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Solo Survivability against hard hitters.

tunepunk
tunepunk
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I just got back in to ESO after the recent update and loved it. I was running around in craglorn group delves solo to work on a survivability build.

So far the build is pretty well optimized for massive groups of monsters hitting for fair ammount of damage. This build is based on Damage Shields, using Brawler and Damage Shield weapon glyph, pretty much keeping up a low cost 10.000 Damage shield at all times, and not much need for healing. Easily solo most group content.

4700 Damage shield from weapon proc
5400+ Damage shield from Brawler (depending on how many hit)

But in one group delve i encountered a Mage Boss tossing an interruptible, dodgeable spell hitting for 28K Pretty much a one shot kill even with 10K damage shield and 21K health, if not dodged or interrupted. The fight itself was not that hard unless I missed one dodge or interrupt, then I would pretty much be dead. Now i respecced to More health to try again. 26K,

I'm playing a 2H Stamina sorc, but wondering if there's any more good skills/gear/Damage shields to mitigate more of that damage instead of having to rely too much on dodge/interrupt/block

I can always increase the Health at the loss of some DPS/Stamina, but looking for more options.


Edited by tunepunk on December 1, 2016 1:12PM
  • Kutsuu
    Kutsuu
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    You're going to run into plenty of 1-shot mechanics that require you to block, interrupt, or move out of red in group content. Pretty much the best way to counter these things is to block, interrupt, or move out of red in my experience.
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  • Mike0987
    Mike0987
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    Could use the heavy armor skill 'unstoppable'. Just have to train it to 50 skill and its useful even if you're wearing all medium afterwards to increase your resistances. Also you could change some gear to impenetrable trait.
  • Kutsuu
    Kutsuu
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    Mike0987 wrote: »
    Could use the heavy armor skill 'unstoppable'. Just have to train it to 50 skill and its useful even if you're wearing all medium afterwards to increase your resistances. Also you could change some gear to impenetrable trait.

    Stamsorc is going to have hurricane.

    "While in this form you gain Major Resolve and Major Ward, increasing your Physical Resistance and Spell Resistance by 5280."
    Edited by Kutsuu on December 1, 2016 2:31PM
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  • tunepunk
    tunepunk
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    Kutsuu wrote: »
    Mike0987 wrote: »
    Could use the heavy armor skill 'unstoppable'. Just have to train it to 50 skill and its useful even if you're wearing all medium afterwards to increase your resistances. Also you could change some gear to impenetrable trait.

    Stamsorc is going to have hurricane.

    "While in this form you gain Major Resolve and Major Ward, increasing your Physical Resistance and Spell Resistance by 5280."

    Yeah I am using hurricane. Although I respecced health up to close to 30.000 and exchanged one set to Whitestrake's Retribution, for next try, in case i miss a dodge/interrupt. For a bit of loss in DPS, it should be fun trying again, so even if i stand completely still, i should be able to handle that 28K hit, with a chance of surviving.
  • Reorx_Holybeard
    Reorx_Holybeard
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    When you get into soloing the hard content (veteran dungeons, world bosses, vMA, etc...) you're going to find a lot of abilities like this that require you to be on your toes and never miss a block, interrupt or AoE as you're gonna be dead if you do. This is part of the challenge I like about soloing content meant for groups.

    In particular there's a few thing you need to watch out for on difficult mobs:
    • Power Attacks -- Indicated by white/yellow lines around the mob. Usually these do a lot of damage, can one-shot you, and stun and have a knockback and/or knockdown that can finish you off. Most are easiest to just block but some are better to roll-dodge out of or just move out of the way.
    • Interruptible Attacks -- Indicated by red lines around the mob. Bash or use a spell that interrupts. These attacks have a wide range of consequences from damage that just tickles you to damage that will one-shot you if hit so learn which is which.
    • AoEs -- Usually indicated by a red area on the ground but sometimes other colors or none at all and just indicated by visual effects. A large range of different types and damages, some are mostly harmless and others are guarunteed one-shots.
    • Mechanics -- In some fights there are "must know" mechanics you have to adhere to in order to survive or defeat the boss.

    A good part in learning difficult content, whether solo or group, is learning which effects are dangerous or not and how to deal with them. One reason I actually like soloing dungeons is that I get to know all the boss abilities very well as I have to deal with all of them as opposed to very few or none while in a group.

