

https://youtu.be/OVqaOl8B_gE?t=1mThat minor vulnerability is so nice.
Just changed my stam sorc to magica for fun. Chasing Meator and Destro Ulti at the moment but thanks for sharing.
Waffennacht wrote: »I'm curious as to why heavy armor at all? (Unless I'm reading it wrong)
Your resistance is super low, seems like your build could just as easily be light armor?
I really like the build, looks cool
Waffennacht wrote: »I'm curious as to why heavy armor at all? (Unless I'm reading it wrong)
Your resistance is super low, seems like your build could just as easily be light armor?
I really like the build, looks cool
FriedEggSandwich wrote: »Waffennacht wrote: »I'm curious as to why heavy armor at all? (Unless I'm reading it wrong)
Your resistance is super low, seems like your build could just as easily be light armor?
I really like the build, looks cool
I imagine they're running 5/1/1 to max out undaunted mettle. The build does look cool.
Waffennacht wrote: »I'm curious as to why heavy armor at all? (Unless I'm reading it wrong)
Your resistance is super low, seems like your build could just as easily be light armor?
I really like the build, looks cool
Waffennacht wrote: »I'm curious as to why heavy armor at all? (Unless I'm reading it wrong)
Your resistance is super low, seems like your build could just as easily be light armor?
I really like the build, looks cool
HA is for heavy attack I'm assuming. Is rather misleading though haha.
This build is pretty cool. It's found a good spot in endgame trial settings and tends to perform quite well. In most cases, the rotation is modified slightly to afford more single-target damage for certain trials, but for everything else this is actually closer to ideal, considering that ZOS's definitions of mechanics = more trash.
Bound Aegis is better than Stalwart Guard unless your dps are not already running Rearming Trap. If your dps is using this (and they probably are, even magicka builds should be using this except for less difficult content, where it's unnecessary) then you are wasting the spot, and the extra magicka will increase your damage by a respectable amount. You'd gain approximately 2k more magicka for using it instead - more of a damage increase than adding a spell damage glyph to your weapon.
There are a couple other things I could recommend, but I don't want to sound too critical. I don't want to nit-pick; this build is pretty solid as-is.
Nice creative build, is this BIS for vMAW and hard mode trials? or we keep on whit 5x burning sw+ilambris+ 4 infalibe?
RedVyperOfDorne wrote: »This build is pretty cool. It's found a good spot in endgame trial settings and tends to perform quite well. In most cases, the rotation is modified slightly to afford more single-target damage for certain trials, but for everything else this is actually closer to ideal, considering that ZOS's definitions of mechanics = more trash.
Bound Aegis is better than Stalwart Guard unless your dps are not already running Rearming Trap. If your dps is using this (and they probably are, even magicka builds should be using this except for less difficult content, where it's unnecessary) then you are wasting the spot, and the extra magicka will increase your damage by a respectable amount. You'd gain approximately 2k more magicka for using it instead - more of a damage increase than adding a spell damage glyph to your weapon.
There are a couple other things I could recommend, but I don't want to sound too critical. I don't want to nit-pick; this build is pretty solid as-is.
I guess the only way I can test aegis vs. guard on Xbox is via bloodspawn time, which it has performed better every time. Also, I find slotting trap on a build that is 100% max range (17m+) kind of silly considering there is no need to come close to any danger. You can genuinely, sit back, guard a ranged DPS and roto. That's my reasoning for the way it's setup.
RedVyperOfDorne wrote: »This build is pretty cool. It's found a good spot in endgame trial settings and tends to perform quite well. In most cases, the rotation is modified slightly to afford more single-target damage for certain trials, but for everything else this is actually closer to ideal, considering that ZOS's definitions of mechanics = more trash.
Bound Aegis is better than Stalwart Guard unless your dps are not already running Rearming Trap. If your dps is using this (and they probably are, even magicka builds should be using this except for less difficult content, where it's unnecessary) then you are wasting the spot, and the extra magicka will increase your damage by a respectable amount. You'd gain approximately 2k more magicka for using it instead - more of a damage increase than adding a spell damage glyph to your weapon.
There are a couple other things I could recommend, but I don't want to sound too critical. I don't want to nit-pick; this build is pretty solid as-is.
I guess the only way I can test aegis vs. guard on Xbox is via bloodspawn time, which it has performed better every time. Also, I find slotting trap on a build that is 100% max range (17m+) kind of silly considering there is no need to come close to any danger. You can genuinely, sit back, guard a ranged DPS and roto. That's my reasoning for the way it's setup.
Yep, it's a valid point. But it's contingent upon group makeup and content (pretty much everything is). In any case, it's your build. Do whatever you want and feel comfortable with. I didn't post here to get your justification for using it, I did so because it might help you to improve.
RedVyperOfDorne wrote: »RedVyperOfDorne wrote: »This build is pretty cool. It's found a good spot in endgame trial settings and tends to perform quite well. In most cases, the rotation is modified slightly to afford more single-target damage for certain trials, but for everything else this is actually closer to ideal, considering that ZOS's definitions of mechanics = more trash.
