relentless_turnip wrote: »Starting with someone else's build like dottz, alcast etc... Is a good place to start, I have always tried to do it myself and made quite a few disasters😂
My first magdk I used elfbane, silks of the sun and valkyn skoria... As you can tell I basically just put on loads of fire sets 😂 this was a heavy armor build, because I liked the way it looked and didn't understand passives properly.
I then discovered UESP build editor. Which allows you to completely build with sets skills and gives you some pretty accurate numbers. I kept getting killed too quickly and decided I wanted to be more tanky and wanted to be in light for extra damage. I also wanted to eliminate buffs as I wanted to get the hang of combat. I ended up using mighty chudan, rattlecage and fortified brass https://en.m.uesp.net/wiki/Special:EsoBuildData?id=172109
I now run a couple of different builds on my mag DK, but making a build to get used to combat really helped me. Make something give the combat a go and figure out what you need to be successful. If you need any other help let me know!
SocialAssassin wrote: »relentless_turnip wrote: »Starting with someone else's build like dottz, alcast etc... Is a good place to start, I have always tried to do it myself and made quite a few disasters😂
My first magdk I used elfbane, silks of the sun and valkyn skoria... As you can tell I basically just put on loads of fire sets 😂 this was a heavy armor build, because I liked the way it looked and didn't understand passives properly.
I then discovered UESP build editor. Which allows you to completely build with sets skills and gives you some pretty accurate numbers. I kept getting killed too quickly and decided I wanted to be more tanky and wanted to be in light for extra damage. I also wanted to eliminate buffs as I wanted to get the hang of combat. I ended up using mighty chudan, rattlecage and fortified brass https://en.m.uesp.net/wiki/Special:EsoBuildData?id=172109
I now run a couple of different builds on my mag DK, but making a build to get used to combat really helped me. Make something give the combat a go and figure out what you need to be successful. If you need any other help let me know!
Thanks, I will. And letting me know about the builder.
SocialAssassin wrote: »First of all, I want to say "respect" to those that can make those awesome builds. So how do you go about making a build anyways? Is there an Idiot's guide or something? I have tried my best to understand what abilities to use or not to use. I'm sure it comes down to basics and what are those basics. And any advice to someone that wants to make their own build? Thanks
You may look at the guides on the web. Seriously, there's a lot of addresses in the section about guides here in the forum. Those by AlcastHQ are a good place to start, IMO
validifyedneb18_ESO wrote: »Ah, I found myself in this place a few years back.
You either follow a cookiecutter build and have no idea what you're doing, or you have no idea what you're doing with your own build.
1. Gear: Make sure you know how damage is calculated D=A*Xdmg + B*Xmaxstat, A/B~=10.5, X is wep or mag, how crit factors into build, resource return, penetration and the PVE 12k pen cap. While I dont like Alcasts guides much, he does give a very handy list of top sets that you can use as a starting place for what sets to try.
2. Buffs/Debuffs: Due to flat class design, there is a limited number of buffs and debuffs (moreso with debuffs) in the game, with major and minor forms. Optimal combat sees you have as many of these up at once with as close to 100% uptime as possible. When testing solo dps you should be aware for example that if you dont have sources of M/m breach/fracture, you wont be hittind the penetration cap, this is fine as most groups will supply this, unless you want to be more self reliant, but you will do less dps when alone on some classes because of this - unless you change your rotation to accomodate
3. Rotation: I am a strong advocate of dynamic rotations which IMO suite theorycrafting a lot better. Ive seen enough people try to follow Alcasts confusing static rotations before and get completely lost at sub 20k dps. Get a dummy, take your "Spammable" and weave it with light attacks. Take a debuff, weave that in on cooldown, avoid clipping the duration on recast its a waste of resources. Remember that *potions are part of your rotation*, potion effects can be up 100% of the time with the alchemy tallents, these are huge buffs and you should chug one right at the start of combat and then every time their off cooldown. Start weaving in more abilities, start sorting them on bars to reduce the amount of bar swapping required to keep them all up. Sometimes its worth clipping some abilities durations. Eg.. if your backbar has 2 10 second abilities and a 11 second ability, its better to just clip the extra 1 second on the first ability if you need it to be on your backbar. Some abilities are just flat terrible, some bring important debuffs and are non negotiable. Some are there just to look pretty (ie.. we used to use the flawless dawnbreaker FG alt on frontbar for stam builds simply for the 5% increase wep dmg, but never actually use it).
4. Special mechanics: Enchantment cooldowns, backbar AOE enchantment proccing, potions, foods, having atleast 1 destro ability on each bar because of the passive bonus only working if you had an abiliy, proc set cooldowns particularly with backbar sets (ie if you have a frontbar VMA wep so one of your sets is only complete when you're on your offbar, if your offbar is a timed debuff etc.. that only works every 15 seconds, and you swap bars in rotation every 7 seconds, then you're effectively only missing out on the 4pce bonus when on your front bar)
5. PTS: Practice and test, its the only way to get better, and the only way to test all the possibilities out without spending 10 years on live.
