Doctordarkspawn wrote: »Certainly.
Sustain: The componant of the build that allows you to sustain your rotation for any length of time. Mostly indefinately. Sustain builds are ones that almost never run out of resources exept in the face of resource drain mechanics. Almost every build has decent sustain. Typically with armorpassives geting to around a thousand regeneration and assorted cost reductions is usually enough sustain for most builds. The ways to get more sustain are increased regen, and cost reduction, something every build should have a liberal dose of.
Burst damage: Alot of damage in a short ammount of time. The two handed skill line is the best example of this, with many of the top tier builds being able to wollop an enemy for 25 K per wrecking blow cast. It's a slow but powerfull style of damage that usually synergizes well with it's counterpart, and is particularly favored in PVP.
Raw damage: Also known as sustained damage, Raw damage is simple: Constant, flowing damage, usually from the mixture of instant but spamable attacks and damage over time abilities. A stamina Dragonknight using duel wield, and it's own class damage over time abilities is a good example of sustain damage.
Raw damage can also be ment to specific philosophies on attaining sustained damage. One side, usually running dungeons and overworld content, reaches reasonable sustained damage through mitigation penetration. Raw damage in this context would mean raw crit chance and severity, achieving higher damage numbers through sheer force of numbers rather than mitigation bypass.
Hope this was helpfull.
https://www.youtube.com/watch?v=JrsbZK-EUw0 Doctordarkspawn wrote: »Certainly.
Sustain: The componant of the build that allows you to sustain your rotation for any length of time. Mostly indefinately. Sustain builds are ones that almost never run out of resources exept in the face of resource drain mechanics. Almost every build has decent sustain. Typically with armorpassives geting to around a thousand regeneration and assorted cost reductions is usually enough sustain for most builds. The ways to get more sustain are increased regen, and cost reduction, something every build should have a liberal dose of.
Burst damage: Alot of damage in a short ammount of time. The two handed skill line is the best example of this, with many of the top tier builds being able to wollop an enemy for 25 K per wrecking blow cast. It's a slow but powerfull style of damage that usually synergizes well with it's counterpart, and is particularly favored in PVP.
Raw damage: Also known as sustained damage, Raw damage is simple: Constant, flowing damage, usually from the mixture of instant but spamable attacks and damage over time abilities. A stamina Dragonknight using duel wield, and it's own class damage over time abilities is a good example of sustain damage.
Raw damage can also be ment to specific philosophies on attaining sustained damage. One side, usually running dungeons and overworld content, reaches reasonable sustained damage through mitigation penetration. Raw damage in this context would mean raw crit chance and severity, achieving higher damage numbers through sheer force of numbers rather than mitigation bypass.
Hope this was helpfull.
very insightful, thank you. And in terms of mag NB, could you please adapt the examples to mag NB skills?
I mean, to be more specific in my question here, I would like to create a build of mag NB Khajiit (not the best race, I know, as the weapon damage crit bonus does not apply to spell damage, but the sneak bonus is nice). I like to play her as super sneaky (cloaky) high damage dealing char, but not totally squishy as well.
I was thinking of either 5 seducer/4 magnus (as starter - also because my crafter can not craft 8 or 9 trait sets and I do not have gold nor mats now to buy that, nor do I run vet dungs nor trials - no time for that).
Then when I research more traits with my crafter (main), then I was thinking about 5 Julianos/4 Kagrenac, or 5 Julianos/4 Necropotence, or maybe 5 Wormcult. Lich or Elegance is also nice, but I have to grind for that pretty much.
This build is my first inspiratin for her:https://www.youtube.com/watch?v=JrsbZK-EUw0
Doctordarkspawn wrote: »Doctordarkspawn wrote: »Certainly.
Sustain: The componant of the build that allows you to sustain your rotation for any length of time. Mostly indefinately. Sustain builds are ones that almost never run out of resources exept in the face of resource drain mechanics. Almost every build has decent sustain. Typically with armorpassives geting to around a thousand regeneration and assorted cost reductions is usually enough sustain for most builds. The ways to get more sustain are increased regen, and cost reduction, something every build should have a liberal dose of.
Burst damage: Alot of damage in a short ammount of time. The two handed skill line is the best example of this, with many of the top tier builds being able to wollop an enemy for 25 K per wrecking blow cast. It's a slow but powerfull style of damage that usually synergizes well with it's counterpart, and is particularly favored in PVP.
