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You must have 6,574 Weapon or Spell Damage to reach the original value of many sets

Soul_Demon
Soul_Demon
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Just wanted to see if it was me or ......I have seen 6,500 weapon damage in the game but over the years I have never seen Spell Damage at 6,500. Anyone ever seen that stat achieved on any character in the game, trials, BG's or PvP?
  • dehzr
    dehzr
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    Pre-nerf Thrassian Stranglers. 😂
    @ BEAR_406 - PC/NA
    DPS: StamArc
    Healer: Nightblade - Templar
    Tank: DK - Necro - Arc
    Guild: Top Tier
  • Starlight_Whisper
    Starlight_Whisper
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    44k health for health sets
    30k resistances for tanks
    40k magicka for healer sets

    It's rough to get there unless on right race
  • Soul_Demon
    Soul_Demon
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    That would give 1.150 Spell Damage after you got 50 kills so you would have started with 5,350 Spell Damage?

    How did you get to 5,350? Truly curious here as I said, in all these years I have seen Weapon Damage at 6,500 but yet I have never seen Spell Damage at that high a number.....I am not sure its possible at all. If this is the case, the blanket numbers being the same where building Spell Damage and Weapon Damage is very different and therefore not achievable for Casters.

    Would appreciate anyone who has ever gotten there to speak up and offer some insight-
  • Elo106
    Elo106
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    Soul_Demon wrote: »
    Just wanted to see if it was me or ......I have seen 6,500 weapon damage in the game but over the years I have never seen Spell Damage at 6,500. Anyone ever seen that stat achieved on any character in the game, trials, BG's or PvP?

    Weapon damage and max mag is easier to stack than spell damage and max stam, wish the devs would address this in a dev comment, countless threads about this but as per usual no answer.
  • Soul_Demon
    Soul_Demon
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    Elo106 wrote: »
    Soul_Demon wrote: »
    Just wanted to see if it was me or ......I have seen 6,500 weapon damage in the game but over the years I have never seen Spell Damage at 6,500. Anyone ever seen that stat achieved on any character in the game, trials, BG's or PvP?

    Weapon damage and max mag is easier to stack than spell damage and max stam, wish the devs would address this in a dev comment, countless threads about this but as per usual no answer.

    Well, wanted to ask community as was not sure if someone was capable of building a Mag Character somewhere who ever met that number with Spell Damage......its almost like they dont know there is a disparity in building Weapon Damage vs Spell Damage and blanket used an unachievable number for Casters----If that is the case they basically gave the high damage Stam users full proc set use and Mag users are shut completely out of the use still.
  • Sahidom
    Sahidom
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    There are a couple options.

    1 - Monster Helm that provides +Spell Damage e.g. Balgorh, Kjalnar's Nightmare, Nerien'eth, Molag Kena (1pc or 2pc IF you want the monster helm proc.

    2 - Heartland Conqueror Set - Nirn. weapons provides the extra +15% weapon damage bonus, which translates into spell damage with the weapon equipped. The beauty of this set is the +100% bonus to the weapon trait. This means back bar +defensive offers a huge bonus to resistances or +18% healing done on powered - so you can rocket off powerful heals when needed and return to front bar for proc set.

    3 - Infused Jewelry - Helps shore up your spell damage.

    4 - Malacath Band - Yes, it's been nerfed down BUT it will shore up the tool-tip damage of the proc set.

    5 - Any proc set that has at least one +spell damage e.g. Oblivion's Foe, Flame Blossom, Ice Conjurer, Mad Tinkerer, Vicious Death, Winterborn, or any Stamina proc set since it's the better of the two (spell damage or weapon damage).

    6 - 2H (nirn maul)/DW (nirn/sharpen) weapons work best but Destruction Staff (nirn) works well enough but not as high return on spell damage than melee weapons. Note: The Moondancer trial set would be a good choice for casual game play through overland and dungeons where you're using your skills and monster helm to proc burst damage, as the blessings helps with recovery.