Hope it helps, ESO does a damn *** job at teaching you any of this, there are a few good resources, UESP did a breakdown of calculations in the game at one point I think, other than that I rely on spreadsheets and manual calculation. A lot of "is X set better than Y" can be broken down into quite simplistic multiplication and comparison if you know enough to make reasonable assumptions. (ie that 120 wep damage is roughly the same as 1050 stamina, which is about the same as the stam recovery bonus IF you need stam recovery etc.. which you can use to ignore most of the non 5pce bonuses unless they're things you dont need or offstat)
validifyedneb18_ESO wrote: »Ah, I found myself in this place a few years back.
You either follow a cookiecutter build and have no idea what you're doing, or you have no idea what you're doing with your own build.
1. Gear: Make sure you know how damage is calculated D=A*Xdmg + B*Xmaxstat, A/B~=10.5, X is wep or mag, how crit factors into build, resource return, penetration and the PVE 12k pen cap. While I dont like Alcasts guides much, he does give a very handy list of top sets that you can use as a starting place for what sets to try.
2. Buffs/Debuffs: Due to flat class design, there is a limited number of buffs and debuffs (moreso with debuffs) in the game, with major and minor forms. Optimal combat sees you have as many of these up at once with as close to 100% uptime as possible. When testing solo dps you should be aware for example that if you dont have sources of M/m breach/fracture, you wont be hittind the penetration cap, this is fine as most groups will supply this, unless you want to be more self reliant, but you will do less dps when alone on some classes because of this - unless you change your rotation to accomodate
3. Rotation: I am a strong advocate of dynamic rotations which IMO suite theorycrafting a lot better. Ive seen enough people try to follow Alcasts confusing static rotations before and get completely lost at sub 20k dps. Get a dummy, take your "Spammable" and weave it with light attacks. Take a debuff, weave that in on cooldown, avoid clipping the duration on recast its a waste of resources. Remember that *potions are part of your rotation*, potion effects can be up 100% of the time with the alchemy tallents, these are huge buffs and you should chug one right at the start of combat and then every time their off cooldown. Start weaving in more abilities, start sorting them on bars to reduce the amount of bar swapping required to keep them all up. Sometimes its worth clipping some abilities durations. Eg.. if your backbar has 2 10 second abilities and a 11 second ability, its better to just clip the extra 1 second on the first ability if you need it to be on your backbar. Some abilities are just flat terrible, some bring important debuffs and are non negotiable. Some are there just to look pretty (ie.. we used to use the flawless dawnbreaker FG alt on frontbar for stam builds simply for the 5% increase wep dmg, but never actually use it).
4. Special mechanics: Enchantment cooldowns, backbar AOE enchantment proccing, potions, foods, having atleast 1 destro ability on each bar because of the passive bonus only working if you had an abiliy, proc set cooldowns particularly with backbar sets (ie if you have a frontbar VMA wep so one of your sets is only complete when you're on your offbar, if your offbar is a timed debuff etc.. that only works every 15 seconds, and you swap bars in rotation every 7 seconds, then you're effectively only missing out on the 4pce bonus when on your front bar)
5. PTS: Practice and test, its the only way to get better, and the only way to test all the possibilities out without spending 10 years on live.
Hope it helps, ESO does a damn *** job at teaching you any of this, there are a few good resources, UESP did a breakdown of calculations in the game at one point I think, other than that I rely on spreadsheets and manual calculation. A lot of "is X set better than Y" can be broken down into quite simplistic multiplication and comparison if you know enough to make reasonable assumptions. (ie that 120 wep damage is roughly the same as 1050 stamina, which is about the same as the stam recovery bonus IF you need stam recovery etc.. which you can use to ignore most of the non 5pce bonuses unless they're things you dont need or offstat)
I agree, but you don’t need to have a desto/weapon ability on each bar. They removed that passive from destro staffs. All the passives are either from having one equipped or specific to destro abilities.
SocialAssassin wrote: »First of all, I want to say "respect" to those that can make those awesome builds. So how do you go about making a build anyways? Is there an Idiot's guide or something? I have tried my best to understand what abilities to use or not to use. I'm sure it comes down to basics and what are those basics. And any advice to someone that wants to make their own build? Thanks
SocialAssassin wrote: »First of all, I want to say "respect" to those that can make those awesome builds. So how do you go about making a build anyways? Is there an Idiot's guide or something? I have tried my best to understand what abilities to use or not to use. I'm sure it comes down to basics and what are those basics. And any advice to someone that wants to make their own build? Thanks