Raw damage: Also known as sustained damage, Raw damage is simple: Constant, flowing damage, usually from the mixture of instant but spamable attacks and damage over time abilities. A stamina Dragonknight using duel wield, and it's own class damage over time abilities is a good example of sustain damage.
Raw damage can also be ment to specific philosophies on attaining sustained damage. One side, usually running dungeons and overworld content, reaches reasonable sustained damage through mitigation penetration. Raw damage in this context would mean raw crit chance and severity, achieving higher damage numbers through sheer force of numbers rather than mitigation bypass.
Hope this was helpfull.
very insightful, thank you. And in terms of mag NB, could you please adapt the examples to mag NB skills?
I mean, to be more specific in my question here, I would like to create a build of mag NB Khajiit (not the best race, I know, as the weapon damage crit bonus does not apply to spell damage, but the sneak bonus is nice). I like to play her as super sneaky (cloaky) high damage dealing char, but not totally squishy as well.
I was thinking of either 5 seducer/4 magnus (as starter - also because my crafter can not craft 8 or 9 trait sets and I do not have gold nor mats now to buy that, nor do I run vet dungs nor trials - no time for that).
Then when I research more traits with my crafter (main), then I was thinking about 5 Julianos/4 Kagrenac, or 5 Julianos/4 Necropotence, or maybe 5 Wormcult. Lich or Elegance is also nice, but I have to grind for that pretty much.
This build is my first inspiratin for her:https://www.youtube.com/watch?v=JrsbZK-EUw0
Unfortunately PVP is where my experience shrivels and dies, so I'll have to let some of the PVP nerds take over from here. But I'm glad I was able to help in some capacity.
Doctordarkspawn wrote: »Certainly.
Sustain: The componant of the build that allows you to sustain your rotation for any length of time. Mostly indefinately. Sustain builds are ones that almost never run out of resources exept in the face of resource drain mechanics. Almost every build has decent sustain. Typically with armorpassives geting to around a thousand regeneration and assorted cost reductions is usually enough sustain for most builds. The ways to get more sustain are increased regen, and cost reduction, something every build should have a liberal dose of.
Burst damage: Alot of damage in a short ammount of time. The two handed skill line is the best example of this, with many of the top tier builds being able to wollop an enemy for 25 K per wrecking blow cast. It's a slow but powerfull style of damage that usually synergizes well with it's counterpart, and is particularly favored in PVP.
Raw damage: Also known as sustained damage, Raw damage is simple: Constant, flowing damage, usually from the mixture of instant but spamable attacks and damage over time abilities. A stamina Dragonknight using duel wield, and it's own class damage over time abilities is a good example of sustain damage.
Raw damage can also be ment to specific philosophies on attaining sustained damage. One side, usually running dungeons and overworld content, reaches reasonable sustained damage through mitigation penetration. Raw damage in this context would mean raw crit chance and severity, achieving higher damage numbers through sheer force of numbers rather than mitigation bypass.
Hope this was helpfull.
very insightful, thank you. And in terms of mag NB, could you please adapt the examples to mag NB skills? I am running dual wield/destro or restro staff
I mean, to be more specific in my question here, I would like to create a build of mag NB Khajiit (not the best race, I know, as the weapon damage crit bonus does not apply to spell damage, but the sneak bonus is nice and I like the Khajiit race). I like to play her as super sneaky (cloaky) high damage dealing char, but not totally squishy as well.
I was thinking of either 5 seducer/4 magnus (as starter - also because my crafter can not craft 8 or 9 trait sets yet and I do not have gold nor mats now to buy that, nor do I run vet dungs nor trials - no time nor experience for that).
Then when I research more traits with my crafter (main), then I was thinking about 5 Julianos/4 Kagrenac, or 5 Julianos/4 Necropotence, or maybe 5 Wormcult. Lich or Elegance is also nice, but I have to grind for that pretty much.
This build is my first inspiration for her (Sypher):https://www.youtube.com/watch?v=JrsbZK-EUw0
KaleidoscopeEyz wrote: »I run the following set items on my MagBlade but I run a heavy armor Orc so he's nowhere near squishy but he probably doesn't punch as hard as others. I don't PvP, just PvE so it's set up to be able to solo and sustain most of the PvE content.
I run:
Julianos x 5
Torugs Pact x 2
Molag Kena x 2
Willpower x 3
PS4_ZeColmeia wrote: »There are soo many options that short of a cookie cutter build, it's hard to suggest. Here is some ideas:
1) Khajiit and Bosmer are awesome for sneaking builds. I switched races trying to optimize my build (I only play one character) and I'm back to Khajiit on my magblade.