Bound Aegis is better than Stalwart Guard unless your dps are not already running Rearming Trap. If your dps is using this (and they probably are, even magicka builds should be using this except for less difficult content, where it's unnecessary) then you are wasting the spot, and the extra magicka will increase your damage by a respectable amount. You'd gain approximately 2k more magicka for using it instead - more of a damage increase than adding a spell damage glyph to your weapon.
There are a couple other things I could recommend, but I don't want to sound too critical. I don't want to nit-pick; this build is pretty solid as-is.
I guess the only way I can test aegis vs. guard on Xbox is via bloodspawn time, which it has performed better every time. Also, I find slotting trap on a build that is 100% max range (17m+) kind of silly considering there is no need to come close to any danger. You can genuinely, sit back, guard a ranged DPS and roto. That's my reasoning for the way it's setup.
Yep, it's a valid point. But it's contingent upon group makeup and content (pretty much everything is). In any case, it's your build. Do whatever you want and feel comfortable with. I didn't post here to get your justification for using it, I did so because it might help you to improve.
Oh yeah I understand, that's why I put in the extras about using bound aegis, I'll do up a blood-spawn video today using bound aegis as a comparable output. Honestly this was really just an output skill point change (due to no shadow stone or being close to drop trap), using bound aegis is most likely a more viable option for the majority when in a trials group unless you have a very good team.
Did you have anything further on making the build better? I've been through a few options and have been discussing with NOS further, a maelstrom charged for the back bar, would possibly change this build slightly.
RedVyperOfDorne wrote: »RedVyperOfDorne wrote: »This build is pretty cool. It's found a good spot in endgame trial settings and tends to perform quite well. In most cases, the rotation is modified slightly to afford more single-target damage for certain trials, but for everything else this is actually closer to ideal, considering that ZOS's definitions of mechanics = more trash.
Bound Aegis is better than Stalwart Guard unless your dps are not already running Rearming Trap. If your dps is using this (and they probably are, even magicka builds should be using this except for less difficult content, where it's unnecessary) then you are wasting the spot, and the extra magicka will increase your damage by a respectable amount. You'd gain approximately 2k more magicka for using it instead - more of a damage increase than adding a spell damage glyph to your weapon.
There are a couple other things I could recommend, but I don't want to sound too critical. I don't want to nit-pick; this build is pretty solid as-is.
I guess the only way I can test aegis vs. guard on Xbox is via bloodspawn time, which it has performed better every time. Also, I find slotting trap on a build that is 100% max range (17m+) kind of silly considering there is no need to come close to any danger. You can genuinely, sit back, guard a ranged DPS and roto. That's my reasoning for the way it's setup.
Yep, it's a valid point. But it's contingent upon group makeup and content (pretty much everything is). In any case, it's your build. Do whatever you want and feel comfortable with. I didn't post here to get your justification for using it, I did so because it might help you to improve.
Oh yeah I understand, that's why I put in the extras about using bound aegis, I'll do up a blood-spawn video today using bound aegis as a comparable output. Honestly this was really just an output skill point change (due to no shadow stone or being close to drop trap), using bound aegis is most likely a more viable option for the majority when in a trials group unless you have a very good team.
Did you have anything further on making the build better? I've been through a few options and have been discussing with NOS further, a maelstrom charged for the back bar, would possibly change this build slightly.
Not a lot, considering that this build tries to remove a spammable ability from the equation. The build is pretty solid the way it looks. I think NOS is probably one of your better sources for info for this, so you're in good hands.
In light of it being a heavy-attack build, I might consider using Boundless Storm in lieu of Destructive Touch. I'd first have to be sure that DT isn't actually pulling more dps than Boundless Storm. One major consideration for this is that Boundless Storm requires you to be melee, so if the two skills are relatively close in dps, Destructive Touch would be better for the ranged utility for tougher content. Depending on your group makeup, being ranged may be the only option.
As far as spammables go, Force Pulse is a strong contender to Destructive Touch as well, even if the Master's destro is kept without the skill (the max magicka is nice, though it equates to less than a SD weapon glyph for some skills). Force Pulse does tend to scale better with active group buffs, and it could be as simple as changing up the skills on a per-encounter basis. If I were to do this, I'd move WoE to the back bar, and Force Pulse on the front. The main problem with this is that the flame staff is more ideal for whichever bar your spammable is on. I don't know that getting new staves is worthwhile, but maybe.
There are some parts of veteran trials where having Hardened or Empowered Ward are very useful. For other encounters, however, you can simply trade Boundless Storm or Mage's Wrath in place of Ward for a marginal dps increase on those fights specifically.
Hope some of this helps. If anything, it might help to prove the build the way you currently have it. Even if you don't change anything, looking into some of these little details can sometimes payoff
RedVyperOfDorne wrote: »RedVyperOfDorne wrote: »RedVyperOfDorne wrote: »This build is pretty cool. It's found a good spot in endgame trial settings and tends to perform quite well. In most cases, the rotation is modified slightly to afford more single-target damage for certain trials, but for everything else this is actually closer to ideal, considering that ZOS's definitions of mechanics = more trash.
Bound Aegis is better than Stalwart Guard unless your dps are not already running Rearming Trap. If your dps is using this (and they probably are, even magicka builds should be using this except for less difficult content, where it's unnecessary) then you are wasting the spot, and the extra magicka will increase your damage by a respectable amount. You'd gain approximately 2k more magicka for using it instead - more of a damage increase than adding a spell damage glyph to your weapon.
