group with slightly more Magicka Regeneration (Wardens will do this in Morrowind) and has a slightly cheaper cost with a much longer duration. It is up to preference which you take.
- Most of the time, people slot Shooting Star on the frontbar and Elemental Rage on the backbar. It's up to preference which way you set yourself up. More DPS will probably come out of running it the usual way since Shooting Star is cast a lot and it slightly buffs frontier DPS, though it is nice to switch it up imo due to the sheer strength of the Lightning version of Elemental Rage.
- If you are confident enough, more DPS is achievable by replacing Daedric Prey with Inner Light, and Conjured Ward with Daedric Prey. You essentially replace your shield to passively deal more extra damage.
RotationCurrent Magicka Sorcerer Max DPS rotation
The meta Magicka Sorcerer rotation to get the highest damage currently goes like this:
• Liquid Lightning -> Blockade of Fire -> Daedric Prey -> Volatile Familiar Pulse -> 4x Force Pulse/Crystal Fragment proc/Mages' Wrath -> Repeat
The *better* rotation I have used along with a small fraction of the stronger Magicka Sorcerer DPS players goes like this:
• Liquid Lightning -> Blockade of Fire -> Volatile Familiar Pulse -> Daedric Prey -> 5x Force Pulse/Crystal Fragment proc/Mages' Wrath -> Repeat
The New (similar) Rotation
This new rotation is very similar to the "better" rotation, but now includes two parts - a sustain portion and an immense damage portion:
Sustain:
• Liquid Lightning -> Blockade of Fire -> Volatile Familiar Pulse -> Daedric Prey+Bar Swap -> Heavy Lightning Attack -> Daedric Tomb -> Heavy Lightning Attack+Bar Swap-> Repeat
OR
• Liquid Lightning -> Blockade of Fire -> Volatile Familiar Pulse -> Daedric Prey+Bar Swap -> 2x Heavy Lightning Attack -> Daedric Tomb+Bar Swap-> Repeat
OR
• Liquid Lightning -> Blockade of Fire -> Volatile Familiar Pulse -> Daedric Prey+Bar Swap -> Daedric Tomb -> Heavy Lightning Attack -> Heavy Lightning Attack+Bar Swap-> Repeat
Damage:
• Liquid Lightning -> Blockade of Fire -> Volatile Familiar Pulse -> Daedric Prey -> 5x Daedric Tomb -> Repeat
- Notes -
- The key to making use of this rotation is to know when it is safe to use the "Damage" rotation. It consumes an enormous amount of Magicka, while the "Sustain" rotation will regenerate a small amount of Magicka over the course of its duration. I often wait until I have at or above 50% Maximum Magicka before bombing enemies with the "Damage" rotation.
- In Morrowind, the only difference will be newfound requirement to place 100CPs into Tenacity and maintain a higher threshold of Magicka before casting 5x Daedric Tombs.
- You need to be very precise with your timing to make use of what I labeled the "better" rotation. The new rotation I have created is just as difficult to use.
Why 5x casts after DoTs works out
- When you cast your DoTs (Liquid Lightning+Blockade of Elements+ Volatile Familiar Pulse+Daedric Prey), you are given about 5 seconds to do other stuff on your frontbar before needing to reapply them.
- The meta rotation tells us to cast 4 skills on our frontbar before switching back which is easier and safer. The "better" rotation tells you to cast 5 skills, which is stronger but also more difficult to pull off because you cannot make mistakes (if you do, then you only cast 4 skills after reapplying DoTs on that specific rotation)
- Lightning Staff Heavy Attack last about 1.8-1.9 seconds.
- Instacast skills take like 0.9 seconds to use
- 5x casts = basically 5 seconds after bar swapping
- 2x Lightning Heavy Attacks + 1x skill cast = basically 5 seconds after bar swap
Champion Points:Homestead
Blue
• Elfborn - 24
• Elemental Expert - 100
• Staff Expert - 1
• Thaumaturge - 75
Green
• Magician - 75
• Arcanist - 50
• Tenacity - 75
Red
• Depends on content.
I always run place 12 points into Quick Recovery and 0 into Bastion.
- Notes -
- I do not yet know what the best CP allocation will be in Morrowind. You will always stack 100 points into Tenacity (Heavy Attack resource restore).
DPS Parses/Build Video
https://www.youtube.com/watch?v=xnjTGYetGYs
Build/Stats: 00:00 - 00:43
Solo Test 1: 00:44 - 02:15
Solo Test 2: 02:16 - 03:37
Solo Test 3: 03:38 - 04:52
Raid Buffed Test: 04:53 - 06:40
DPS Parse Data
- Solo -
• A solo DPS parse means that no one else is allowed to help me in any way whatsoever
I tested two different ways:
• Test 1 used my exact raid setup. No Elemental Drain or Blockade of Storms is applied.
• Test 2 included Elemental Drain being casted every other rotation instead of a Daedric Tomb. Elemental Drain replaced Empowered Ward on my skill bar for the sake of more accurate DPS test results.
• Test 3 was the same as Test 2, but also included the addition of a backbar Maelstrom Lightning Staff instead of a backbar Maelstrom Inferno Staff. This was meant to get as much DPS as possible on my own (Exploiter CP passive)
- Raid Buffed -
• These tests include the use of raid buffs that I would receive when running Veteran Trials. I will run my normal setup with the slight modifications of removing my shield in order to double-bar Inner Light. My allies will provide buffs.