2) set, skill, etc. recommendations really come down to how you play. Do you want to fight in and out of stealth? Up close are far away? Solo, small, big groups mostly? Burst or sustain damage? PvE or PvP primarily (minor differences here)? Elemental or just magic/class damage?
Answer those and I can help ya out.
PS4_ZeColmeia wrote: »oh and go 5LA/1MA/1HA for higher stats as well. If you are 5LA, then make sure your chest is HA and head, shoulder, legs, or boots are MA.
If you decide to go 5HA/1MA/1LA, then make sure the MA is hand and LA is belt.
These will give you the best armor rating for your armor selection.
PS4_ZeColmeia wrote: »oh and go 5LA/1MA/1HA for higher stats as well. If you are 5LA, then make sure your chest is HA and head, shoulder, legs, or boots are MA.
If you decide to go 5HA/1MA/1LA, then make sure the MA is hand and LA is belt.
These will give you the best armor rating for your armor selection.
I would agree normally, but on a level 13 character there'll be no Undaunted passives.
danielpatrickkeaneub17_ESO wrote: »Hardened PVP veteran here.
Regardless of race or class most people will tell you to go high on impen. For new players this is good advice. What most people won't tell you is that the longer you play in Cyrodiil, and increase your skill level with things like line of site, ganking, seige tactics, map knowledge, and overall battle awareness, you should start stripping away impen.
There are plenty of great spells to midigate damage. I, for example use mist form, to midigate 75% of incoming damage. The only crit resistance I have is from my champion points. At the highest levels of PVP (dueling excluded) your best defense is a great offense. You want to have a build that can melt someone without giving them a chance to hit back. The best defense is a great offense.
If your initial attack does not work you need to have different ways to regroup. My Templar uses Mist Form, Breath of Life, Rapid Manuevers and both immovable pots and invisibilty pots so I have 5 different ways of dealing with attackers in addition to basic blocking.
As for your offensive abilities you don't need 5 or 10 different attacks. What you need are 1 to 3 big attacks and other spells equipped to make those go-to attacks hit harder.
Also, this has not been mentioned. Some people are hardcore proponents of spell and weapon damage. In reality, however, if you want a quick way to judge your damage potential remember that 100 spell or weapon damage is almost identical to 1000 max magicka or stamina. In PVP my max magical sits about 42.4k and my spell damage is about 3.4k. Adding 42.4 to 34 gives me a total damage "rating" of 76.4. Anything above about 70 means you can hit like a truck. Hope this helps.
danielpatrickkeaneub17_ESO wrote: »Hardened PVP veteran here.
Regardless of race or class most people will tell you to go high on impen. For new players this is good advice. What most people won't tell you is that the longer you play in Cyrodiil, and increase your skill level with things like line of site, ganking, seige tactics, map knowledge, and overall battle awareness, you should start stripping away impen.
There are plenty of great spells to midigate damage. I, for example use mist form, to midigate 75% of incoming damage. The only crit resistance I have is from my champion points. At the highest levels of PVP (dueling excluded) your best defense is a great offense. You want to have a build that can melt someone without giving them a chance to hit back. The best defense is a great offense.
If your initial attack does not work you need to have different ways to regroup. My Templar uses Mist Form, Breath of Life, Rapid Manuevers and both immovable pots and invisibilty pots so I have 5 different ways of dealing with attackers in addition to basic blocking.
As for your offensive abilities you don't need 5 or 10 different attacks. What you need are 1 to 3 big attacks and other spells equipped to make those go-to attacks hit harder.
Also, this has not been mentioned. Some people are hardcore proponents of spell and weapon damage. In reality, however, if you want a quick way to judge your damage potential remember that 100 spell or weapon damage is almost identical to 1000 max magicka or stamina. In PVP my max magical sits about 42.4k and my spell damage is about 3.4k. Adding 42.4 to 34 gives me a total damage "rating" of 76.4. Anything above about 70 means you can hit like a truck. Hope this helps.
thank you!!
and I have one more question, I read about damage mitigation, attack mitigation in terms of builds. How to increase that value?
danielpatrickkeaneub17_ESO wrote: »Hardened PVP veteran here.
Regardless of race or class most people will tell you to go high on impen. For new players this is good advice. What most people won't tell you is that the longer you play in Cyrodiil, and increase your skill level with things like line of site, ganking, seige tactics, map knowledge, and overall battle awareness, you should start stripping away impen.
