Mariusghost84 wrote: »How do you guys proceed to create specific types of rotation? How do you know what the best order of skills and what skills to use to begin with? Im starting to find a lot of Joy in making builds and just finding my own way of doibg things, but as far as rotation goes im blank on my own. I recenty saw xynodes new stam dk dps video with dual vma daggers and his rotation was just plain crazy complicated in my opinion, how om earth did he and ppl like him manage to come up with these specific rotations?
Mariusghost84 wrote: »How do you guys proceed to create specific types of rotation? How do you know what the best order of skills and what skills to use to begin with? Im starting to find a lot of Joy in making builds and just finding my own way of doibg things, but as far as rotation goes im blank on my own. I recenty saw xynodes new stam dk dps video with dual vma daggers and his rotation was just plain crazy complicated in my opinion, how om earth did he and ppl like him manage to come up with these specific rotations?
One thing that will help a lot if you don't already have is a Combat action reminder mod/timer --- so that you always see the timing on your DoT and can re-apply them properly. A bit of time, practice and experience will teach you which it is okay to overwrite slightly and which it is okay to let fall behind slightly.
If someone has an extremely complex rotation, then don't think of it so much as a rotation, it is likely more dynamic, i.e. they adjust what they need or can keep active at the moment.
Once you have a combat action reminder, it gets a bit easier to keep your rotations tighter, as it allows you to focus more instead of having to keep the mental counts going for each skill. After that, for building YOUR rotation --- it's about weighing out your skills and how you need them.
Example:
I have a Sorc that I am playing with lately, Altmer with Blue Food. It's general rotation (starting from the backbar) is as follows:
Frontbar: Crystal Frags, Haunting Curse, Endless Fury, Inner Light, Bound Armaments, Storm Atronach (Ult)
Backbar: Liquid Lightning, Blockade, Power Surge, Dark Conversion, Bound Armaments, Destro Ult
100%-21%
Power Surge>LA>Dark Conversion>Blockade>LA>Liquid Lightning>>Switch>Potion>Haunting>LA>Crystal Frag>LA>Crystal Frag>LA >>Switch>> Dark Conversion>Blockade>>continue :: Reapply Power Surge as needed; Dark Conversion should have near 100% uptime as it's being used on a ~6-8s bar switch cycle.
20%-15%
Liquid Lightning>LA>Blockade>LA>>Switch>>Endless Fury>LA>Haunting>LA>Endless Fury :: Repeat as needed to maintain DoTs
<15%
Blockade>>Switch>>Endless Fury>LA>Repeat:: Re-apply Blockade and Power Surge as needed
How this rotation was developed:
The goal was to be able to maintain without needing to utilize heavy attacks or, if needed, only every 10th-12th rotation.
Front bar max magicka is slightly higher due to Inner Light, so starting from the backbar and using conversion to start my rotation can actually let me go to front bar with higher magicka than when I left from backbar.
Altmer passive gives stam back on 6s, so hitting Dark conversion per rotation can actually be done at a net gain of overall Stamina due to recovery and Altmer passive combined. To adjust for the delay in the skill, a LA is not used but instead immediately hit into Blockade to start/restart the actual DPS/DoT cycle. Lightning is cast second, so that on re-cycling, it will just be running down as Blockade goes back up.
Front bar with the higher mag and all the rest being sorc skills gives me higher spell damage on that bar, so they feed into each other, but it meant using Crystal Frags as the spammable, because there was no room left for a different spammable and Crystal Blast on proc, and even without inner light, I'd be more inclined to utilize Destructive Reach --- another DoT to keep them running smooth (and backbar, would just move power surge or conversion to front at that point), or flex it out for Magicka Harness.
Ult is saved/used on bosses at opening.
Reason for giving all of this: Crafting the rotation had to have the goal of it in mind not just "OPTIMIZE DPS", because we know what the optimized is already --- the LA/Elemental Weapon Meta, where everything else is really just slotted for passive purposes --- (and bet would see a big change to this if, instead of increasing light attacks, vMA staff blockade increased damage on class skills).