    On my Magplar I basically use 2 setups and am considering a 3rd for soloing difficult content:
    • All DPS -- The faster things die the better and with Sweeps the more DPS I do the more I heal. I have 19k health and 900 Magicka Recovery in this setup.
    • Survive/Sustain -- For more difficult bosses I swap out my monster pieces and jewelry to give me a little more health (25k) and recovery (1700). This gives me a little more leeway in surviving multiple high damage hits and lets me continually cast healing and shield spells as needed.
    • Tanky -- There are a few bosses I can't yet defeat solo so am considering a more tanky setup to deal with these. I haven't actually tried it yet but it would be probably a 1L/1M/5H setup focused on healing modifiers with around 30k health.

    Just keep practicing and tweak your build as needed. There are some bosses I had problems defeating the first time but now after dozens of attempts there are relatively easy. vMA is a good example of content that seems impossible at first but becomes much easier after a few dozen completions.
    Edited by Reorx_Holybeard on December 1, 2016 2:48PM
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  • Stannum
    Stannum
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    tunepunk wrote: »
    Yeah I am using hurricane. Although I respecced health up to close to 30.000 and exchanged one set to Whitestrake's Retribution, for next try, in case i miss a dodge/interrupt. For a bit of loss in DPS, it should be fun trying again, so even if i stand completely still, i should be able to handle that 28K hit, with a chance of surviving.
    Awfull decision. In PvE dungeons all should play their roles first of all. All oneshot bosses should be solved via mechanics. The role of tank take hard hits and interrupt, DD should evade red circles, rolldodge if needed and reduce chances of boss attacks via reducing time of boss survival so the more DPS DD has the less chances being oneshoted group members have. If you trade DPS for hp you actually reduce group survival.

    Edited by Stannum on December 1, 2016 2:49PM
  • tunepunk
    tunepunk
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    Just keep practicing and tweak your build as needed. There are some bosses I had problems defeating the first time but now after dozens of attempts there are relatively easy. vMA is a good example of content that seems impossible at first but becomes much easier after a few dozen completions.

    Thanks for the tips. I'm getting there, the build I'm trying to do i would probably call "lazy farmer". Decent DPS build, with a good amount of survivability against both several mobs and single hard hitters.

    The build is basically based on refreshing Damage shields as often as possible while still doing decent damage, Spamming Brawler, and light attacks, using the damage shield weapon glyph with the infused weapon trait. So far I managed to do most Craglorn content (group dailies) except trials, Banished Cells (up until end boss) with this setup, and curious to see what else i can accomplish once i've perfected the build.
  • tunepunk
    tunepunk
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    tunepunk wrote: »
    Yeah I am using hurricane. Although I respecced health up to close to 30.000 and exchanged one set to Whitestrake's Retribution, for next try, in case i miss a dodge/interrupt. For a bit of loss in DPS, it should be fun trying again, so even if i stand completely still, i should be able to handle that 28K hit, with a chance of surviving.
    Awfull decision. In PvE dungeons all should play their roles first of all. All oneshot bosses should be solved via mechanics. The role of tank take hard hits and interrupt, DD should evade red circles, rolldodge if needed and reduce chances of boss attacks via reducing time of boss survival so the more DPS DD has the less chances being oneshoted group members have. If you trade DPS for hp you actually reduce group survival.

    But I'm not playing in group. The build is for doing group content solo.
  • Kutsuu
    Kutsuu
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    Honestly as a stamsorc you're better off relying on more crit surge procs than on brawler shields. DW+bow is incredibly strong in PVE on a stamsorc. Endless Hail along with Hurricane, poison injection, blood craze, caltrops, rapid strikes, and steel tornado will have you gaining a 3-5k heal every second with complete reliability as long as you keep them hitting something. Dual Daggers and medium armor give you more crit, which makes this even more reliable and increases your DPS output even more. Vicious Ophidian + Night Mother's Gaze + Velidreth is ideal, but there are other options if you don't have VO yet, such as Hunding's + Spriggan or Night Mother's + Leviathan or Viper.

    My stamsorc is the only stamina build that I feel confident with in vMA - I even run 16k HP and keep coming close to Flawless Conquerer, if not for occasional mistakes. I'm sure if I respec'd for 18-19k HP it would be even easier.