    7 - Weapon Damage Glyph on 2H

    You can easily achieve 6.2+ with decent uptimes on all the buffs through rotations. When it dips down, you're using the Malacath Band to improve the proc set damage. I wouldn't use Molag Kena b/c it's too much effort to maintain the proc and the increased skill cost is noticeable since you've already invested heavy into spell damage. Alternatively, you could run a recovery 5pc set that has at least one +spell damage without helm and use Arena weapons e.g. Hist Whisperer returns resources per light attack for those wanting a hybrid gameplay and Momentum and Vigor actually heal very well despite running a spell damage build to split pool your heals. For example, using Frenzied Momentum (nirn) to boost the heal from Rally and Vigor.

    ALL THIS WITHOUT BEING IN FULL LIGHT ARMOR - Just 2 pc is necessary to keep your penetration up.
    Edited by Sahidom on June 2, 2021 1:38PM
  • Viewsfrom6ix
    Viewsfrom6ix
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    Procs are just no longer worth running anymore for mag builds except in optimized groups. The only time I've gotten to 6.5k SD is running siroria and with a healer providing major courage buff.

    Please just revert the proc change and nerf proc effects in battle spirit just like how health recovery was reduced to 50%. We know they use battle spirit to separate PvP nerfs. Balancing PvE and PvP equally is almost impossible.
  • Nestor
    Nestor
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    I can hit 6500 Magic Damage, or more, with Group Buffs. By myself, 5500ish.

    Note, I have not logged to my high damage Sorcerer since the update, as my house is undergoing rehab.
    Enjoy the game, life is what you really want to be worried about.

    PakKat "Everything was going well, until I died"
    Gary Gravestink "I am glad you died, I needed the help"

  • khyrkat
    khyrkat
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    All of these recent changes prove one point - they do not play their own game, they have no idea how it works and they couldn't care less. Sad but looks like they somehow detached themselves from game long ago. With that, they succesfully chased away many wallets from crown store :P GG!
  • Kadoozy
    Kadoozy
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    Soul_Demon wrote: »
    That would give 1.150 Spell Damage after you got 50 kills so you would have started with 5,350 Spell Damage?

    How did you get to 5,350? Truly curious here as I said, in all these years I have seen Weapon Damage at 6,500 but yet I have never seen Spell Damage at that high a number.....I am not sure its possible at all. If this is the case, the blanket numbers being the same where building Spell Damage and Weapon Damage is very different and therefore not achievable for Casters.

    Would appreciate anyone who has ever gotten there to speak up and offer some insight-

    It is easily possible on magplar. I've pushed to like 8k+ when building for it. You can probably get around 6k using 1 proc set. I'm sure it's harder on other mag classes
  • Viewsfrom6ix
    Viewsfrom6ix
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    Kadoozy wrote: »
    Soul_Demon wrote: »
    That would give 1.150 Spell Damage after you got 50 kills so you would have started with 5,350 Spell Damage?

    How did you get to 5,350? Truly curious here as I said, in all these years I have seen Weapon Damage at 6,500 but yet I have never seen Spell Damage at that high a number.....I am not sure its possible at all. If this is the case, the blanket numbers being the same where building Spell Damage and Weapon Damage is very different and therefore not achievable for Casters.

    Would appreciate anyone who has ever gotten there to speak up and offer some insight-

    It is easily possible on magplar. I've pushed to like 8k+ when building for it. You can probably get around 6k using 1 proc set. I'm sure it's harder on other mag classes

    Yeah, it is definitely possible when stacking SD sets but you'll be sacrificing crit chance which contributes to more DPS than SD.
  • Soul_Demon
    Soul_Demon
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    Kadoozy wrote: »
    Soul_Demon wrote: »
    That would give 1.150 Spell Damage after you got 50 kills so you would have started with 5,350 Spell Damage?

    How did you get to 5,350? Truly curious here as I said, in all these years I have seen Weapon Damage at 6,500 but yet I have never seen Spell Damage at that high a number.....I am not sure its possible at all. If this is the case, the blanket numbers being the same where building Spell Damage and Weapon Damage is very different and therefore not achievable for Casters.

    Would appreciate anyone who has ever gotten there to speak up and offer some insight-

    It is easily possible on magplar. I've pushed to like 8k+ when building for it. You can probably get around 6k using 1 proc set. I'm sure it's harder on other mag classes

    That is really what I am asking, someone to show a real build (screenshot) of Spell Damage actually at or above the 6,574 required.