There are a couple other things I could recommend, but I don't want to sound too critical. I don't want to nit-pick; this build is pretty solid as-is.
I guess the only way I can test aegis vs. guard on Xbox is via bloodspawn time, which it has performed better every time. Also, I find slotting trap on a build that is 100% max range (17m+) kind of silly considering there is no need to come close to any danger. You can genuinely, sit back, guard a ranged DPS and roto. That's my reasoning for the way it's setup.
Yep, it's a valid point. But it's contingent upon group makeup and content (pretty much everything is). In any case, it's your build. Do whatever you want and feel comfortable with. I didn't post here to get your justification for using it, I did so because it might help you to improve.
Oh yeah I understand, that's why I put in the extras about using bound aegis, I'll do up a blood-spawn video today using bound aegis as a comparable output. Honestly this was really just an output skill point change (due to no shadow stone or being close to drop trap), using bound aegis is most likely a more viable option for the majority when in a trials group unless you have a very good team.
Did you have anything further on making the build better? I've been through a few options and have been discussing with NOS further, a maelstrom charged for the back bar, would possibly change this build slightly.
Not a lot, considering that this build tries to remove a spammable ability from the equation. The build is pretty solid the way it looks. I think NOS is probably one of your better sources for info for this, so you're in good hands.
In light of it being a heavy-attack build, I might consider using Boundless Storm in lieu of Destructive Touch. I'd first have to be sure that DT isn't actually pulling more dps than Boundless Storm. One major consideration for this is that Boundless Storm requires you to be melee, so if the two skills are relatively close in dps, Destructive Touch would be better for the ranged utility for tougher content. Depending on your group makeup, being ranged may be the only option.
As far as spammables go, Force Pulse is a strong contender to Destructive Touch as well, even if the Master's destro is kept without the skill (the max magicka is nice, though it equates to less than a SD weapon glyph for some skills). Force Pulse does tend to scale better with active group buffs, and it could be as simple as changing up the skills on a per-encounter basis. If I were to do this, I'd move WoE to the back bar, and Force Pulse on the front. The main problem with this is that the flame staff is more ideal for whichever bar your spammable is on. I don't know that getting new staves is worthwhile, but maybe.
There are some parts of veteran trials where having Hardened or Empowered Ward are very useful. For other encounters, however, you can simply trade Boundless Storm or Mage's Wrath in place of Ward for a marginal dps increase on those fights specifically.
Hope some of this helps. If anything, it might help to prove the build the way you currently have it. Even if you don't change anything, looking into some of these little details can sometimes payoff
Yeah I really just stay out of the melee, when you have stamblades and jabs going ham stacked on the boss, I find the best option is to keep out, making boundless storm useless. Our whole concept with clench is obviously proc'ing illambris, without it, the build is not nearly as nice.
Taking a spammable route, takes away from the build tbh yes. Thanks for the feedback.
RedVyperOfDorne wrote: »RedVyperOfDorne wrote: »RedVyperOfDorne wrote: »This build is pretty cool. It's found a good spot in endgame trial settings and tends to perform quite well. In most cases, the rotation is modified slightly to afford more single-target damage for certain trials, but for everything else this is actually closer to ideal, considering that ZOS's definitions of mechanics = more trash.
Bound Aegis is better than Stalwart Guard unless your dps are not already running Rearming Trap. If your dps is using this (and they probably are, even magicka builds should be using this except for less difficult content, where it's unnecessary) then you are wasting the spot, and the extra magicka will increase your damage by a respectable amount. You'd gain approximately 2k more magicka for using it instead - more of a damage increase than adding a spell damage glyph to your weapon.
There are a couple other things I could recommend, but I don't want to sound too critical. I don't want to nit-pick; this build is pretty solid as-is.
I guess the only way I can test aegis vs. guard on Xbox is via bloodspawn time, which it has performed better every time. Also, I find slotting trap on a build that is 100% max range (17m+) kind of silly considering there is no need to come close to any danger. You can genuinely, sit back, guard a ranged DPS and roto. That's my reasoning for the way it's setup.
Yep, it's a valid point. But it's contingent upon group makeup and content (pretty much everything is). In any case, it's your build. Do whatever you want and feel comfortable with. I didn't post here to get your justification for using it, I did so because it might help you to improve.
Oh yeah I understand, that's why I put in the extras about using bound aegis, I'll do up a blood-spawn video today using bound aegis as a comparable output. Honestly this was really just an output skill point change (due to no shadow stone or being close to drop trap), using bound aegis is most likely a more viable option for the majority when in a trials group unless you have a very good team.
Did you have anything further on making the build better? I've been through a few options and have been discussing with NOS further, a maelstrom charged for the back bar, would possibly change this build slightly.
Not a lot, considering that this build tries to remove a spammable ability from the equation. The build is pretty solid the way it looks. I think NOS is probably one of your better sources for info for this, so you're in good hands.
In light of it being a heavy-attack build, I might consider using Boundless Storm in lieu of Destructive Touch. I'd first have to be sure that DT isn't actually pulling more dps than Boundless Storm. One major consideration for this is that Boundless Storm requires you to be melee, so if the two skills are relatively close in dps, Destructive Touch would be better for the ranged utility for tougher content. Depending on your group makeup, being ranged may be the only option.
