Hello all! I'm a small-scale PKer and duelist with 16 years of MMO experience on my back. I love crunching numbers and stirring the pot in different PvP metas. This is the first PvP build that I have released, with more to come. That being said here is my sDK build for Elsewyr. This build is intended for solo play and dueling.
Race: Nord
Mundus: Warrior
Food: Arteum Takeaway Broth
Potion: Weapon Power Potions
Gear: Medium 5/1/1, 7-8 Impen.
Deadly Strike
Essence Thief (back bar dueling) or
Trappings of Invigoration (back bar overland)
Stinging Slashes
Blood Spawn
Jewelery:
3x Weapon damage / 3x protective.
Main Bar:
Dual-Wield (2x Swords, 2x Charged trait, Poison/Shock enchants)
Bloodthirst (Flurry)
Blood Craze
Fragmented Shield
Shuffle
Poison Claw
Flawless Dawnbreaker
Back Bar:
Axe and Shield (Decisive trait, double DoT poisons.)
Resolving Vigor
Reverberating Bash
Heroic Slash
Volatile Armor
Noxious Breath
Corrosive Armor
Poison claw is a flex spot.
The Why:
Why Flurry?
Using data gathered from ESO UESP I have come to the conclusion that flurry is going to be an extremely powerful option next patch. If we do a comparison of base damage values this becomes evident.
Flurry base damage on live:
820 x 7 = 5740
Flurry base damage on PTS (21% buff):
5740 x 1.21 = 6945
Let's compare this to Surprise Attack, the hardest hitting spammable on live.
SA base damage: 6354
6945 / 6354 = 1.093
This tells us that next patch, Flurry will do 9.3% more damage than SA. This is significant. The icing on the cake is that deadly strike buffs the damage of Flurry! This build makes full use of deadly strike by utilizing its buff on our main spammable.
Why trappings of Invig?
This set can be single barred, leaving room for the stinging slashes set. On live this set produces 9000 stamina over 60 seconds with an effective stamina recovery of 300. In Elsewyr this is getting buffed by approximately 66%, producing 11300 stamina every 45 seconds for an effective stamina recovery of 502. These new numbers make trappings a much more attractive option. Due to the bursty nature of the stamina recovery, this allows you to put out massive pressure after a proc, in 1v1 scenarios this will assist in finishing duels.
Why charged weapons?
With both weapons charged, our enchants have a 64% chance to proc the shock and poison status effects for 4 seconds, every 4 seconds. While our target is effected with minor vulnerability, we get greater damage than if we were running a traditional nirn/sharpened setup. The poisoned status effect not only has synergy with deadly strike, but becomes a potent sustain tool through the combustion passive.
I hope you all enjoy the build, I'm happy to answer any questions!
Edited by MentalxHammer on May 22, 2019 6:20PM