    I see some posters saying it may be possible to be done, but there is always a lot of those suggesting with multiple outliers that they could achieve, but I have personally NEVER seen it done, not one time. I do understand many are just tossing out ideas, but I suggest they all fall short and makes the minimum requirement unachievable to hit for Mag characters in game. If that is the case there is a serious problem in giving the players of Stam back proc sets at full damage numbers while keeping those sets still unusable (due to the high Spell Damage requirement) by Magic Characters in the game.
  • mikey_reach
    mikey_reach
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    Have people realized yet that you dont really need to have that much spell/weapon damage to achieve the former strength of the damage proc sets? You can achive the same strength and even pass it with less stat that what it says and then use things like % modifiers to gets there. Master at arms, beserk buffs etc anyone? That way you can still balance your toon better and not sacrifice as much as intended. Yes procs are still good.
    Edited by mikey_reach on June 2, 2021 2:23PM
  • Stevie6
    Stevie6
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    I would like to see the devs post an overland build for average joe solo player with 6574 spell damage. Mine floats around 2600 to 3300 spell damage buffed maybe 4000 when using light armor. The floor wasn't raised, it was dropped...crashed down into the basement. I'm glad I have my Stamcro to rely on..pffff..it's next on the chopping block I bet...
  • fred4
    fred4
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    Is it technically possible? Sure. Lots of things have changed. We got +1K extra spell / weapon damage not too long ago. For example this is what my PvP magblade would look like:

    https://en.uesp.net/wiki/Special:EsoBuildData?id=351993

    Unless UESP has got this wrong: 7.3K spell damage. This even looks like a pretty darn viable build, but there are a number of caveats:
    • It's with Continuous Attack, which you won't always have.
    • Can't activate Clever Alchemist prior to a gank, at least not without giving the game away via a resto light attack that puts you into combat. That's a double whammy, because you need a Spell Power potion. This won't play well.
    • Clever Alchemist is said to be bugged right now. Not sure how, though.
    • A staff just plays better, unless you manage to outright burst people with this (which I doubt - some people, sure). Swallow Soul / Merciless or Impale with woven staff light attacks simply plays better to finish people off.
    • You need the Atronach mundus for (newly restored) out-of-combat cloak sustain to make this build work well.
    • You really need all Swift to survive. No compromise. You need to be the fastest you can be on melee magblade.
    • If you open with Soul Harvest, which you should, there is the pesky 400ms ulti delay. It will trigger Caluurion after 1 second, but you can't fit a light attack inbetween Soul Harvest and your next skill (Concealed). Maybe if you work on delaying that light attack a bit, but I'm not sure. If you can't fit the light attack, you not only lose the light attack damage, you won't activate the weapon / spell damage enchant in time for Caluurion. Realistically you probably have to put the enchant on the back bar, get yourself into combat with a back bar light attack, drink the potion for the Major Sorcery and Clever Alchemist, then bar swap into Soul Harvest. That makes for a much more telegraphed attack.

    My real build only has 4K spell damage at this time. The argument isn't whether you can reach 6.5K spell damage. It's whether you can do so with a viable build. You look at spell damage versus weapon damage stacking, the difference is not that big, even accounting for the medium armor advantage. The bigger issue is how much more viable stamina builds are while retaining high weapon damage. For example a significant factor for getting spell / weapon damage up is the use of dual-wield or 2H. It makes almost a 1K difference, especially with a set like Clever Alch, which has a line of weapon / spell damage on the 4-piece (see build). Those weapons put you in melee range, but if you stay in melee range you will want to have good dodge roll sustain. A stamina character can burn their whole stamina pool for that in emergency. A magicka character does not have that and they are typically squishier than a medium armor build. A magicka character traditionally had shields, but of course mixing procs and (magicka-based) shields now seems a complete no no.
    PC EU: Magblade (PvP main), DK (PvE Tank), Sorc (PvP and PvE), Magden (PvE Healer), Magplar (PvP and PvE DD), Arcanist (PvE DD)
    PC NA: Magblade (PvP and PvE every role)
  • LashanW
    LashanW
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    Soul_Demon wrote: »
    That is really what I am asking, someone to show a real build (screenshot) of Spell Damage actually at or above the 6,574 required.