    Interruptible attacks and blockable heavy attacks really need to be mitigated by using the proper mechanic - interrupt or block. Trying to add a bunch more HP or bigger shields to get around these mechanics is going to hurt you in the long run because you're just going to drag out the fights longer, giving you more chances to make a mistake.
    Edited by Kutsuu on December 1, 2016 3:31PM
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  • tunepunk
    tunepunk
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    Kutsuu wrote: »
    Interruptible attacks and blockable heavy attacks really need to be mitigated by using the proper mechanic - interrupt or block. Trying to add a bunch more HP or bigger shields to get around these mechanics is going to hurt you in the long run because you're just going to drag out the fights longer, giving you more chances to make a mistake.

    Well, it depends. If you're blocking or dodging you're not really doing any damage. Every second doing that is less DPS. If you keep hammering and mitigating damage your doing more damage than you would be doing if you were blocking or dodging away from the fight. Bash/interrupt might be worth it though.

  • Autolycus
    Autolycus
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    Since this is for a leveling / exploration / solo / overland build type, you have a plethora of options.

    As a stam sorc, I recommend the first thing you do is to make room for Crit Surge on one of your bars. The amount of healing you get from this single proc is enough to keep you going through most everything, if you play your cards right.

    Second, I recommend making good use of blocking. Without any buffs at all, blocking will mitigate 50% of incoming damage. Your physical and spell resistance will kick in too to supplement this mitigation. You should find that by blocking at the appropriate time (which is significantly cheaper than dodge-rolling), along with a minimal amount of healing, will likely solve this problem for you in just about any overland encounter. To be clear, the term "overland" extends to delves as well (open-world content, basically).

    Rally is another good option, since you are using 2H. It affords you a steady, moderate heal over time, plus the ability to burst-heal yourself back up. The burst heal is greater the longer the buff is active before you re-cast it, just be sure to re-cast it before it wears off.

    Ensure that you are using Hurricane, as it grants a considerable amount of both damage and mitigation, further enhancing your efficiency in clearing content. These two skills (Hurricane and Crit Surge) can be easily offloaded to your secondary bar, so you don't have to change up your primary bar for exploring overland content. Note also that any crit (regardless of whether it is a DoT or a direct-damage attack) can proc the healing component of Crit Surge.
    Edited by Autolycus on December 1, 2016 9:32PM
  • Kyye
    Kyye
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    Also if you decide duel wield, blade cloak is pretty awesome
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  • Kutsuu
    Kutsuu
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    tunepunk wrote: »
    Kutsuu wrote: »
    Interruptible attacks and blockable heavy attacks really need to be mitigated by using the proper mechanic - interrupt or block. Trying to add a bunch more HP or bigger shields to get around these mechanics is going to hurt you in the long run because you're just going to drag out the fights longer, giving you more chances to make a mistake.

    Well, it depends. If you're blocking or dodging you're not really doing any damage. Every second doing that is less DPS. If you keep hammering and mitigating damage your doing more damage than you would be doing if you were blocking or dodging away from the fight. Bash/interrupt might be worth it though.

    The only thing you can't do while blocking is weave light attacks or use channel/cast time abilities. Instant abilities can be block casted. When I do VMA on my stamsorc, I use periods of blocking (such as blocking the skulls on 9th round) to reapply dots or buffs since rapid strikes is a channel and I still maintain north of 30k DPS during the final phase. Bash/interrupt just uses a little extra stam and actually adds extra damage if you just weave it.
    Edited by Kutsuu on December 1, 2016 11:15PM
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  • STEVIL
    STEVIL
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    2h stamsorc for solo and big content:
    rally
    crit surge (remember crit chg esp after dodge roll back)
    hurricane
    cleave shield morph.
    boundarms
    dark deal

    bar-1 hurric, crit chg, cleave, dark deal, bound arms
    bar-2 rally, crit surge, execute, dark deal or wreck, bound arms

    yes bows can provide other options and flexibility.

    keep rally hurric up all the time.
    remember crit chg is food for positioning and proc crit surge heal.
    dark deal is good heal and restamina so i like it on all bars even if it means no wreck blow.
    dont try dizzy since the KB is no good against the boss. stick with the empower mprh if you have to.

    The key i have found is survive survive surivive while doing damage.
    let it take as long as it takes.
    when in doubt stroll around popping DD.

    finally, look at healing pots where you get vitality and either heal or gradual heal.
    the vitality over time is a massive kick as it enhances every other heal source.

    But really, that and roll-dodge or block the really big whammies and most (dungeon 1) are soloable under vet level or trials

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