As far as spammables go, Force Pulse is a strong contender to Destructive Touch as well, even if the Master's destro is kept without the skill (the max magicka is nice, though it equates to less than a SD weapon glyph for some skills). Force Pulse does tend to scale better with active group buffs, and it could be as simple as changing up the skills on a per-encounter basis. If I were to do this, I'd move WoE to the back bar, and Force Pulse on the front. The main problem with this is that the flame staff is more ideal for whichever bar your spammable is on. I don't know that getting new staves is worthwhile, but maybe.
There are some parts of veteran trials where having Hardened or Empowered Ward are very useful. For other encounters, however, you can simply trade Boundless Storm or Mage's Wrath in place of Ward for a marginal dps increase on those fights specifically.
Hope some of this helps. If anything, it might help to prove the build the way you currently have it. Even if you don't change anything, looking into some of these little details can sometimes payoff
Yeah I really just stay out of the melee, when you have stamblades and jabs going ham stacked on the boss, I find the best option is to keep out, making boundless storm useless. Our whole concept with clench is obviously proc'ing illambris, without it, the build is not nearly as nice.
Taking a spammable route, takes away from the build tbh yes. Thanks for the feedback.
Yeah, but you can proc Illambris with what I suggested too. Oh well. Anyway, good luck.
RedVyperOfDorne wrote: »RedVyperOfDorne wrote: »This build is pretty cool. It's found a good spot in endgame trial settings and tends to perform quite well. In most cases, the rotation is modified slightly to afford more single-target damage for certain trials, but for everything else this is actually closer to ideal, considering that ZOS's definitions of mechanics = more trash.
Bound Aegis is better than Stalwart Guard unless your dps are not already running Rearming Trap. If your dps is using this (and they probably are, even magicka builds should be using this except for less difficult content, where it's unnecessary) then you are wasting the spot, and the extra magicka will increase your damage by a respectable amount. You'd gain approximately 2k more magicka for using it instead - more of a damage increase than adding a spell damage glyph to your weapon.
There are a couple other things I could recommend, but I don't want to sound too critical. I don't want to nit-pick; this build is pretty solid as-is.
I guess the only way I can test aegis vs. guard on Xbox is via bloodspawn time, which it has performed better every time. Also, I find slotting trap on a build that is 100% max range (17m+) kind of silly considering there is no need to come close to any danger. You can genuinely, sit back, guard a ranged DPS and roto. That's my reasoning for the way it's setup.
Yep, it's a valid point. But it's contingent upon group makeup and content (pretty much everything is). In any case, it's your build. Do whatever you want and feel comfortable with. I didn't post here to get your justification for using it, I did so because it might help you to improve.
Oh yeah I understand, that's why I put in the extras about using bound aegis, I'll do up a blood-spawn video today using bound aegis as a comparable output. Honestly this was really just an output skill point change (due to no shadow stone or being close to drop trap), using bound aegis is most likely a more viable option for the majority when in a trials group unless you have a very good team.
Did you have anything further on making the build better? I've been through a few options and have been discussing with NOS further, a maelstrom charged for the back bar, would possibly change this build slightly.
Not a lot, considering that this build tries to remove a spammable ability from the equation. The build is pretty solid the way it looks. I think NOS is probably one of your better sources for info for this, so you're in good hands.
In light of it being a heavy-attack build, I might consider using Boundless Storm in lieu of Destructive Touch. I'd first have to be sure that DT isn't actually pulling more dps than Boundless Storm. One major consideration for this is that Boundless Storm requires you to be melee, so if the two skills are relatively close in dps, Destructive Touch would be better for the ranged utility for tougher content. Depending on your group makeup, being ranged may be the only option.
As far as spammables go, Force Pulse is a strong contender to Destructive Touch as well, even if the Master's destro is kept without the skill (the max magicka is nice, though it equates to less than a SD weapon glyph for some skills). Force Pulse does tend to scale better with active group buffs, and it could be as simple as changing up the skills on a per-encounter basis. If I were to do this, I'd move WoE to the back bar, and Force Pulse on the front. The main problem with this is that the flame staff is more ideal for whichever bar your spammable is on. I don't know that getting new staves is worthwhile, but maybe.
There are some parts of veteran trials where having Hardened or Empowered Ward are very useful. For other encounters, however, you can simply trade Boundless Storm or Mage's Wrath in place of Ward for a marginal dps increase on those fights specifically.
Hope some of this helps. If anything, it might help to prove the build the way you currently have it. Even if you don't change anything, looking into some of these little details can sometimes payoff
RedVyperOfDorne wrote: »RedVyperOfDorne wrote: »RedVyperOfDorne wrote: »This build is pretty cool. It's found a good spot in endgame trial settings and tends to perform quite well. In most cases, the rotation is modified slightly to afford more single-target damage for certain trials, but for everything else this is actually closer to ideal, considering that ZOS's definitions of mechanics = more trash.
Bound Aegis is better than Stalwart Guard unless your dps are not already running Rearming Trap. If your dps is using this (and they probably are, even magicka builds should be using this except for less difficult content, where it's unnecessary) then you are wasting the spot, and the extra magicka will increase your damage by a respectable amount. You'd gain approximately 2k more magicka for using it instead - more of a damage increase than adding a spell damage glyph to your weapon.