    I see some posters saying it may be possible to be done, but there is always a lot of those suggesting with multiple outliers that they could achieve, but I have personally NEVER seen it done, not one time. I do understand many are just tossing out ideas, but I suggest they all fall short and makes the minimum requirement unachievable to hit for Mag characters in game. If that is the case there is a serious problem in giving the players of Stam back proc sets at full damage numbers while keeping those sets still unusable (due to the high Spell Damage requirement) by Magic Characters in the game.
    https://youtu.be/GEbq6WEJ-Fo?t=803

    Some trial builds can hit that mark (especially sorcs in optimized raids), but requires most of the spell damage boosting buffs.
    ---No longer active in ESO---
    Platform: PC-EU
    CP: 2500+
    Trial Achievements
    Godslayer, Gryphon Heart, Tick-Tock Tormentor, Immortal Redeemer, Dro-m'Athra Destroyer, vMoL no death

    Arena Achievements
    vMA Flawless, vVH Spirit Slayer

    DLC Dungeon Trifectas
    Scalecaller Peak, Fang Lair, Depths of Malatar, Icereach
  • WrathOfInnos
    WrathOfInnos
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    Trials yes, but not solo or PVP.

    Base 1000
    Weapon 1335
    Jewel Ench 522
    Maj Courage 430
    Min Courage 215
    Pwrful Assault 305
    Infused Berserker 452
    Siroria 639
    Altmer/Dunmer 258

    Sum 5156

    Multiplier 1.3

    Total 6702

    That’s not even counting Bloodthirsty, and for a generic class (Sorc gets a multiplier of ~1.4). It could go significantly higher with Apprentice mundus, Dual Swords or Greatsword, Nirnhoned weapon trait, Frenzy, Spell Strat, Domihaus, Infused Jewelry, but all of these would make the build weaker (low crit) and leave no room to slot a proc set.
    Edited by WrathOfInnos on June 2, 2021 2:56PM
  • kypranb14_ESO
    kypranb14_ESO
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    Soul_Demon wrote: »
    That would give 1.150 Spell Damage after you got 50 kills so you would have started with 5,350 Spell Damage?

    How did you get to 5,350? Truly curious here as I said, in all these years I have seen Weapon Damage at 6,500 but yet I have never seen Spell Damage at that high a number.....I am not sure its possible at all. If this is the case, the blanket numbers being the same where building Spell Damage and Weapon Damage is very different and therefore not achievable for Casters.

    Would appreciate anyone who has ever gotten there to speak up and offer some insight-

    Major Sorcery +20%
    Minor Sorcery +10%
    Dual/2H Swords +284
    Racial +258
    Base +1000
    Gold Quality Melee 2H +1571
    Thrassian +1150

    1000+1150+1571+258+284=4263
    4263*1.2=5115.6 (Major Sorcery)
    5115.6*1.1=5627.16 (Major+Minor Sorcery)

    That's just with Thrassian, no other gear. Throw in some spell damage boosting gear, and you can easily smash 7k. I threw together a quick build on the PTS that breaks 7k, while still having 2k magicka recovery unbuffed, and 47.6% Crit Chance. I'm not saying it'll be a meta build, but it hits very hard, has excellent survivability, and is fun to play!


    Screenshot-20210602-104902.png
  • Anyron
    Anyron
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    Soul_Demon wrote: »
    That would give 1.150 Spell Damage after you got 50 kills so you would have started with 5,350 Spell Damage?

    How did you get to 5,350? Truly curious here as I said, in all these years I have seen Weapon Damage at 6,500 but yet I have never seen Spell Damage at that high a number.....I am not sure its possible at all. If this is the case, the blanket numbers being the same where building Spell Damage and Weapon Damage is very different and therefore not achievable for Casters.

    Would appreciate anyone who has ever gotten there to speak up and offer some insight-

    Major Sorcery +20%
    Minor Sorcery +10%
    Dual/2H Swords +284
    Racial +258
    Base +1000
    Gold Quality Melee 2H +1571
    Thrassian +1150

    1000+1150+1571+258+284=4263
    4263*1.2=5115.6 (Major Sorcery)
    5115.6*1.1=5627.16 (Major+Minor Sorcery)

    That's just with Thrassian, no other gear. Throw in some spell damage boosting gear, and you can easily smash 7k. I threw together a quick build on the PTS that breaks 7k, while still having 2k magicka recovery unbuffed, and 47.6% Crit Chance. I'm not saying it'll be a meta build, but it hits very hard, has excellent survivability, and is fun to play!


