I want to lead with an apology for continuing this snare/root BS, but I finally reached a point where I figured I might as well do it too. Also I haven't finished leveling my magden, so I put this together on my magplar where arguably it might work better, at least what I'm doing.
Goal
The idea behind this build is to play a support role for teammates as well as provide some offense as well. Because we run light armor and ele drain we have quite a bit of spell penetration so our skills are still doing decent damage. In a one versus one scenario we can kill potatoes but it's of questionable effectiveness against more skilled opponents. So it's not a solo build, I want to stress that. We'll be able to keep a small team alive while simultaneously pestering opponents with roots and snares.
Gear - as shown in screenshot, build video, and gameplay video
- 5 Hist Sap
- 5 Gossamer
- 2 Pirate Skeleton
5 light armor, 1 medium, 1 heavy for undaunted bonuses (both 5 piece sets are light armor so you'll need med and heavy monster pieces) and includes 3 protective jewelry. Charged Ice staff and Infused Resto staff, 1 spell damage glyph, 2 magicka recovery glyphs, purple tri-food, and the Atronach mundus.


Equipment and Other Options
Hist Sap is the base of the build. Since it has been updated to include snares and immobilizations it has a pretty high uptime, what with all the snares being thrown around by basically everyone nowadays. I've gone with Gossamer here which can proc a major evasion buff (25% AOE damage reduction) for 6 seconds and Pirate Skeleton which gives a 6% chance on any damage to gain major protection for 12 seconds with essentially a 3 second cooldown between potential procs. Since making the videos that are linked below, I've been playing around with Valkyn Skoria as an alternative to Pirate Skeleton. This reduces our resistances a bit but gives more health putting us at 23.5k, and arguably our resistances will be good enough already with the protective jewelry. Another option that I have yet to explore but am looking forward to trying is replacing Gossamer with Transmutation, in which case a Transmutation resto would be back barred with a Willpower staff front bar as I do not have a Master or Maelstrom Ice staff. Since we're using both Frost Reach and Blockade of Frost both arena weapons are viable, with the vDSA staff the better option of the two. Switching Gossamer to Transmutation will essentially trade magicka for magicka recovery if we look at the set bonuses, so we can adjust other parts of the build accordingly if we like. We could change one jewelry enchant to spell damage instead of recovery, and, especially if we go with Skoria over Pirate Skelly, we can change our health glyphs to either tri-glyphs or magicka glyphs. Builds like this that use protective jewelry over arcane tend to have a little less max magicka, understandably, but we make up for that in survivability.
The protective jewelry is key in allowing us to fight in light armor and not constantly be concerned about going on the defensive and healing, especially if we also run resto ult. The ice staff is charged so we increase our chance of immobilizing opponents with blockade of frost. Currently I am using an infused resto, this could easily be switched to a powered or defensive resto if desired.


Buffed Stats - non CP (with tri-food and spell power pot active and standing in rune, no campaign buffs outside of battle spirit)

Note: I have since switched up my weapon enchants, with the weapon damage enchant on the resto and absorb magicka enchant on the destro.
Potions
Since we aren't running entropy Spell Power Potions (major sorcery, major prophecy, magicka) are probably the best option. In the vids you see me talking about and running immovable potions, but I've since changed my mind on this. I also mention that lingering health pots are an alternative -- they work well in conjunction with Hist sap, basically because you end up doubling down on the health return -- but I've found that getting the extra magicka and major buffs from spell power potions make the most sense.
Skills
Ice Staff:
- Frost Reach
- Elemental Drain
- Blockade of Frost
- Purifying Light
- Total Dark
- Crescent Sweep
Resto:
- Elusive Mist
- Extended Ritual
- Reflective Light
- Honor the Dead
- Channeled Focus
- Light's Champion
Skill Alternatives
If you play in a more stamina heavy group then I would recommend swapping Ele Drain (which doesn't help your teammates much) for a mobility skill like Explosive Charge. Notice I'm supporting Explosive Charge over Toppling. Two reasons: one, this gives you an AOE interrupt ability, and two, it doesn't automatically CC opponents leaving your teammates' Dawnbreakers to still knock them down. The only other skill I might consider replacing, since we're running spell power pots now, is taking off Reflective Light. This would let us move either Purifying Light or Total Dark to the back bar and run Radiant Glory on the front bar. I would only suggest making this change if you feel you need a legitimate execute, i.e. in a battleground to combat enemy magsorcs trying to kill-steal. Generally your allies will have a more useful (non-cast time/channel) execute so this would not typically be a high priority switch.
Videos
Build Video -- about 20 minutes in length
https://youtu.be/ulkvgUuANS8
Gameplay Video -- also about 20 minutes in length, features 1 full deathmatch (basically), highlights of a second deathmatch, and an open world fight.
https://youtu.be/j87DvT3D5ao
Please reply with any questions, thanks for reading!