There are plenty of great spells to midigate damage. I, for example use mist form, to midigate 75% of incoming damage. The only crit resistance I have is from my champion points. At the highest levels of PVP (dueling excluded) your best defense is a great offense. You want to have a build that can melt someone without giving them a chance to hit back. The best defense is a great offense.
If your initial attack does not work you need to have different ways to regroup. My Templar uses Mist Form, Breath of Life, Rapid Manuevers and both immovable pots and invisibilty pots so I have 5 different ways of dealing with attackers in addition to basic blocking.
As for your offensive abilities you don't need 5 or 10 different attacks. What you need are 1 to 3 big attacks and other spells equipped to make those go-to attacks hit harder.
Also, this has not been mentioned. Some people are hardcore proponents of spell and weapon damage. In reality, however, if you want a quick way to judge your damage potential remember that 100 spell or weapon damage is almost identical to 1000 max magicka or stamina. In PVP my max magical sits about 42.4k and my spell damage is about 3.4k. Adding 42.4 to 34 gives me a total damage "rating" of 76.4. Anything above about 70 means you can hit like a truck. Hope this helps.
thank you!!
and I have one more question, I read about damage mitigation, attack mitigation in terms of builds. How to increase that value?
???
danielpatrickkeaneub17_ESO wrote: »danielpatrickkeaneub17_ESO wrote: »Hardened PVP veteran here.
Regardless of race or class most people will tell you to go high on impen. For new players this is good advice. What most people won't tell you is that the longer you play in Cyrodiil, and increase your skill level with things like line of site, ganking, seige tactics, map knowledge, and overall battle awareness, you should start stripping away impen.
There are plenty of great spells to midigate damage. I, for example use mist form, to midigate 75% of incoming damage. The only crit resistance I have is from my champion points. At the highest levels of PVP (dueling excluded) your best defense is a great offense. You want to have a build that can melt someone without giving them a chance to hit back. The best defense is a great offense.
If your initial attack does not work you need to have different ways to regroup. My Templar uses Mist Form, Breath of Life, Rapid Manuevers and both immovable pots and invisibilty pots so I have 5 different ways of dealing with attackers in addition to basic blocking.
As for your offensive abilities you don't need 5 or 10 different attacks. What you need are 1 to 3 big attacks and other spells equipped to make those go-to attacks hit harder.
Also, this has not been mentioned. Some people are hardcore proponents of spell and weapon damage. In reality, however, if you want a quick way to judge your damage potential remember that 100 spell or weapon damage is almost identical to 1000 max magicka or stamina. In PVP my max magical sits about 42.4k and my spell damage is about 3.4k. Adding 42.4 to 34 gives me a total damage "rating" of 76.4. Anything above about 70 means you can hit like a truck. Hope this helps.
thank you!!
and I have one more question, I read about damage mitigation, attack mitigation in terms of builds. How to increase that value?
???
There are a few ways.
Armor: pretty self explanatory. Heavy gives the most, light the least.
Armor Passives: Each armor type has its own passives. Some start at 1 piece and stack while others start at 5 pieces. It is very common to see people in armor set ups with 5 of one type and 1 or 2 of the others. Read these passives very carefully because they make a huge difference.
Skills in General: I must stress that you should read the skill tool tips very closely. Counting ones (add 5000 whatever) usually stack, but ones that provide a bonus ability (empower for example) do not.
Champion Points: The red tree is for defense. More points here means more resistence.
Gear Bonuses: Make sure to get gear with bonuses that do what your looking to do. Marksman is great for stamina bow builds, but terrible for magicka staff builds for example. The current midigation flavor of the month seems to be Black Rose Heavy Armor, and can be found in the Imperial City.
Final Tip: While this could change in the future currently the game rewards players who put all of thier skill points into health, all into stamina, or all into magicka. Hybrids are possible but it is tough to pull off.
danielpatrickkeaneub17_ESO wrote: »danielpatrickkeaneub17_ESO wrote: »Hardened PVP veteran here.
Regardless of race or class most people will tell you to go high on impen. For new players this is good advice. What most people won't tell you is that the longer you play in Cyrodiil, and increase your skill level with things like line of site, ganking, seige tactics, map knowledge, and overall battle awareness, you should start stripping away impen.
There are plenty of great spells to midigate damage. I, for example use mist form, to midigate 75% of incoming damage. The only crit resistance I have is from my champion points. At the highest levels of PVP (dueling excluded) your best defense is a great offense. You want to have a build that can melt someone without giving them a chance to hit back. The best defense is a great offense.
