being vr6 is a bit like no mans land for the gear you need. honestly i would do a crack wood cave grind to raise your level quick(it's a dungeon in Cyrodil).Once you hit v12 you can get the set of the sun but to be honest the increase to v16 is a bit of game changer so i wouldnt spend a whole lot of time or money trying to get it. You basically want sets that give spell damage. As far v15 to v16, im still trying to find something i likeI tried to acquire the Sun set at my level, but found I could only pick it up at a much lower level. Sitting at VR5 and now VR6, I was unable to locate it in anything but VR2 and VR12 if memory serves. I had a set of the lower, but even upgraded, the DPS was too low.
Did a quick search, and, if this is still accurate, the sun set doesn't drop at mid tier levels:
http://elderscrollsonline.wiki.fextralife.com/Silks+of+the+Sun+Set
Thoughts?
ArchAngeI-X wrote: »For leveling... <snip>
Leveling will be easy once you have a decent build going and can efficiently complete the missions or grind.
@tactica This is a known bug with the UI. The UI will increase by 20% crit, but in reality it's only 10% either way.Largest revelation to date: with both Inner Light & Sea of Flames on bar, activating Inner Light 1st before Sea of flames yields a +10% MORE buff than when activating Sea of Flames first then Inner light. Wonder if that's a bug or working as designed. I'll craft a second thread and ask. I hate to dual post, but I'd like more visibility to that specific question.
Stick with the apprentice mundus, trust me.Still running Mage Mundus for time being... (Autronarch is understood and may happen)
Don't worry about regen in PvE most fights are over before it comes into play and if you do have trouble use two cost reduction glyphs on jewelry instead (better bang for the buck). Level up weakness to elements (destro skill) and morph to elemental drain and use it when your group is too low on dps and fights last longer requiring some magicka regen support. You're dps...stick to damage. Please don't take this the wrong way but you're sustain issues are more about how you're executing your rotation and not your regen. Make sure your medium attack weaving nearly every other skill. (aka. work on the rotation, it has more of effect than any gear change).Comparing to the starting values, I've of course eliminated the very slow health regen and improved that significantly. I've seen near flat but very slight increase in Max Magicka. Max Health has seen a near 2K boost on both bars.Spell damage and Spell criticals has also seen huge improvements. Where I have taken the big hit is going from 1211 to 865 magicka recovery, a near 30% loss, but the armor may save me a spell cost and I'm spiking damage more often.
Finally, if you have some gold you can level alchemy to max in about 40 minutes. Find cheap water at each level (only need ~40-50 of each) and buy up all the cheap mushroom reagents or water hyacinth. These are all cheap ingredients because they make the "ravaging potions" that no one uses because we can't poison our weapons yet. for ~10k gold you can be done leveling alchemy like yesterday.My entire group has ignored Alchemy... I think we have all other crafts covered... In fact *I* have all other crafts covered on one of my toons, so I've committed to working on alchemy with one of my toons. Soon, I'll have some better potions to work with.
Champ points 83
Front bar
Max mag 22533 : mag recovery 1211
Max health 12891 : health recovery 174
Max stam 8988 : stam recov 575
Spell damage 1138 : weapon damage 988
Spell crit 48.0% : weapon crit 18.0%
Spell resist 11080 : physical resist 6609
Mag 33
Health 21
Stam 0
Back bar
23310 1255
13922 174
8988 575
Wait... Apprentice, or Autronarch? Now you have me confused.
Good observation. I hadn't considered it. I was previously investing fairly heavy there due to Vamp... so, that's left over. I would expect I could indeed pull some points out now. I'll take a look at that tonight. Good catch.Glad to see your making gains, has the increase to your HP pool helped at all? can you pull attributes out of health to boost magicka without feeling like a corpse?
Hmm, never really considered doing that. Heh, some really good advice there. I'll be putting that to practice in short order. Another great tip!And....I see your leveling dawnbreaker? You may want to try using your normal bars for clearing content then when you're just about to turn in the quest....put the skills you want to level on your bar. Turn in the quest and watch your skills xp increase. then go back to your bar for killing stuff.
Finally, if you have some gold you can level alchemy to max in about 40 minutes. Find cheap water at each level (only need ~40-50 of each) and buy up all the cheap mushroom reagents or water hyacinth. These are all cheap ingredients because they make the "ravaging potions" that no one uses because we can't poison our weapons yet. for ~10k gold you can be done leveling alchemy like yesterday.
@tactica This is a known bug with the UI. The UI will increase by 20% crit, but in reality it's only 10% either way.Largest revelation to date: with both Inner Light & Sea of Flames on bar, activating Inner Light 1st before Sea of flames yields a +10% MORE buff than when activating Sea of Flames first then Inner light. Wonder if that's a bug or working as designed. I'll craft a second thread and ask. I hate to dual post, but I'd like more visibility to that specific question.
hardcore_gmr wrote: »sounds like @Cuyler and others have pointed you in the right direction (good advice there btw) and I would only add is that I think you have too many points into health. Especially considering VR 5 food, you could easily drop a few points there to pick up some extra DPS. Secondly I would like to point out (and this is something that I struggled with on my own magic DK) is the reliance on a staff for DPS. Because most of the ardent flame skills are melee range the staff is seen often as a great way to pick up some range, but i find it to be a unnecessary crutch that keeps you poking away from the outside when you could be in there causing some major damage with two swords in dual wield. This maybe a playstyle suggestion and may not be where you want to go but two swords gives greater spell power than every staff except the master staff. I usually do duel wield on primary dps bar and resto staff on defensive bar.