There are a couple other things I could recommend, but I don't want to sound too critical. I don't want to nit-pick; this build is pretty solid as-is.
I guess the only way I can test aegis vs. guard on Xbox is via bloodspawn time, which it has performed better every time. Also, I find slotting trap on a build that is 100% max range (17m+) kind of silly considering there is no need to come close to any danger. You can genuinely, sit back, guard a ranged DPS and roto. That's my reasoning for the way it's setup.
Yep, it's a valid point. But it's contingent upon group makeup and content (pretty much everything is). In any case, it's your build. Do whatever you want and feel comfortable with. I didn't post here to get your justification for using it, I did so because it might help you to improve.
Oh yeah I understand, that's why I put in the extras about using bound aegis, I'll do up a blood-spawn video today using bound aegis as a comparable output. Honestly this was really just an output skill point change (due to no shadow stone or being close to drop trap), using bound aegis is most likely a more viable option for the majority when in a trials group unless you have a very good team.
Did you have anything further on making the build better? I've been through a few options and have been discussing with NOS further, a maelstrom charged for the back bar, would possibly change this build slightly.
Not a lot, considering that this build tries to remove a spammable ability from the equation. The build is pretty solid the way it looks. I think NOS is probably one of your better sources for info for this, so you're in good hands.
In light of it being a heavy-attack build, I might consider using Boundless Storm in lieu of Destructive Touch. I'd first have to be sure that DT isn't actually pulling more dps than Boundless Storm. One major consideration for this is that Boundless Storm requires you to be melee, so if the two skills are relatively close in dps, Destructive Touch would be better for the ranged utility for tougher content. Depending on your group makeup, being ranged may be the only option.
As far as spammables go, Force Pulse is a strong contender to Destructive Touch as well, even if the Master's destro is kept without the skill (the max magicka is nice, though it equates to less than a SD weapon glyph for some skills). Force Pulse does tend to scale better with active group buffs, and it could be as simple as changing up the skills on a per-encounter basis. If I were to do this, I'd move WoE to the back bar, and Force Pulse on the front. The main problem with this is that the flame staff is more ideal for whichever bar your spammable is on. I don't know that getting new staves is worthwhile, but maybe.
There are some parts of veteran trials where having Hardened or Empowered Ward are very useful. For other encounters, however, you can simply trade Boundless Storm or Mage's Wrath in place of Ward for a marginal dps increase on those fights specifically.
Hope some of this helps. If anything, it might help to prove the build the way you currently have it. Even if you don't change anything, looking into some of these little details can sometimes payoff
Yeah I really just stay out of the melee, when you have stamblades and jabs going ham stacked on the boss, I find the best option is to keep out, making boundless storm useless. Our whole concept with clench is obviously proc'ing illambris, without it, the build is not nearly as nice.
Taking a spammable route, takes away from the build tbh yes. Thanks for the feedback.
RedVyperOfDorne wrote: »RedVyperOfDorne wrote: »RedVyperOfDorne wrote: »This build is pretty cool. It's found a good spot in endgame trial settings and tends to perform quite well. In most cases, the rotation is modified slightly to afford more single-target damage for certain trials, but for everything else this is actually closer to ideal, considering that ZOS's definitions of mechanics = more trash.
Bound Aegis is better than Stalwart Guard unless your dps are not already running Rearming Trap. If your dps is using this (and they probably are, even magicka builds should be using this except for less difficult content, where it's unnecessary) then you are wasting the spot, and the extra magicka will increase your damage by a respectable amount. You'd gain approximately 2k more magicka for using it instead - more of a damage increase than adding a spell damage glyph to your weapon.
There are a couple other things I could recommend, but I don't want to sound too critical. I don't want to nit-pick; this build is pretty solid as-is.
I guess the only way I can test aegis vs. guard on Xbox is via bloodspawn time, which it has performed better every time. Also, I find slotting trap on a build that is 100% max range (17m+) kind of silly considering there is no need to come close to any danger. You can genuinely, sit back, guard a ranged DPS and roto. That's my reasoning for the way it's setup.
Yep, it's a valid point. But it's contingent upon group makeup and content (pretty much everything is). In any case, it's your build. Do whatever you want and feel comfortable with. I didn't post here to get your justification for using it, I did so because it might help you to improve.
Oh yeah I understand, that's why I put in the extras about using bound aegis, I'll do up a blood-spawn video today using bound aegis as a comparable output. Honestly this was really just an output skill point change (due to no shadow stone or being close to drop trap), using bound aegis is most likely a more viable option for the majority when in a trials group unless you have a very good team.
Did you have anything further on making the build better? I've been through a few options and have been discussing with NOS further, a maelstrom charged for the back bar, would possibly change this build slightly.
Not a lot, considering that this build tries to remove a spammable ability from the equation. The build is pretty solid the way it looks. I think NOS is probably one of your better sources for info for this, so you're in good hands.
In light of it being a heavy-attack build, I might consider using Boundless Storm in lieu of Destructive Touch. I'd first have to be sure that DT isn't actually pulling more dps than Boundless Storm. One major consideration for this is that Boundless Storm requires you to be melee, so if the two skills are relatively close in dps, Destructive Touch would be better for the ranged utility for tougher content. Depending on your group makeup, being ranged may be the only option.
