A few days ago I managed what I've always thought would be the one impossible task in my ESO adventures: getting the flawless conqueror achievement. I’m not a great player by any means, particularly when it comes to vMA, but I learned a lot of things during my attempts, and I thought I’d share them in the hopes they might help someone else going for the title (especially if they have a magicka sorcerer).
I won’t go into gear or mechanics, because if you are attempting a flawless run you already know the mechanics well, and have your own strategies to deal with them, as well as being reasonably geared (though one thing I would strongly recommend is to use a sharpened staff on the main bar). This guide is about what things that you can do as a magsorc to minimize deaths, until you finally have your perfect run
The most important thing is
A. to identify the things that kill you. For me these were:
1) Running out of magicka;
I left ESO before the CP changes, and came back just before HoftR, therefore, I am still getting used to having no cost reduction constellation. I don’t think that was a bad change, but I have had to learn to play a lot more carefully regarding resources, and it’s something I very much struggle with. In a group content sometimes you can get away with poor resource management, but in vMA you are only dependent on yourself, so being mindful of your magicka pool is of paramount importance. The following things helped a bit, but I have yet to do a run where I am not below 30% during most of the last boss’ fight. i) Dark conversion: I use it between rounds to top up my magicka in preparation for the next round, since I find it a bit tricky to use during fights. Even used in this limited manner, it’s still a really helpful skill. ii) Heavy attacking: this is great, especially for the last mini boss(es) of a given round (for instance, the ogrims in arena 9), or for the easier mobs (like the kwama in stage 7, the shalks in stage 8, etc) iii) Potions that provide major intellect. iv) Vampirism: passive skills increase magicka and stamina regeneration, and the extra damage is not very severe (except perhaps in stage 8, which is why I usually switch to health tri-pots for that stage).
2) CC’ing;
The thing that kills me most in vMA after poor magicka management is getting CC’ed. For most people it’s probably an easy thing to avoid, but for me it’s a real problem, especially in the ice stage and the last stage. I don’t use a tri-food, so I have little stamina, and if I’m not careful I can’t break free, and have to take the damage until I can move again. One way to deal with this is anticipating the CC and avoiding it, or shield through it. I’m not always good at doing this however, so I’ve died many times because I couldn’t break free and the incoming damage was too much.
3) Power surge running out;
For dual destro sorcs this skill is our only source of healing, so we have to recast it timely. Therefore, I make sure to cast it regularly, even before the previous cast has run out. This can be magicka wasteful, but since I play with a high ping, weapon swap fails a lot of the time, so I don’t want to risk getting stuck on the front bar, when surge (which is on my back bar) is about to run out. If I’m getting low on magicka so that I have to heavy attack, I always cast surge first thing with whatever magicka I restore. Using an addon that shows skill timers is great for knowing when to recast surge.
4) Certain mobs/certain mechanics;
a) Mechanics: vMA mechanics are gimmicky and infuriating, and you can die from so many things. However, even those mechanics that seem based on chance can be prepared for (to an extent, at least). For example, a lot of deaths are attributed to a plant spawning beneath the minder on stage 7; one way to avoid this is to first kill the minder that appears on the side of the arena that has the least plants around at that moment. But usually I don’t take the time to decide which minder to go for first, and so I had plants erupting in the bubble
When this happens, I just cast my shield on repeat, take notice which cleansing pool is closest/available, and run like crazy towards it when the scream ends. I also use health tri-pots for this round (instead of my usual spell power pots). If I know a mechanic is deadly I just try to be ready for it as best as I can, and if I make a mistake, then I just try to mitigate the damage.
b) Mobs: certain mobs in vMA are more problematic for me than others, and have caused me to die, sometimes more than bosses do. For example, the stamsorc in round 3 of the third arena, the wamasu in round 3 of the seventh arena (and of course, the crematorial guards in the last arena). I always try to have an ultimate up for these mobs. If I don’t, then I make sure to grab the defensive sigil before they spawn.
B. Look at your health
Magicka sorcerers have strong shields so they can get away with having less health. However, if you are dying in the arena despite identifying the causes, you might need to consider increasing your health pool. Some magicka classes can use heavy armour sets, but for sorcs, 6/1 or 5/1/1 configurations are usually recommended. Nevertheless, there are ways in which you can increase your health; for example, if you use a pet build, you get 8% more health when your pet is summoned. I have run the arena with Necropotence many times, but for my flawless runs I went with Netche’s Touch, so to compensate for the health loss, I put some attribute points into health. I think most people don’t like to do this, but for the achievement I wanted to have around 18k to be on the safe side. In order to compensate for having less magicka I slotted Bound Aegis, and also had Inner Light and Shooting Star on my main bar. I like Bound Aegis for the minor ward as well.