If your initial attack does not work you need to have different ways to regroup. My Templar uses Mist Form, Breath of Life, Rapid Manuevers and both immovable pots and invisibilty pots so I have 5 different ways of dealing with attackers in addition to basic blocking.
As for your offensive abilities you don't need 5 or 10 different attacks. What you need are 1 to 3 big attacks and other spells equipped to make those go-to attacks hit harder.
Also, this has not been mentioned. Some people are hardcore proponents of spell and weapon damage. In reality, however, if you want a quick way to judge your damage potential remember that 100 spell or weapon damage is almost identical to 1000 max magicka or stamina. In PVP my max magical sits about 42.4k and my spell damage is about 3.4k. Adding 42.4 to 34 gives me a total damage "rating" of 76.4. Anything above about 70 means you can hit like a truck. Hope this helps.
thank you!!
and I have one more question, I read about damage mitigation, attack mitigation in terms of builds. How to increase that value?
???
There are a few ways.
Armor: pretty self explanatory. Heavy gives the most, light the least.
Armor Passives: Each armor type has its own passives. Some start at 1 piece and stack while others start at 5 pieces. It is very common to see people in armor set ups with 5 of one type and 1 or 2 of the others. Read these passives very carefully because they make a huge difference.
Skills in General: I must stress that you should read the skill tool tips very closely. Counting ones (add 5000 whatever) usually stack, but ones that provide a bonus ability (empower for example) do not.
Champion Points: The red tree is for defense. More points here means more resistence.
Gear Bonuses: Make sure to get gear with bonuses that do what your looking to do. Marksman is great for stamina bow builds, but terrible for magicka staff builds for example. The current midigation flavor of the month seems to be Black Rose Heavy Armor, and can be found in the Imperial City.
Final Tip: While this could change in the future currently the game rewards players who put all of thier skill points into health, all into stamina, or all into magicka. Hybrids are possible but it is tough to pull off.
hmm, thank you for trying to help, but I am not so new to the game (my main is vet cp 370), I know these things what you are writting, but I wanted to know more specific things - examples (appart from armor type - heavy, medium, light, and also appart from the red CP tree which increases max health - that I know of course).
danielpatrickkeaneub17_ESO wrote: »Hardened PVP veteran here.
Regardless of race or class most people will tell you to go high on impen. For new players this is good advice. What most people won't tell you is that the longer you play in Cyrodiil, and increase your skill level with things like line of site, ganking, seige tactics, map knowledge, and overall battle awareness, you should start stripping away impen.
There are plenty of great spells to midigate damage. I, for example use mist form, to midigate 75% of incoming damage. The only crit resistance I have is from my champion points. At the highest levels of PVP (dueling excluded) your best defense is a great offense. You want to have a build that can melt someone without giving them a chance to hit back. The best defense is a great offense.
If your initial attack does not work you need to have different ways to regroup. My Templar uses Mist Form, Breath of Life, Rapid Manuevers and both immovable pots and invisibilty pots so I have 5 different ways of dealing with attackers in addition to basic blocking.
As for your offensive abilities you don't need 5 or 10 different attacks. What you need are 1 to 3 big attacks and other spells equipped to make those go-to attacks hit harder.
Also, this has not been mentioned. Some people are hardcore proponents of spell and weapon damage. In reality, however, if you want a quick way to judge your damage potential remember that 100 spell or weapon damage is almost identical to 1000 max magicka or stamina. In PVP my max magical sits about 42.4k and my spell damage is about 3.4k. Adding 42.4 to 34 gives me a total damage "rating" of 76.4. Anything above about 70 means you can hit like a truck. Hope this helps.
thank you!!
and I have one more question, I read about damage mitigation, attack mitigation in terms of builds. How to increase that value?
???
danielpatrickkeaneub17_ESO wrote: »Hardened PVP veteran here.
Regardless of race or class most people will tell you to go high on impen. For new players this is good advice. What most people won't tell you is that the longer you play in Cyrodiil, and increase your skill level with things like line of site, ganking, seige tactics, map knowledge, and overall battle awareness, you should start stripping away impen.
There are plenty of great spells to midigate damage. I, for example use mist form, to midigate 75% of incoming damage. The only crit resistance I have is from my champion points. At the highest levels of PVP (dueling excluded) your best defense is a great offense. You want to have a build that can melt someone without giving them a chance to hit back. The best defense is a great offense.
If your initial attack does not work you need to have different ways to regroup. My Templar uses Mist Form, Breath of Life, Rapid Manuevers and both immovable pots and invisibilty pots so I have 5 different ways of dealing with attackers in addition to basic blocking.