As far as spammables go, Force Pulse is a strong contender to Destructive Touch as well, even if the Master's destro is kept without the skill (the max magicka is nice, though it equates to less than a SD weapon glyph for some skills). Force Pulse does tend to scale better with active group buffs, and it could be as simple as changing up the skills on a per-encounter basis. If I were to do this, I'd move WoE to the back bar, and Force Pulse on the front. The main problem with this is that the flame staff is more ideal for whichever bar your spammable is on. I don't know that getting new staves is worthwhile, but maybe.
There are some parts of veteran trials where having Hardened or Empowered Ward are very useful. For other encounters, however, you can simply trade Boundless Storm or Mage's Wrath in place of Ward for a marginal dps increase on those fights specifically.
Hope some of this helps. If anything, it might help to prove the build the way you currently have it. Even if you don't change anything, looking into some of these little details can sometimes payoff
Yeah I really just stay out of the melee, when you have stamblades and jabs going ham stacked on the boss, I find the best option is to keep out, making boundless storm useless. Our whole concept with clench is obviously proc'ing illambris, without it, the build is not nearly as nice.
Taking a spammable route, takes away from the build tbh yes. Thanks for the feedback.
Yeah, but you can proc Illambris with what I suggested too. Oh well. Anyway, good luck.
RedVyperOfDorne wrote: »RedVyperOfDorne wrote: »RedVyperOfDorne wrote: »RedVyperOfDorne wrote: »This build is pretty cool. It's found a good spot in endgame trial settings and tends to perform quite well. In most cases, the rotation is modified slightly to afford more single-target damage for certain trials, but for everything else this is actually closer to ideal, considering that ZOS's definitions of mechanics = more trash.
Bound Aegis is better than Stalwart Guard unless your dps are not already running Rearming Trap. If your dps is using this (and they probably are, even magicka builds should be using this except for less difficult content, where it's unnecessary) then you are wasting the spot, and the extra magicka will increase your damage by a respectable amount. You'd gain approximately 2k more magicka for using it instead - more of a damage increase than adding a spell damage glyph to your weapon.
There are a couple other things I could recommend, but I don't want to sound too critical. I don't want to nit-pick; this build is pretty solid as-is.
I guess the only way I can test aegis vs. guard on Xbox is via bloodspawn time, which it has performed better every time. Also, I find slotting trap on a build that is 100% max range (17m+) kind of silly considering there is no need to come close to any danger. You can genuinely, sit back, guard a ranged DPS and roto. That's my reasoning for the way it's setup.
Yep, it's a valid point. But it's contingent upon group makeup and content (pretty much everything is). In any case, it's your build. Do whatever you want and feel comfortable with. I didn't post here to get your justification for using it, I did so because it might help you to improve.
Oh yeah I understand, that's why I put in the extras about using bound aegis, I'll do up a blood-spawn video today using bound aegis as a comparable output. Honestly this was really just an output skill point change (due to no shadow stone or being close to drop trap), using bound aegis is most likely a more viable option for the majority when in a trials group unless you have a very good team.
Did you have anything further on making the build better? I've been through a few options and have been discussing with NOS further, a maelstrom charged for the back bar, would possibly change this build slightly.
Not a lot, considering that this build tries to remove a spammable ability from the equation. The build is pretty solid the way it looks. I think NOS is probably one of your better sources for info for this, so you're in good hands.
In light of it being a heavy-attack build, I might consider using Boundless Storm in lieu of Destructive Touch. I'd first have to be sure that DT isn't actually pulling more dps than Boundless Storm. One major consideration for this is that Boundless Storm requires you to be melee, so if the two skills are relatively close in dps, Destructive Touch would be better for the ranged utility for tougher content. Depending on your group makeup, being ranged may be the only option.
As far as spammables go, Force Pulse is a strong contender to Destructive Touch as well, even if the Master's destro is kept without the skill (the max magicka is nice, though it equates to less than a SD weapon glyph for some skills). Force Pulse does tend to scale better with active group buffs, and it could be as simple as changing up the skills on a per-encounter basis. If I were to do this, I'd move WoE to the back bar, and Force Pulse on the front. The main problem with this is that the flame staff is more ideal for whichever bar your spammable is on. I don't know that getting new staves is worthwhile, but maybe.
There are some parts of veteran trials where having Hardened or Empowered Ward are very useful. For other encounters, however, you can simply trade Boundless Storm or Mage's Wrath in place of Ward for a marginal dps increase on those fights specifically.
Hope some of this helps. If anything, it might help to prove the build the way you currently have it. Even if you don't change anything, looking into some of these little details can sometimes payoff
Yeah I really just stay out of the melee, when you have stamblades and jabs going ham stacked on the boss, I find the best option is to keep out, making boundless storm useless. Our whole concept with clench is obviously proc'ing illambris, without it, the build is not nearly as nice.
Taking a spammable route, takes away from the build tbh yes. Thanks for the feedback.
Yeah, but you can proc Illambris with what I suggested too. Oh well. Anyway, good luck.