The Apprentice - Ignore 250 of targets' spell resistance.
The Atronach - Increases magicka regeneration by 17.
The Lady - Increases armor by 100.
The Lord - Increases max health by 100.
The Lover - Increases spell resistance by 100.
The Mage - Increases max magicka by 100.
The Ritual - Increases all healing done by 5%.
The Shadow - Increases the effectiveness of critical hits by 5%.
The Serpent - Increases health regeneration by 17.
The Steed - *Increases movement speed by 5%*
The Thief - Increases weapon critical and spell critical by 5%.
The Tower - Increases max stamina by 100.
Warrior - Increases weapon damage by 12.
hardcore_gmr wrote: »sounds like @Cuyler and others have pointed you in the right direction (good advice there btw) and I would only add is that I think you have too many points into health. Especially considering VR 5 food, you could easily drop a few points there to pick up some extra DPS. Secondly I would like to point out (and this is something that I struggled with on my own magic DK) is the reliance on a staff for DPS. Because most of the ardent flame skills are melee range the staff is seen often as a great way to pick up some range, but i find it to be a unnecessary crutch that keeps you poking away from the outside when you could be in there causing some major damage with two swords in dual wield. This maybe a playstyle suggestion and may not be where you want to go but two swords gives greater spell power than every staff except the master staff. I usually do duel wield on primary dps bar and resto staff on defensive bar.
@hardcore_gmr thanks for the response and feedback. I think you and @Cuyler are on the same page about the dropping some health attribute points and pumping up Magicka. It's a good catch, as I told him before you. I only recently dropped vamp and was bolstering because of it.
Perhaps both an attribute point change and Mundus change are now in order. Seems Autronarch (magicka regen) is the leading theory here. The number seems so insignificant, but heard it from more than one now... and if I'm offsetting it by bolstering more attributes into magicka, then maybe net win. Probably just need to try switching mundus first and see what happens.
BTW - I don't *know* for sure what *Mundus Stones* details are. I'm assuming these are still correct from Dec 2014 thread:The Apprentice - Ignore 250 of targets' spell resistance.
The Atronach - Increases magicka regeneration by 17.
The Lady - Increases armor by 100.
The Lord - Increases max health by 100.
The Lover - Increases spell resistance by 100.
The Mage - Increases max magicka by 100.
The Ritual - Increases all healing done by 5%.
The Shadow - Increases the effectiveness of critical hits by 5%.
The Serpent - Increases health regeneration by 17.
The Steed - *Increases movement speed by 5%*
The Thief - Increases weapon critical and spell critical by 5%.
The Tower - Increases max stamina by 100.
Warrior - Increases weapon damage by 12.
-- source: http://forums.elderscrollsonline.com/en/discussion/143351/mundus-stones-detalied-stats
Yes. Apprentice stone = more spell damage. As dps you should be trying to stack either max magicka or spell damage. Make sure you're looking at 1.7 info. Apprentice changed to spell damage.Wait... Apprentice, or Autronarch? Now you have me confused.Good observation. I hadn't considered it. I was previously investing fairly heavy there due to Vamp... so, that's left over. I would expect I could indeed pull some points out now. I'll take a look at that tonight. Good catch.Glad to see your making gains, has the increase to your HP pool helped at all? can you pull attributes out of health to boost magicka without feeling like a corpse?Hmm, never really considered doing that. Heh, some really good advice there. I'll be putting that to practice in short order. Another great tip!And....I see your leveling dawnbreaker? You may want to try using your normal bars for clearing content then when you're just about to turn in the quest....put the skills you want to level on your bar. Turn in the quest and watch your skills xp increase. then go back to your bar for killing stuff.Finally, if you have some gold you can level alchemy to max in about 40 minutes. Find cheap water at each level (only need ~40-50 of each) and buy up all the cheap mushroom reagents or water hyacinth. These are all cheap ingredients because they make the "ravaging potions" that no one uses because we can't poison our weapons yet. for ~10k gold you can be done leveling alchemy like yesterday.
Sweet. Will do.
Excellent advice!
@tactica This is a known bug with the UI. The UI will increase by 20% crit, but in reality it's only 10% either way.Largest revelation to date: with both Inner Light & Sea of Flames on bar, activating Inner Light 1st before Sea of flames yields a +10% MORE buff than when activating Sea of Flames first then Inner light. Wonder if that's a bug or working as designed. I'll craft a second thread and ask. I hate to dual post, but I'd like more visibility to that specific question.
Okay, so I should see a +10% when activating sea of flames first, and a +20 when activating inner light first in the UI... however, if I test ouput, I should see the same damage from either as it should be a false numeric increase in the UI, if I follow what you are saying... thus meaning, doesn't matter which I actually activate first.
Problem... there's no way for me to actually "see" numbers of damage in PS4.