As for your offensive abilities you don't need 5 or 10 different attacks. What you need are 1 to 3 big attacks and other spells equipped to make those go-to attacks hit harder.
Also, this has not been mentioned. Some people are hardcore proponents of spell and weapon damage. In reality, however, if you want a quick way to judge your damage potential remember that 100 spell or weapon damage is almost identical to 1000 max magicka or stamina. In PVP my max magical sits about 42.4k and my spell damage is about 3.4k. Adding 42.4 to 34 gives me a total damage "rating" of 76.4. Anything above about 70 means you can hit like a truck. Hope this helps.
thank you!!
and I have one more question, I read about damage mitigation, attack mitigation in terms of builds. How to increase that value?
???
https://forums.elderscrollsonline.com/en/discussion/279426/damage-mitigation-explanation-and-list-of-options-updated-for-a-third-time/p1
This might help you
Ferrofluid wrote: »There's a shadow passive that gives you the major resist buffs whenever you cast a shadow skill. If you have enough magicka sustain you should try and cast these skips often enough to keep the buffs up all the time.
Doctordarkspawn wrote: »Certainly.
Sustain: The componant of the build that allows you to sustain your rotation for any length of time. Mostly indefinately. Sustain builds are ones that almost never run out of resources exept in the face of resource drain mechanics. Almost every build has decent sustain. Typically with armorpassives geting to around a thousand regeneration and assorted cost reductions is usually enough sustain for most builds. The ways to get more sustain are increased regen, and cost reduction, something every build should have a liberal dose of.
Burst damage: Alot of damage in a short ammount of time. The two handed skill line is the best example of this, with many of the top tier builds being able to wollop an enemy for 25 K per wrecking blow cast. It's a slow but powerfull style of damage that usually synergizes well with it's counterpart, and is particularly favored in PVP.
Raw damage: Also known as sustained damage, Raw damage is simple: Constant, flowing damage, usually from the mixture of instant but spamable attacks and damage over time abilities. A stamina Dragonknight using duel wield, and it's own class damage over time abilities is a good example of sustain damage.
Raw damage can also be ment to specific philosophies on attaining sustained damage. One side, usually running dungeons and overworld content, reaches reasonable sustained damage through mitigation penetration. Raw damage in this context would mean raw crit chance and severity, achieving higher damage numbers through sheer force of numbers rather than mitigation bypass. This is usually done in Trial groups (Basicly raids) which can buff crit damage on a near 100% uptime which increases further the yield for this style.
Hope this was helpfull.
dylanjaygrobbelaarb16_ESO wrote: »Doctordarkspawn wrote: »Certainly.
Sustain: The componant of the build that allows you to sustain your rotation for any length of time. Mostly indefinately. Sustain builds are ones that almost never run out of resources exept in the face of resource drain mechanics. Almost every build has decent sustain. Typically with armorpassives geting to around a thousand regeneration and assorted cost reductions is usually enough sustain for most builds. The ways to get more sustain are increased regen, and cost reduction, something every build should have a liberal dose of.
Burst damage: Alot of damage in a short ammount of time. The two handed skill line is the best example of this, with many of the top tier builds being able to wollop an enemy for 25 K per wrecking blow cast. It's a slow but powerfull style of damage that usually synergizes well with it's counterpart, and is particularly favored in PVP.
Raw damage: Also known as sustained damage, Raw damage is simple: Constant, flowing damage, usually from the mixture of instant but spamable attacks and damage over time abilities. A stamina Dragonknight using duel wield, and it's own class damage over time abilities is a good example of sustain damage.
Raw damage can also be ment to specific philosophies on attaining sustained damage. One side, usually running dungeons and overworld content, reaches reasonable sustained damage through mitigation penetration. Raw damage in this context would mean raw crit chance and severity, achieving higher damage numbers through sheer force of numbers rather than mitigation bypass. This is usually done in Trial groups (Basicly raids) which can buff crit damage on a near 100% uptime which increases further the yield for this style.
Hope this was helpfull.
burst damage. the more damage you can do in shorter ammout of time. two hand is a terrible example, there are builds that could kill someone from stealth before they even finish winding up wrecking blow. veledrith is a good one, you are locked with how many skills you can use in a given time you cant cast skills faster. having high raw damage contributes to burst, but sets that do damage on proc can significantly increase burst because they essentially add a free "damage skill" into your already full rotation making more damage come out faster