The general goal for your rotation should be set around what it is trying to accomplish, and in having flexibility to go dynamic as needed without sacrificing a lot of DPS.
DoT uptime, Resource Management, and how it fits with the mechanics of what you are doing. Dummy parses and practice is purely for muscle memory, but it is up to you to set the goal of the rotation. My Tank rotations are much tighter than my DPS rotations, because the goal is to maximize party DPS and resources. My Healer rotations are about optimizing mitigations and buffs, so that heals are negligible and can slip in a little extra DPS on some or extra buffs to improve group dps on others.
Set your goal, practice your weaving (Light or Heavy), and build around that.
And don't worry about the meta. If you are in a guild that is pursuing top scores, they'll help you learn it, or what you can do that is close to it. Your rotations should be a mix of efficiency and personal fun.
russelmmendoza wrote: »My rotation, not perfect, I hope its good enough for vet pledges.https://youtu.be/FrT6tVSU9PE
Thank you very to "at writs end" and guildmaster @Malhood for the target dummy.
russelmmendoza wrote: »My rotation, not perfect, I hope its good enough for vet pledges.https://youtu.be/FrT6tVSU9PE
Thank you very to "at writs end" and guildmaster @Malhood for the target dummy.
As I advise others, use a dummy for practicing to get your rotation smooth -- then go out and fight world bosses or solo some dungeons (Spindlecluth, Volenfell, VoM) to practice in a less forgiving situation. Having your rotation trained in is good --- having your response to red/controls/etc trained in is even better.
You're fine for Vet Pledges, but if you are asking what you can do to improve your setup --- Change your weapons (Transmute) to Nirnhoned Mainhand, Sharpened Offhand. You want your enchants to be the damage as needed, so the disease main and offhand a stam absorb or oblivion damage.
On your infused bow backbar, put your weapon damage enchant. Endless hail will keep up the enchant and raise your overall weapon damage that way, to full effect also instead of the half effect you are getting on the dagger.
Change 1 of your jewelry pieces to Bloodthirsty (the gold ones of course). With the infused backbar weapon enchant, nirnhoned main hand and sharpened offhand, your weapon damage and penetration will both be higher than you currently have, and you'll get a large % bonus during execute phase.
As far as the actual rotation goes, consider putting Endless Hail as the last skill before bar switching, so that you can animation cancel it with the switch --- the damage will land at the same time, and you'll squeeze in an extra hit on the front bar rotation.
The only other thing you may want to consider, though it is a bit of a grind, is losing Re-Arming Trap for Channeled Acceleration --- the 36s duration for the 1.3s cast time becomes worthwhile in more mobile fights, and it doesn't tag your stamina so is utilizing a resource that shouldn't be bothersome to keep up. Even just 300 Magicka Recovery over 36 seconds will give you more than enough back to cast it every 36 seconds.
After those changes, try blue food instead of Dubious, your sustain should be high enough to last through the fight with it going by the video.
As far as the actual rotation goes, consider putting Endless Hail as the last skill before bar switching, so that you can animation cancel it with the switch --- the damage will land at the same time, and you'll squeeze in an extra hit on the front bar rotation.
russelmmendoza wrote: »My rotation, not perfect, I hope its good enough for vet pledges.https://youtu.be/FrT6tVSU9PE
Thank you very to "at writs end" and guildmaster @Malhood for the target dummy.
As I advise others, use a dummy for practicing to get your rotation smooth -- then go out and fight world bosses or solo some dungeons (Spindlecluth, Volenfell, VoM) to practice in a less forgiving situation. Having your rotation trained in is good --- having your response to red/controls/etc trained in is even better.
You're fine for Vet Pledges, but if you are asking what you can do to improve your setup --- Change your weapons (Transmute) to Nirnhoned Mainhand, Sharpened Offhand. You want your enchants to be the damage as needed, so the disease main and offhand a stam absorb or oblivion damage.