The issue here man, is that all you've done is request the build turns into a spammable force pulse, sorc rotation. The concept of this build is outlined in the initial paragraphs. Making your suggestions now invalid. Originally I thought your intentions were to help develop the build further on the basis of what it already offers. If you're looking to comment on a force pulse build I suggest - http://tamrielfoundry.com/topic/2-3-the-yolo-wizard-v2-non-overload-pve-dps-build-vet-mol-approved/
hedna123b14_ESO wrote: »RedVyperOfDorne wrote: »RedVyperOfDorne wrote: »This build is pretty cool. It's found a good spot in endgame trial settings and tends to perform quite well. In most cases, the rotation is modified slightly to afford more single-target damage for certain trials, but for everything else this is actually closer to ideal, considering that ZOS's definitions of mechanics = more trash.
Bound Aegis is better than Stalwart Guard unless your dps are not already running Rearming Trap. If your dps is using this (and they probably are, even magicka builds should be using this except for less difficult content, where it's unnecessary) then you are wasting the spot, and the extra magicka will increase your damage by a respectable amount. You'd gain approximately 2k more magicka for using it instead - more of a damage increase than adding a spell damage glyph to your weapon.
There are a couple other things I could recommend, but I don't want to sound too critical. I don't want to nit-pick; this build is pretty solid as-is.
I guess the only way I can test aegis vs. guard on Xbox is via bloodspawn time, which it has performed better every time. Also, I find slotting trap on a build that is 100% max range (17m+) kind of silly considering there is no need to come close to any danger. You can genuinely, sit back, guard a ranged DPS and roto. That's my reasoning for the way it's setup.
Yep, it's a valid point. But it's contingent upon group makeup and content (pretty much everything is). In any case, it's your build. Do whatever you want and feel comfortable with. I didn't post here to get your justification for using it, I did so because it might help you to improve.
Oh yeah I understand, that's why I put in the extras about using bound aegis, I'll do up a blood-spawn video today using bound aegis as a comparable output. Honestly this was really just an output skill point change (due to no shadow stone or being close to drop trap), using bound aegis is most likely a more viable option for the majority when in a trials group unless you have a very good team.
Did you have anything further on making the build better? I've been through a few options and have been discussing with NOS further, a maelstrom charged for the back bar, would possibly change this build slightly.
Not a lot, considering that this build tries to remove a spammable ability from the equation. The build is pretty solid the way it looks. I think NOS is probably one of your better sources for info for this, so you're in good hands.
In light of it being a heavy-attack build, I might consider using Boundless Storm in lieu of Destructive Touch. I'd first have to be sure that DT isn't actually pulling more dps than Boundless Storm. One major consideration for this is that Boundless Storm requires you to be melee, so if the two skills are relatively close in dps, Destructive Touch would be better for the ranged utility for tougher content. Depending on your group makeup, being ranged may be the only option.
As far as spammables go, Force Pulse is a strong contender to Destructive Touch as well, even if the Master's destro is kept without the skill (the max magicka is nice, though it equates to less than a SD weapon glyph for some skills). Force Pulse does tend to scale better with active group buffs, and it could be as simple as changing up the skills on a per-encounter basis. If I were to do this, I'd move WoE to the back bar, and Force Pulse on the front. The main problem with this is that the flame staff is more ideal for whichever bar your spammable is on. I don't know that getting new staves is worthwhile, but maybe.
There are some parts of veteran trials where having Hardened or Empowered Ward are very useful. For other encounters, however, you can simply trade Boundless Storm or Mage's Wrath in place of Ward for a marginal dps increase on those fights specifically.
Hope some of this helps. If anything, it might help to prove the build the way you currently have it. Even if you don't change anything, looking into some of these little details can sometimes payoffRedVyperOfDorne wrote: »RedVyperOfDorne wrote: »RedVyperOfDorne wrote: »This build is pretty cool. It's found a good spot in endgame trial settings and tends to perform quite well. In most cases, the rotation is modified slightly to afford more single-target damage for certain trials, but for everything else this is actually closer to ideal, considering that ZOS's definitions of mechanics = more trash.
Bound Aegis is better than Stalwart Guard unless your dps are not already running Rearming Trap. If your dps is using this (and they probably are, even magicka builds should be using this except for less difficult content, where it's unnecessary) then you are wasting the spot, and the extra magicka will increase your damage by a respectable amount. You'd gain approximately 2k more magicka for using it instead - more of a damage increase than adding a spell damage glyph to your weapon.
There are a couple other things I could recommend, but I don't want to sound too critical. I don't want to nit-pick; this build is pretty solid as-is.
I guess the only way I can test aegis vs. guard on Xbox is via bloodspawn time, which it has performed better every time. Also, I find slotting trap on a build that is 100% max range (17m+) kind of silly considering there is no need to come close to any danger. You can genuinely, sit back, guard a ranged DPS and roto. That's my reasoning for the way it's setup.
Yep, it's a valid point. But it's contingent upon group makeup and content (pretty much everything is). In any case, it's your build. Do whatever you want and feel comfortable with. I didn't post here to get your justification for using it, I did so because it might help you to improve.
Oh yeah I understand, that's why I put in the extras about using bound aegis, I'll do up a blood-spawn video today using bound aegis as a comparable output. Honestly this was really just an output skill point change (due to no shadow stone or being close to drop trap), using bound aegis is most likely a more viable option for the majority when in a trials group unless you have a very good team.
