PS: previously with two bars but DPS was worse, as one bar makes my rotation much easier when I need burst heal or dodging. Also I have golden weapons but those make up no more than 10% damage.
So how do they do it? My one bar builds do max 20k against single boss, and even though my weaving and gear suck, I doubt those can make 250% difference, so I must be doing something very wrong.
BejaProphet wrote: »I play a tank. But I think I’m on safe ground to say 5k regen is absolute overkill. You need to shift a ton of that into weapon/spell damage.
The idea is to only have the regen you need to make your rotation work. Anymore than that then you are waisting choices that could have gone to boost damage.
BejaProphet wrote: »I play a tank. But I think I’m on safe ground to say 5k regen is absolute overkill. You need to shift a ton of that into weapon/spell damage.
The idea is to only have the regen you need to make your rotation work. Anymore than that then you are waisting choices that could have gone to boost damage.
But with one bar I keep running out of the main resource, especially when using bows. For example, a 2k spammable would need 4k sustain to keep light weaving non-stop?
RaptorRodeoGod wrote: »A bar non heavy attack can totally work, I hit 92k on the trial dummy a while ago on one bar flurry sorc. Sets play a much larger role than some will lead you to believe. You need damage focused sets all the way, along with what others have said
That is one Tip that helped me a ton for better DPS.autocookies wrote: »One thing for not dying that I noticed is addons. Trust them when they say to dodge don't get in bad habit of ignoring it since on normal you usually don't die... on vet you will die so be sure to follow it and dodge.. -1 second of rolling is more dps then 20+ seconds of being revived.
It's difficult to give proper advice without knowing your build tbh. Simply too much possible tweaks to consider.
Are you playing on pc per chance? If yes, I'd recommend you get yourself the add-on "combat metrics" and post the results of a parse here. Then we can take a look into it and provide specific advice.
RaptorRodeoGod wrote: »Which class are you playing?
autocookies wrote: »Also can't help much unless more information. But feel its likely penetration is the issue. Lover stone or dropping major breach will help a lot in solo. but since you mentioned pvp could be overpenetration as well.
Yes, you are using bad gear and not weaving properly. It's all a multiplier effect. Good damage is the result of a trifecta - good gear, good bar and rotation strategy, and good execution. Missing any one of those will drastically reduce your numbers. Missing two and you might as well just hold down left-click and walk away for a drink.
RaptorRodeoGod wrote: »Which class are you playing?autocookies wrote: »Also can't help much unless more information. But feel its likely penetration is the issue. Lover stone or dropping major breach will help a lot in solo. but since you mentioned pvp could be overpenetration as well.
My best classes are the beam arcanist (dw), whip dk (dw) and 2h warden. Warden does best in PvE in most situations.
(Solo) PvE gears are recycled from pvp so it's 5 unleashed for dot + 5 coward for stamina regen, oaken ring and a monster set piece for regen. Damage close to 5k, no crit focus, 3k pen plus major+minor breach by shalks. Offensive skills are simple: shalk, stampede, silver shards and arctic wind. Stampede crits and procs two DoTs. Regen is 1.5k + 3.5k. Vampire level 4.
There is a more common set of skills with swing but I found stampede much easier for aoe and mobility, e.g. jumping away from heavy attack and still keeping dot. if I can throw away unleashed, I'd switch to that. Tried Order's and Hundings with the same skill set but they didn't give any noticeable boost.
PS: This totally sucked in the Blackrose prison and I was stuck with the third boss, like some kind of damage check.
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arcanist uses deadly - actually it feels like my arcanist never runs out of resource, so I could try two offensive sets instead of one and see how it goes. dk too, only 1.5k + 2.5k and never ran out.
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and food is always for both regens.
RaptorRodeoGod wrote: »For Arcanist, you could run beam, stamina tentacle, inspired scholarship, and whatever other 2 skills you feel like you need.
Deadly is really good on arcanist, and another damage set is definitely what you want. Pillar of nirn is easy to use on any class, and if you want to stay with daggers, you could try aegis caller.
RaptorRodeoGod wrote: »For Arcanist, you could run beam, stamina tentacle, inspired scholarship, and whatever other 2 skills you feel like you need.
Deadly is really good on arcanist, and another damage set is definitely what you want. Pillar of nirn is easy to use on any class, and if you want to stay with daggers, you could try aegis caller.
I thought Inspired Scholarship is only for major brutality which is done by the oak ring? How much do I get from "Each pulse enhances your class abilities"? My other skills are dot+pull, heal and group shield which seems too weak. The dot+pull is mostly for my amusement, perhaps rending slash would be much better?
SmellyUnlimited wrote: »If you’re playing on PC you should be able to pull decent numbers - addons. They auto target, tell you when to cast, when to dodge roll, and when to rebuff. Console plays significantly harder, so if you’re on console it just takes more practice, learning, and skill so you know when to dodge/attack more efficiently.
BejaProphet wrote: »I play a tank. But I think I’m on safe ground to say 5k regen is absolute overkill. You need to shift a ton of that into weapon/spell damage.
The idea is to only have the regen you need to make your rotation work. Anymore than that then you are waisting choices that could have gone to boost damage.
But with one bar I keep running out of the main resource, especially when using bows. For example, a 2k spammable would need 4k sustain to keep light weaving non-stop?