• Raid-Buffed Test will provide me with 3 friends who will supply raid buffs to me. These buffs are Elemental Drain, Blockade of Storms, Spell Power Cure, Stalwart Guard (Minor Force), Aggressive Warhorn, Combat Prayer, Roar of Alkosh, Crusher, Powerful Assault, and Worm's Raiment
Averaged DPS
Solo Test 1: 39688.7 DPS
Solo Test 2: 45315.4 DPS
Solo Test 3: 51903.8 DPS
Raid-Buffed Test: 71.1K
- Judging by mistakes made as well as the use of Heavy attacks, it would be highly feasible with more orb synergies (unlimited Magicka) and a perfect rotation to reach around 76K DPS in the Raid-Buffed test.
Magicka Sorcerers are probably wondering right now - Is this actually viable in trials? The answer is simple. Yes, it is, but you will not be able to fully benefit from this damage all of the time.
***However, it is extremely difficult to use.***
You will need to practice casting Daedric Tomb before you consistently hit enemies with at least 2 mines per cast (very difficult). Only when you master the rotation, manage resources well, and land 2-3 mines per cast on enemies will you notice a significant DPS increase. This build is particularly strong versus Vet trial bosses because they tend to stand still a lot and make this process easier (stationary targets become almost easy to consistently hit 3x with practice). It can be a good strategy when fighting a boss to hold off on casting 5x Daedric Tombs until you know you are perfectly lined up to activate all mines.
Keep in mind that not all targets can be hit by all three mines. You will often only damage these targets with two mines. As long as you land a single mine on the enemy, you will not be loosing DPS from the old rotation. Landing 2-3 mines is where the DPS boost begins to show in single target DPS. You are bound to deal higher AoE damage with this build rather than the current meta build.
This build feels more fun than the current meta Magicka Sorc we are all used to imo, though you may come to hate it due to the difficulty of managing higher DPS than the old build. In Morrowind, only the slightest adjustments (if any) will need to be made to sustain.
Can't say exactly if Magicka Sorcerers will still pull the highest DPS in Morrowind. Either way, they are bound to still be strong. Good luck out there my fellow Magicka Sorcerers!
gethemshauna wrote: »Tldr: necro + pets. Pointless thread.
Tldr: lazy poster who did not look at anything in the original post
It's players like you who help cause nerfs that punish players like me.
I'm sorry to be so direct, but this attitude is complete ***. It's the same as saying the game should not be balanced around the best players, but around the average player.
If you balance classes and skills around average player behavior, there will always be top tier players who are able to push to the limits of skills and mechanics (or exploit them) to gain a big advantage over other classes and builds. The game needs to be balanced around a 95%+ perfect rotation and playstyle, so everyone who invests time in whatever class has the chance to reach the top level at some point.
How would you balance a game around an average player, when hitting one light attack more or less every 10s makes a bigger difference than every change they made to ability coefficients in the last PTS phase?
It's players like you who help cause nerfs that punish players like me.
I'm sorry to be so direct, but this attitude is complete ***. It's the same as saying the game should not be balanced around the best players, but around the average player.
If you balance classes and skills around average player behavior, there will always be top tier players who are able to push to the limits of skills and mechanics (or exploit them) to gain a big advantage over other classes and builds. The game needs to be balanced around a 95%+ perfect rotation and playstyle, so everyone who invests time in whatever class has the chance to reach the top level at some point.
How would you balance a game around an average player, when hitting one light attack more or less every 10s makes a bigger difference than every change they made to ability coefficients in the last PTS phase?
So balance around the minority who abuse (for lack of a better word) the system to pull the highest numbers then the majority of players who simply play the game...I don't have the answers but that doesn't seem like the right one.
Im intruiged as I never quite get the motive of your posts on this forum. It feels like ego puffing generally, but also not sure if you just like baiting the MagSorc haters with sensational click bait topic subjects? Or secretly that you hate Sorc and wish for then to be nerfed by doing extreme stuff with them and telling the world.
Don't get me wrong, the things you do are mega, awesome and the effort and time you have to put into it is impressive But you seem to lack empathy with what's going on on this forum - or just don't care. Either way congrats on the achivement.
It's players like you who help cause nerfs that punish players like me.
I'm sorry to be so direct, but this attitude is complete ***. It's the same as saying the game should not be balanced around the best players, but around the average player.
If you balance classes and skills around average player behavior, there will always be top tier players who are able to push to the limits of skills and mechanics (or exploit them) to gain a big advantage over other classes and builds. The game needs to be balanced around a 95%+ perfect rotation and playstyle, so everyone who invests time in whatever class has the chance to reach the top level at some point.
How would you balance a game around an average player, when hitting one light attack more or less every 10s makes a bigger difference than every change they made to ability coefficients in the last PTS phase?
So balance around the minority who abuse (for lack of a better word) the system to pull the highest numbers then the majority of players who simply play the game...I don't have the answers but that doesn't seem like the right one.
The top players don't abuse the system. They push it to its limits and show what is possible. If they end up with much higher numbers than intended, thats the fault of the system not the players and the system needs to be adjusted. Thats how balance works.
Most of the times it's other's people "natural" reaction to hate something/someone doing something they'll obviously never achieve. Any Dro-m'Athra Destroyers kicked for "being elitist" in Group Finder even though they didn't say a single friggin' word? Yeah... There we go...Don't get me wrong, the things you do are mega, awesome and the effort and time you have to put into it is impressive But you seem to lack empathy with what's going on on this forum - or just don't care. Either way congrats on the achivement.