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.
Like I already said, you will still be able to use this build next patch and sustain. You will just have a few less barrages of 5x Daedric Tombs and more Heavy Attack+Daedric Tomb+Heavy Attack rotations.
CPs will need some adjustment and perhaps Master Architect+Willpower deals more DPS as well. Generally it'll work the same despite the sustain changes.
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.
Judas Helviaryn wrote: »Don't incorporate bugs into your builds, and you won't have [an] issue.
@Vaoh are you sure that this build not only work when there is a wall behind the skeleton ? because when you put deadric tomb in front of a wall they are less dismissed.
IzakiBrotherSs wrote: »@Vaoh are you sure that this build not only work when there is a wall behind the skeleton ? because when you put deadric tomb in front of a wall they are less dismissed.
You can get 2 to hit the target skeleton even if you don't have a wall, you just have to aim the circle way in front of the target (it has a very strange targetting system). The real question is (and I'll test it again tonight in vHOF) if the bosses are able to eat more than 1 mine at a time.
But the only way to sustain a build that has Daedric Tomb in it, is to heavy attack for DAYs. Even if you can't Tomb just once per 8 seconds, as if it were another DoT, it still does 7k DPS, when the skeleton is against a wall (all 3 mines hit). When its not against the wall (only 2 mines hit), its around 4-5k DPS. So its bloody strong.
But Necro isn't a good choice for a build that uses Mines as a spammable due to the fact that mines scale badly with max magicka and really well with spell damage. So Julianos would give you better results on live.
Lord_Dexter wrote: »I can see you are trying best to get sorcerer nerf with Morrowind release!
Believe me nerf to DPS is not issue in PVE for class balance, they should simply buff other classes!
I wish man!
Judging by ZOS actions so far, the "DPS Expectation" so to speak is being set at the level of Magicka DKs and Magicka Templars. Mag NBs were buffed to their general level of DPS as a result.
By this same concept Magicka Sorcerer needs nerfs, and Mag Warden needs big buffs. This is why they've confirmed a Volatile Familiar nerf and the goal of making Mag Warden viable last ESO Live.
Not gonna work out for Mag Sorcs.... might as well provide more incentive for nerfs
Lord_Dexter wrote: »I can see you are trying best to get sorcerer nerf with Morrowind release!
Believe me nerf to DPS is not issue in PVE for class balance, they should simply buff other classes!
I wish man!
Judging by ZOS actions so far, the "DPS Expectation" so to speak is being set at the level of Magicka DKs and Magicka Templars. Mag NBs were buffed to their general level of DPS as a result.
By this same concept Magicka Sorcerer needs nerfs, and Mag Warden needs big buffs. This is why they've confirmed a Volatile Familiar nerf and the goal of making Mag Warden viable last ESO Live.
Not gonna work out for Mag Sorcs.... might as well provide more incentive for nerfs
when and how are mag nbs buffed?
Thanks a lot for this build, I'll try it out!
Also, your animation cancel is strong, unfortunately my fingers are not so fast
Waffennacht wrote: »Hey OP, you have gold weapons, both trial and vMA, you have gold jewellery, you have trial gear and the monster sets.
What exactly is rewarding to you now? What goal is there to achieve?
With you having to beat the content to get the gear... To beat the content... What's left?
Vaoh, I hope the haters aren't discouraging you. Seriously people, the fella left a build on the forums to let other folks know what's up. That's all. Yall need a beer and some macaroni and cheese or somethin.
gethemshauna wrote: »Good job, thats such a nice build, but mines are already popular nowadays, not sure that whole guide is necessary, we everyone know what magsorc can actually do.
IzakiBrotherSs wrote: »Vaoh, I hope the haters aren't discouraging you. Seriously people, the fella left a build on the forums to let other folks know what's up. That's all. Yall need a beer and some macaroni and cheese or somethin.
^ I'll take a beer and some macaroni cheese for sure (and I'm not hatin').
IzakiBrotherSs wrote: »@Vaoh are you sure that this build not only work when there is a wall behind the skeleton ? because when you put deadric tomb in front of a wall they are less dismissed.
You can get 2 to hit the target skeleton even if you don't have a wall, you just have to aim the circle way in front of the target (it has a very strange targetting system). The real question is (and I'll test it again tonight in vHOF) if the bosses are able to eat more than 1 mine at a time.
But the only way to sustain a build that has Daedric Tomb in it, is to heavy attack for DAYs. Even if you can't Tomb just once per 8 seconds, as if it were another DoT, it still does 7k DPS, when the skeleton is against a wall (all 3 mines hit). When its not against the wall (only 2 mines hit), its around 4-5k DPS. So its bloody strong.
But Necro isn't a good choice for a build that uses Mines as a spammable due to the fact that mines scale badly with max magicka and really well with spell damage. So Julianos would give you better results on live.
I forgot about their unusually high spell damage scaling!
Looks like this specific build can really benefit more from Julianos or BSW then. Good to know!
Vaoh, I hope the haters aren't discouraging you. Seriously people, the fella left a build on the forums to let other folks know what's up. That's all. Yall need a beer and some macaroni and cheese or somethin.
Leafwalker wrote: »Vaoh , some have complained about too much information or details, but personally, I appreciate it. Many of us that read the forums are noobs, and the detailed explanations help us to more quickly improve our understanding of the game mechanics and thus become better players (PvE) and teammates (PvP). Thank you for sharing your knowledge and experience.
IzakiBrotherSs wrote: »IzakiBrotherSs wrote: »@Vaoh are you sure that this build not only work when there is a wall behind the skeleton ? because when you put deadric tomb in front of a wall they are less dismissed.
You can get 2 to hit the target skeleton even if you don't have a wall, you just have to aim the circle way in front of the target (it has a very strange targetting system). The real question is (and I'll test it again tonight in vHOF) if the bosses are able to eat more than 1 mine at a time.
But the only way to sustain a build that has Daedric Tomb in it, is to heavy attack for DAYs. Even if you can't Tomb just once per 8 seconds, as if it were another DoT, it still does 7k DPS, when the skeleton is against a wall (all 3 mines hit). When its not against the wall (only 2 mines hit), its around 4-5k DPS. So its bloody strong.
But Necro isn't a good choice for a build that uses Mines as a spammable due to the fact that mines scale badly with max magicka and really well with spell damage. So Julianos would give you better results on live.
I forgot about their unusually high spell damage scaling!
Looks like this specific build can really benefit more from Julianos or BSW then. Good to know!
Yeah I doubt that BSW is an option, due to the fact that Tomb isn't fire damage, which leaves only Blockade to proc it, and that just isn't enough. At this point your only options are Scathing Mage (for live it could work extremely well with this build) and Julianos. Although, for Morrowind Necro is the better option simply because it gives you sustain due to the higher mag pool and you aren't going to be spamming a 5.5k cost skill anyway, but rather use it as an extra "DoT" and at this point, Necro would just be better flat out.
Master Architect seems like the best imo.
I have some clever ideas around these Major Slayer sets that could allow a certain raid setup to be dominant in endgame PvE..... don't want to say anything about that until I can test though. It's an amazing set!
Master Architect seems like the best imo.
I have some clever ideas around these Major Slayer sets that could allow a certain raid setup to be dominant in endgame PvE..... don't want to say anything about that until I can test though. It's an amazing set!
Yeah, it seems like the new trials sets might play well into the idea of burn phases and sustain phases that Rich mentioned. Get the group up on resources, coordinate warhorn with people activiating Major Slayer and do massive burn.