    Screenshot-20210602-104902.png

    24k health 9k phys. resistance WITH stranglers ? easy way to die. 27k max mag so almost no shields and dont even get me started on that stamina regen .. lol
    Edited by Anyron on June 2, 2021 3:12PM
  • Sheuib
    Sheuib
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    You can thank the streamers for that ridiculous number. In their desire to gain views they put together unrealistic builds that totally ignored all other stats to achieve the highest weapon damage they could get and make a video of the crazy high tooltip number. Of course those builds were not playable in the game as they had 700 penetration, next to nothing regen, etc. But, all kinds of people jumped on the band wagon and the devs caved to the pressure.
  • fred4
    fred4
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    Soul_Demon wrote: »
    That is really what I am asking, someone to show a real build (screenshot) of Spell Damage actually at or above the 6,574 required.
    Trials yes, but not solo or PVP.
    I'll just point you both to my above post, showing a variation of my PvP magblade with Caluurion, Zaan, 7.3K spell damage, 2K mag sustain, 1.5K stam sustain, 10K pen (without Mark) and 25K health, which I just theorycrafted. No, I actually don't run this (yet). Even though it looks really good on paper, I don't think it will play all that well for the reasons outlined. I am a melee magblade main, by the way, so I know what works and what doesn't on this build really well.

    I am with everyone who says equating spell damage with weapon damage for proc scaling is wrong and unfair. However I think it's important we try to make the correct argument. That, unfortunately, gets us into the grey area of what a viable build is. You can't simply argue that it's impossible to reach 6.5K spell damage on a proc build. I'm not even using Balorgh, nor the stealth vampire weapon / spell damage buff, nor Simmering Frenzy.

    I realise PvP nightblades are the outliers that are able to abuse every set and every mechanic in the game, because all they need is a ganking combo. They may sacrifice everything else on the altar of achieving that. However, when you look at my build, you will see I haven't gone all that far. What it's not, of course, is a sustained damage build. Clever Alchemist and enchants can be used to construct burst comparable to or exceeding previous patches. Those methods won't work for sustained (PvE) damage.
    Edited by fred4 on June 2, 2021 3:32PM
    PC EU: Magblade (PvP main), DK (PvE Tank), Sorc (PvP and PvE), Magden (PvE Healer), Magplar (PvP and PvE DD), Arcanist (PvE DD)
    PC NA: Magblade (PvP and PvE every role)
  • kypranb14_ESO
    kypranb14_ESO
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    Anyron wrote: »
    Soul_Demon wrote: »
    That would give 1.150 Spell Damage after you got 50 kills so you would have started with 5,350 Spell Damage?

    How did you get to 5,350? Truly curious here as I said, in all these years I have seen Weapon Damage at 6,500 but yet I have never seen Spell Damage at that high a number.....I am not sure its possible at all. If this is the case, the blanket numbers being the same where building Spell Damage and Weapon Damage is very different and therefore not achievable for Casters.

    Would appreciate anyone who has ever gotten there to speak up and offer some insight-

    Major Sorcery +20%
    Minor Sorcery +10%
    Dual/2H Swords +284
    Racial +258
    Base +1000
    Gold Quality Melee 2H +1571
    Thrassian +1150

    1000+1150+1571+258+284=4263
    4263*1.2=5115.6 (Major Sorcery)
    5115.6*1.1=5627.16 (Major+Minor Sorcery)

    That's just with Thrassian, no other gear. Throw in some spell damage boosting gear, and you can easily smash 7k. I threw together a quick build on the PTS that breaks 7k, while still having 2k magicka recovery unbuffed, and 47.6% Crit Chance. I'm not saying it'll be a meta build, but it hits very hard, has excellent survivability, and is fun to play!


