I’ve come up with a pretty interesting Stam Sorc build, aimed at no-CP PvP and BGs, though I think it’d also work well in solo PvE (of course with some tweaks to optimize it for that).
The idea of the build is to pump up stamina recovery to an absolutely ridiculous level to have effectively infinite sustain, maintain a ludicrous amount of self-healing over time, be insanely mobile, and get your burst damage largely from putting out crazy amounts of DoTs and using proc sets that are keyed off of DoTs.
The end result is:
- Stamina recovery that peaks out at over 3800 in no-CP
- Potential burst damage of around 35k in 1 second in no-CP (just based on tooltip damage—not counting potential crits but also not counting damage reduction from PvP and opponents’ resistances).
- Tons of DoT pressure, much of which is in an AOE
- Huge amounts of AOE damage
- Easy to achieve +50% movement speed, along with the ability to spam Ball of Lightning
- The ability to keep up around 4,000 healing per second while on the offensive in no-CP PvP (and that’s already halved for PvP, so it’s way higher in PvE), along with the ability to spam Dark Conversion essentially infinitely.
- Access to Major Protection, Minor Protection, and Major Evasion, along with the snare removal and projectile absorption of Ball of Lightning.
- Access to Werewolf Form, if you like using that.
So here’s what you do:
Race: Wood Elf
Mundus: Serpent
Gear:
- The sets are Bone Pirate’s + Azureblight’s Reaper + Skoria, with Blackrose Prison dual wield (Spectral Cloak) on the back bar. The Skoria set should be one light and one heavy. You will be dual-wielding on both bars. One of Bone Pirate or Azureblight’s Reaper won’t be up on the back bar due to using Spectral Cloak there, and it’s sort of up to you which one you lose. There’s obvious pros and cons to both (i.e. a trade off between having more sustain on the back bar or being able to set some DoTs and then switch to your defensive bar and having Azureblight still work).
- I think you want two stamina recovery glyphs on the jewelry, along with one stamina cost reduction glyph.
- The jewelry should probably all be Robust, and the gear should probably all increase stamina, except for one magicka increase and probably a health increase somewhere.
- I think it’s probably best for the front bar dual wield to either be two daggers or one mace and one dagger, with the main hand being nirnhoned and the off hand being sharpened or precise. On the back bar, it probably makes sense to have two swords (but the type of weapon here isn’t very important) and have them be both defending.
- You will want a poison with multiple DoTs on the main hand of your front bar weapon, along with a poison or flame enchant on the off hand. Back bar enchant on the main hand would be whichever of poison or flame enchant you didn’t use on the front bar, though shock enchant would also be good. The off hand enchantment on the back bar doesn’t matter very much, so it could be whatever you want.
Potion: You ideally want the Essence of Weapon Crit potions that give Major Savagery, Major Endurance, and restore health and stamina.
Food/Drink: Dubious Camoran Throne
Skills:
Front Bar:
Bloodthirst
Rending Slashes
Turn Evil
Resolving Vigor
Bound Armaments
Werewolf Berserker
Back Bar:
Hurricane
Ball of Lightning
Dark Conversion
Critical Surge
Quick Cloak
Reviving Barrier/Temporal Guard/Greater Storm Atronach
How it Works:
DAMAGE:
The idea is to activate Hurricane and Quick Cloak and then either Ball of Lightning into the fight or just close the gap with your massive speed. You then use Rending Slashes on someone and spam (which will be easier to land with your huge speed and the snare from Rending Slashes). Bloodthirst and Rending Slashes will proc your poison and fire/poison enchant, and Quick Cloak will proc the back bar main hand enchant, and all of those either can or definitely do creates more DoTs. Meanwhile, Bloodthirst itself is a DoT. So between Bloodthirst, Hurricane, Quick Cloak, Rending Slashes, your multiple DoT poison, and potential burning and poison status effects from your enchants, you will create a crazy amount of DoT hits. This will proc Azureblight Reaper and Skoria really quickly, and also maximize Critical Surge healing. This will all create immense pressure and huge AOE damage. It also has very high burst potential, because Azureblight Reaper and Skoria could easily go off at essentially the same time. The ideal burst would involve those all going off basically at once and then using Bound Armaments on a feared opponent, but even just using Bloodthirst at that point would be good. Also, you can go into Werewolf Form and those proc sets should proc off of the light attack bleed, so this should be good in Werewolf Form, even though we’re really just running that ultimate for the passives it gives.
HEALING:
The healing over time on this build if you are keeping Vigor and Critical Surge up, and hitting your last Bloodthirst hits is massive. Meanwhile, if you’re in big trouble, your stamina recovery is so high that you can actually spam Dark Conversion for a burst heal without really running out of stamina. You can also spam Ball of Lightning and Dark Conversion one after the other virtually infinitely. Your stamina recovery is so high that that’ll put no pressure on your stamina, and Dark Conversion will sustain the Ball of Lightning spam. Obviously, Dark Conversion can potentially be interrupted, so there’s some potential for counterplay from some classes there, but you’ve got just enough Magicka to use Ball of Lightning twice in a row initially (this is the reason you need a magicka increase piece in your gear), which should put enough distance between you and someone else that they actually can’t use some gap closer interrupt like Toppling Charge to stop your Dark Conversion and Ball of Lightning will absorb any projectiles. But you’ve also got a burst heal potion, and potentially a fight reset ultimate (Barrier).
DEFENSE:
Relatedly, while this is a medium armor build, you can have peaks of really high tankiness. Specifically, using Quick Cloak will proc 4 seconds of Major Protection (as well as Major Evasion). Turn Evil will give you Minor Protection in a specific area. And if you’ve got Defending glyphs on your back bar that should get your resistances on that bar to just below 20k in no-CP (which isn’t high, but isn’t awful either). Ball of Lightning will absorb projectiles. And just in general, you’re so fast that you will be hard to hit and you have so much stamina recovery that you can spam dodge like crazy. The amount of health isn’t crazy high, but you should get over 20k, and more like 21-22k with bound armaments up and at least one bound dagger procced.
SUSTAIN:
If you’re curious, the way you get stamina recovery so high (peak of about 3800 stamina recovery in no-CP) is by: (1) being a wood elf; (2) using the Serpent mundus stone; (3) two stamina recovery glyphs; (4) 20% stamina recovery boost from having major endurance on your potion; (5) 20% stamina recovery boost on the front bar from having Bound Armaments slotted; (6) 15% stamina recovery boost on the front bar from having Werewolf Form slotted; (7) massive stamina recovery boost from Bone Pirate, as well as a bit from Azureblight Reaper; and (8) 10% stamina recovery boost from minor endurance if in the area of Turn Evil. You also get stamina cost reduction from a glyph and Sorcerer passives. With sustain this good, you can, for instance, essentially spam Bloodthirst without losing any stamina. In fact, there’s only a few abilities on your bar that aren’t cheap enough that your stamina recovery essentially covers the cost simply during the global cooldown time. The sustain is better on the front bar than the back bar, but it’s still quite good on the back bar.
SPEED:
You have access to +30% speed from Quick Cloak, +10% speed from Hurricane, and another +10% speed after dodge rolling from being a Wood Elf. So you are really fast. And you’ve got mobility from Ball of Lightning.