C. Use the sigils
I wish I could be one of those players that can do a flawless run without sigils, but alas, I have to use them. In the first few times I tried going for the achievement, I used to blindly grab whatever sigil was in front of me. I became a bit savvier about this, and now plan them in advance, though I still have those ‘oh crap’ moments, and I just grab the first sigil I find, trying to survive. Sigils are especially important if you are having trouble with certain mechanics/bosses. Some that I use without exception are the haste sigil in the stages 3, 5 and 8, and the defensive sigil in stages 5, and 7. If a sigil is far away and your health/magicka pools are fine, don’t go out of your way to get it, especially in stages where there is a great amount of peril in the area (like stage 7 with the plants, and stage 9 with the ghosts); if however you know you are going to be in trouble (like those tough mobs I wrote about above) then do grab the sigils before it’s too late. For stage 9, if the portal that spawns is near the healing/haste sigil then I grab them, as they can help with the damage up top, and when I come down I always grab the defensive sigil, so if I can’t quickly interrupt the boss’ beaming attack then at least I won’t die from it.
D. If you can’t burn, pace yourself
If you are like me and don’t do great DPS (in fact, my DPS is way below average!), trying to burn through fights usually results in depleting your magicka and forcing you to heavy attack, while dealing with the still-present mobs. For instance, some people use their ultimate as soon as the last boss spawns because they can burn him quickly, and thus avoid the crematorial guard. I know that if I tried to do that, I wouldn’t do enough damage, so the crem guard would still spawn, and I would have to deal with him without an ultimate. Therefore, I pace myself, and use my ultimate when he spawns (and if the healer is near then hopefully kill 3 birds with one stone). Also, I always deal with the summoner when I port down from the crystals because I know I can’t burn the boss before the summoning is complete, and the skeleton comes out. Therefore, if you know you can’t do enough DPS to shorten a fight and avoid certain mechanics, don’t risk it, and pace yourself instead. The caveat is that you shouldn’t pace yourself too much, because the longer a fight goes on the more space there is for mistakes.
E. Use spell power pots
Spell power pots are great for a magicka sorc, they increase spell power, spell crit, and magicka regen. I use them for all rounds except rounds 1 and 2 (where I use normal magicka pots to try and save up the good ones), and sometimes rounds 7, 8 and part of 9 (where I use health tri-pots). For the last arena, when I am taking the portal to go upstairs I switch to health tri-pots, and then I switch back to the spell power ones when I go back down.
F. Find an easy rotation
This comes down to personal preference, but since I play with a big ping, I found the less I had to bar swap, the less chances I had to get stuck. Also, I removed crystal fragments from my rotation because I kept hard casting them even when the proc was still active, probably due to lag. This was definitely a DPS loss, but I found it overall easier not to use them. I kept my DOTs and buffs on the back bar, and my shield on the front bar. I used the crushing shock morph because having a ranged interrupt goes a long way (particularly for rounds 5, 7, 8, and 9). Funny note: I realized belatedly many times that I was right next to the mob I needed to interrupt (like the flame throwers in stage 8) but still used crushing shock when I could have just bashed and reserved that magicka
G. Replenish food buff and charges
I’ve died a couple of times because my food had run out without me realizing, since I don’t use a food indicator. So now when I reach arena 5 I eat food and replenish the charges on my staves, regardless of whether they are going to run out, so that I don’t have to worry about them later.
And finally
H. Be in a good mood (or at least not be in a bad mood!)
When I first reached the last boss without any deaths, my hands were literally shaking from the stress of being so close. I ended up dying. The thought that I might finally get the achievement hit me when the crematorial guard appeared, and let's just say I messed up terribly. This happened two more times, so in order to preserve my sanity, I ressoved that I would be doing this as many times as I needed to get the achievement, so I wouldn’t stress during the last boss fight. In the following attempt I got the title. I started the last boss as calmly as I could, and even though I did mess up (I didn’t grab the golden ghost, both the guard and the summoner were up) I managed to clear it, as I was a lot more relaxed than before, and knew that even if I died it’d be okay, because I was in this for the long haul. And that ended up being the successful run! So I think giving yourself margin to mess up, and knowing that if you like the title then you will run the arena as many times as you have to, is a great stress reliever - or at least it was for me
I hope you found something helpful, good luck with your flawless runs!!!
Editing to add some great tips
@Lukums1 kindly provided in a reply below - I am quoting them here for convenience:
This is what I've told people during my flawless back to back runs on many different classes general rules are the same.
1. When running Mag or Stam Sorc - equip suppression field. Not only does suppression field nullify the Trolls on round 7 (making them not enrage) they also nullify CG's on round 9 (making them not breath fire). Suppression field also lasts for a good 10 seconds which CC's most aoe packs in vMA allowing you to get out of sticky situations while doing decent DOT damage.
2. Running 5000 Health / 487 Regen (stam and mag) ensuring not to run out of resources too many people run max / max and when *** hits the fan and you're constantly blocking or rolling the max / max won't help you so this is where it comes handy.
3. Safe spots round 7, you can refer to my twitch videos showing you how this is achieved (tested in over 1000 runs). Hugging the cricle either circle clense pool will ensure that you never get flowered while completing round 7 (poison stage), Recent video showing leaving the (spore summoner up) the entire level of 7 waves + boss showing how it's done. (use for reference if needed)
Sigil timing is also key but that comes with common knowledge with spawns and what comes next ensuring you're mitigating hard hitting situations with defense reflect and or healing for DOT damage.