    Screenshot-20210602-104902.png

    24k health 9k phys. resistance WITH stranglers ? easy way to die. 27k max mag so almost no shields and dont even get me started on that stamina regen .. lol

    For PVE DPS this would work, definitly not for PVP. It's also a Magplar so who needs shields when you can crit heal 28k at full health without major mending. lol
  • Soul_Demon
    Soul_Demon
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    fred4 wrote: »
    Is it technically possible? Sure. Lots of things have changed. We got +1K extra spell / weapon damage not too long ago. For example this is what my PvP magblade would look like:

    https://en.uesp.net/wiki/Special:EsoBuildData?id=351993

    Unless UESP has got this wrong: 7.3K spell damage. This even looks like a pretty darn viable build, but there are a number of caveats:
    • It's with Continuous Attack, which you won't always have.
    • Can't activate Clever Alchemist prior to a gank, at least not without giving the game away via a resto light attack that puts you into combat. That's a double whammy, because you need a Spell Power potion. This won't play well.
    • Clever Alchemist is said to be bugged right now. Not sure how, though.
    • A staff just plays better, unless you manage to outright burst people with this (which I doubt - some people, sure). Swallow Soul / Merciless or Impale with woven staff light attacks simply plays better to finish people off.
    • You need the Atronach mundus for (newly restored) out-of-combat cloak sustain to make this build work well.
    • You really need all Swift to survive. No compromise. You need to be the fastest you can be on melee magblade.
    • If you open with Soul Harvest, which you should, there is the pesky 400ms ulti delay. It will trigger Caluurion after 1 second, but you can't fit a light attack inbetween Soul Harvest and your next skill (Concealed). Maybe if you work on delaying that light attack a bit, but I'm not sure. If you can't fit the light attack, you not only lose the light attack damage, you won't activate the weapon / spell damage enchant in time for Caluurion. Realistically you probably have to put the enchant on the back bar, get yourself into combat with a back bar light attack, drink the potion for the Major Sorcery and Clever Alchemist, then bar swap into Soul Harvest. That makes for a much more telegraphed attack.

    My real build only has 4K spell damage at this time. The argument isn't whether you can reach 6.5K spell damage. It's whether you can do so with a viable build. You look at spell damage versus weapon damage stacking, the difference is not that big, even accounting for the medium armor advantage. The bigger issue is how much more viable stamina builds are while retaining high weapon damage. For example a significant factor for getting spell / weapon damage up is the use of dual-wield or 2H. It makes almost a 1K difference, especially with a set like Clever Alch, which has a line of weapon / spell damage on the 4-piece (see build). Those weapons put you in melee range, but if you stay in melee range you will want to have good dodge roll sustain. A stamina character can burn their whole stamina pool for that in emergency. A magicka character does not have that and they are typically squishier than a medium armor build. A magicka character traditionally had shields, but of course mixing procs and (magicka-based) shields now seems a complete no no.

    Yeah, I see it ....but is that updated to the current stats for everything? I am sure if it is the viability of 23k spell resist and 16 physical its gank really from stealth- "The argument isn't whether you can reach 6.5K spell damage. It's whether you can do so with a viable build." ----thanks for putting that up and what I was thinking, but would it not be easy to simply log into char and show the stats sheet for this char instead of wondering if this was updated to current stats?
  • fred4
    fred4
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    Soul_Demon wrote: »
    I am sure if it is the viability of 23k spell resist and 16 physical its gank really from stealth
    The brawling viability of my build relies more on speed and stamina sustain than tankiness. It is squishy and I am currently back-barring Juggernaut to make up for that. Juggernaut is very good, if a bit inconsistent (may proc for no reason or may fail to proc when burst is very high), but has also been nerfed. In it's place we have a new CP star that gives you an 11K (PvE value) shield when falling below 25% health (would coincide with Healing Ward). I will have to experiment with whether that is enough for me, leaving room for Clever Alchemist.

    In general I find stamina sustain (and speed) underrated on magicka characters, much more capable of compensating for light armor's lack of tankiness than you would think. But only if you push it. You want that 15K stamina and you want something like 1.2K stam regen at a very minimum. I used to build tanky on magplar, but slapping on both Amber Plasm and Eternal Vigor or Shacklebreaker - in 5x light armor - feels better to me. So my main concern, what's been eating into my damage on magicka characters, has been sustain, especially stamina sustain. Not that more tankiness wouldn't also be valued - I sometimes wonder how even stamblades can feel more tanky than me - but dodge roll sustain outweighs everything for me.
    PC EU: Magblade (PvP main), DK (PvE Tank), Sorc (PvP and PvE), Magden (PvE Healer), Magplar (PvP and PvE DD), Arcanist (PvE DD)
    PC NA: Magblade (PvP and PvE every role)
  • Vevvev
    Vevvev
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    I've seen the number and even surpassed it with Simmering Frenzy, 3 infused jewelry with spell damage glyphs, Pale Order Ring for health sustain, major sorcery, and the Burning Spell Weave set which I know can be surpassed by better ones.
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
  • Soul_Demon
    Soul_Demon
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    Vevvev wrote: »
    I've seen the number and even surpassed it with Simmering Frenzy, 3 infused jewelry with spell damage glyphs, Pale Order Ring for health sustain, major sorcery, and the Burning Spell Weave set which I know can be surpassed by better ones.