On your infused bow backbar, put your weapon damage enchant. Endless hail will keep up the enchant and raise your overall weapon damage that way, to full effect also instead of the half effect you are getting on the dagger.
Change 1 of your jewelry pieces to Bloodthirsty (the gold ones of course). With the infused backbar weapon enchant, nirnhoned main hand and sharpened offhand, your weapon damage and penetration will both be higher than you currently have, and you'll get a large % bonus during execute phase.
As far as the actual rotation goes, consider putting Endless Hail as the last skill before bar switching, so that you can animation cancel it with the switch --- the damage will land at the same time, and you'll squeeze in an extra hit on the front bar rotation.
The only other thing you may want to consider, though it is a bit of a grind, is losing Re-Arming Trap for Channeled Acceleration --- the 36s duration for the 1.3s cast time becomes worthwhile in more mobile fights, and it doesn't tag your stamina so is utilizing a resource that shouldn't be bothersome to keep up. Even just 300 Magicka Recovery over 36 seconds will give you more than enough back to cast it every 36 seconds.
After those changes, try blue food instead of Dubious, your sustain should be high enough to last through the fight with it going by the video.
Lightspeedflashb14_ESO wrote: »As far as the actual rotation goes, consider putting Endless Hail as the last skill before bar switching, so that you can animation cancel it with the switch --- the damage will land at the same time, and you'll squeeze in an extra hit on the front bar rotation.
you definitely want endless hail to be one of the first skill you cast on your bow bar, simply becuase if you have a vMA bow, if you swap off the bar before the skill starts to damage a mob, you do not get the extra damage from the bows set. now this is not really a problem if they do not have that bow but it is best to get into practice of doing that way till they do. something like endless - caltrops - poison injection (which you, @russelmmendoza, need to use instead of the venom arrow morph you have in that video) will do.
Mariusghost84 wrote: »russelmmendoza wrote: »My rotation, not perfect, I hope its good enough for vet pledges.https://youtu.be/FrT6tVSU9PE
Thank you very to "at writs end" and guildmaster @Malhood for the target dummy.
As I advise others, use a dummy for practicing to get your rotation smooth -- then go out and fight world bosses or solo some dungeons (Spindlecluth, Volenfell, VoM) to practice in a less forgiving situation. Having your rotation trained in is good --- having your response to red/controls/etc trained in is even better.
You're fine for Vet Pledges, but if you are asking what you can do to improve your setup --- Change your weapons (Transmute) to Nirnhoned Mainhand, Sharpened Offhand. You want your enchants to be the damage as needed, so the disease main and offhand a stam absorb or oblivion damage.
On your infused bow backbar, put your weapon damage enchant. Endless hail will keep up the enchant and raise your overall weapon damage that way, to full effect also instead of the half effect you are getting on the dagger.
Change 1 of your jewelry pieces to Bloodthirsty (the gold ones of course). With the infused backbar weapon enchant, nirnhoned main hand and sharpened offhand, your weapon damage and penetration will both be higher than you currently have, and you'll get a large % bonus during execute phase.
As far as the actual rotation goes, consider putting Endless Hail as the last skill before bar switching, so that you can animation cancel it with the switch --- the damage will land at the same time, and you'll squeeze in an extra hit on the front bar rotation.
The only other thing you may want to consider, though it is a bit of a grind, is losing Re-Arming Trap for Channeled Acceleration --- the 36s duration for the 1.3s cast time becomes worthwhile in more mobile fights, and it doesn't tag your stamina so is utilizing a resource that shouldn't be bothersome to keep up. Even just 300 Magicka Recovery over 36 seconds will give you more than enough back to cast it every 36 seconds.
After those changes, try blue food instead of Dubious, your sustain should be high enough to last through the fight with it going by the video.
These are some outstanding tips, my setup is pretty much exaclty as you described. As for putting Endless Hail as last skill before switching bar , thats the oppsite of what ive heard others say. Something about 2 tics, before it can reach full potential? Did you pershaps mean razor caltrops as last skill? Great tip regarding losing rearming trap as i dont really like that skill! I will check out the alternative you suggested