    I definitely appreciate the feedback, but I am not trying to be difficult when I ask if someone could show a screenshot of char sheet with that amount NOW----theorizing and supposing is great for good talks....what I am interested in is if today, right now someone can show a build with gear and stats in char sheet in game with the number 6,574 Spell Damage so I can see if it can be done (while ulit is running, buffs from 10 sources and all of that is good, but a proc of a proc to use a proc is uptime of maybe 5% max and not viable)

    I am certain if it can be done someone will be willing to show how they did it on a character they are running now......right?
  • Vevvev
    Vevvev
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    Soul_Demon wrote: »
    Vevvev wrote: »
    I've seen the number and even surpassed it with Simmering Frenzy, 3 infused jewelry with spell damage glyphs, Pale Order Ring for health sustain, major sorcery, and the Burning Spell Weave set which I know can be surpassed by better ones.

    I definitely appreciate the feedback, but I am not trying to be difficult when I ask if someone could show a screenshot of char sheet with that amount NOW----theorizing and supposing is great for good talks....what I am interested in is if today, right now someone can show a build with gear and stats in char sheet in game with the number 6,574 Spell Damage so I can see if it can be done (while ulit is running, buffs from 10 sources and all of that is good, but a proc of a proc to use a proc is uptime of maybe 5% max and not viable)

    I am certain if it can be done someone will be willing to show how they did it on a character they are running now......right?

    Well, I got the number with only 5 seconds into the Simmering Frenzy boost. I will add I am a magDK that builds super heavily into spell damage since I have such terrible crit, I also PVP instead of PVE so it's more about burst than raw DPS over time.

    I will say this though about my method of achieving this number in a real fight. The Pale Order Ring has been nerf/buffed this patch and its new mechanics are going to seriously damage actually getting there and beyond. For every ally you're grouped with (companions count) you lose 4% of the 20% healing you receive from all damage you do. Saldy you won't be able to use this method reliably in trials, large scale PVP, and it'll be very very VERY hard to pull off in Dungeons and Battlegrounds since the healing will be at 8% with the 3 group members with you.
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
  • MirandaSharp
    MirandaSharp
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    Plenty of spell damage stacker builds out there on the internet already with 8000+ spell damage. Many use procs from other sets to boost the proc of the main set they're going to hit the enemy with. Together with penetration basically stripping the victim naked(looking at you heavy armor dudes)... ZOS wanted to play rock-paper-scissors with light-medium-heavy and I think they've achieved it..
  • Soul_Demon
    Soul_Demon
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    I had hoped by now we would have had someone post the mark of 6,574 Spell Damage on an actual character in game now---If not the problem remains, how do you get that obscene level of Spell Damage in order to have a proc set (with a proc set on) hit for full value.....they locked out Casters from proc sets, intentional or not in using them with unreachable Spell Damage within today's environment.
  • fred4
    fred4
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    Soul_Demon wrote: »
    I had hoped by now we would have had someone post the mark of 6,574 Spell Damage on an actual character in game now---If not the problem remains, how do you get that obscene level of Spell Damage in order to have a proc set (with a proc set on) hit for full value.....they locked out Casters from proc sets, intentional or not in using them with unreachable Spell Damage within today's environment.
    https://www.youtube.com/watch?v=PfJG9PhBujw
    PC EU: Magblade (PvP main), DK (PvE Tank), Sorc (PvP and PvE), Magden (PvE Healer), Magplar (PvP and PvE DD), Arcanist (PvE DD)
    PC NA: Magblade (PvP and PvE every role)
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