Did you have anything further on making the build better? I've been through a few options and have been discussing with NOS further, a maelstrom charged for the back bar, would possibly change this build slightly.
Not a lot, considering that this build tries to remove a spammable ability from the equation. The build is pretty solid the way it looks. I think NOS is probably one of your better sources for info for this, so you're in good hands.
In light of it being a heavy-attack build, I might consider using Boundless Storm in lieu of Destructive Touch. I'd first have to be sure that DT isn't actually pulling more dps than Boundless Storm. One major consideration for this is that Boundless Storm requires you to be melee, so if the two skills are relatively close in dps, Destructive Touch would be better for the ranged utility for tougher content. Depending on your group makeup, being ranged may be the only option.
As far as spammables go, Force Pulse is a strong contender to Destructive Touch as well, even if the Master's destro is kept without the skill (the max magicka is nice, though it equates to less than a SD weapon glyph for some skills). Force Pulse does tend to scale better with active group buffs, and it could be as simple as changing up the skills on a per-encounter basis. If I were to do this, I'd move WoE to the back bar, and Force Pulse on the front. The main problem with this is that the flame staff is more ideal for whichever bar your spammable is on. I don't know that getting new staves is worthwhile, but maybe.
There are some parts of veteran trials where having Hardened or Empowered Ward are very useful. For other encounters, however, you can simply trade Boundless Storm or Mage's Wrath in place of Ward for a marginal dps increase on those fights specifically.
Hope some of this helps. If anything, it might help to prove the build the way you currently have it. Even if you don't change anything, looking into some of these little details can sometimes payoff
Yeah I really just stay out of the melee, when you have stamblades and jabs going ham stacked on the boss, I find the best option is to keep out, making boundless storm useless. Our whole concept with clench is obviously proc'ing illambris, without it, the build is not nearly as nice.
Taking a spammable route, takes away from the build tbh yes. Thanks for the feedback.RedVyperOfDorne wrote: »RedVyperOfDorne wrote: »RedVyperOfDorne wrote: »This build is pretty cool. It's found a good spot in endgame trial settings and tends to perform quite well. In most cases, the rotation is modified slightly to afford more single-target damage for certain trials, but for everything else this is actually closer to ideal, considering that ZOS's definitions of mechanics = more trash.
Bound Aegis is better than Stalwart Guard unless your dps are not already running Rearming Trap. If your dps is using this (and they probably are, even magicka builds should be using this except for less difficult content, where it's unnecessary) then you are wasting the spot, and the extra magicka will increase your damage by a respectable amount. You'd gain approximately 2k more magicka for using it instead - more of a damage increase than adding a spell damage glyph to your weapon.
There are a couple other things I could recommend, but I don't want to sound too critical. I don't want to nit-pick; this build is pretty solid as-is.
I guess the only way I can test aegis vs. guard on Xbox is via bloodspawn time, which it has performed better every time. Also, I find slotting trap on a build that is 100% max range (17m+) kind of silly considering there is no need to come close to any danger. You can genuinely, sit back, guard a ranged DPS and roto. That's my reasoning for the way it's setup.
Yep, it's a valid point. But it's contingent upon group makeup and content (pretty much everything is). In any case, it's your build. Do whatever you want and feel comfortable with. I didn't post here to get your justification for using it, I did so because it might help you to improve.
Oh yeah I understand, that's why I put in the extras about using bound aegis, I'll do up a blood-spawn video today using bound aegis as a comparable output. Honestly this was really just an output skill point change (due to no shadow stone or being close to drop trap), using bound aegis is most likely a more viable option for the majority when in a trials group unless you have a very good team.
Did you have anything further on making the build better? I've been through a few options and have been discussing with NOS further, a maelstrom charged for the back bar, would possibly change this build slightly.
Not a lot, considering that this build tries to remove a spammable ability from the equation. The build is pretty solid the way it looks. I think NOS is probably one of your better sources for info for this, so you're in good hands.
In light of it being a heavy-attack build, I might consider using Boundless Storm in lieu of Destructive Touch. I'd first have to be sure that DT isn't actually pulling more dps than Boundless Storm. One major consideration for this is that Boundless Storm requires you to be melee, so if the two skills are relatively close in dps, Destructive Touch would be better for the ranged utility for tougher content. Depending on your group makeup, being ranged may be the only option.
As far as spammables go, Force Pulse is a strong contender to Destructive Touch as well, even if the Master's destro is kept without the skill (the max magicka is nice, though it equates to less than a SD weapon glyph for some skills). Force Pulse does tend to scale better with active group buffs, and it could be as simple as changing up the skills on a per-encounter basis. If I were to do this, I'd move WoE to the back bar, and Force Pulse on the front. The main problem with this is that the flame staff is more ideal for whichever bar your spammable is on. I don't know that getting new staves is worthwhile, but maybe.
There are some parts of veteran trials where having Hardened or Empowered Ward are very useful. For other encounters, however, you can simply trade Boundless Storm or Mage's Wrath in place of Ward for a marginal dps increase on those fights specifically.
Hope some of this helps. If anything, it might help to prove the build the way you currently have it. Even if you don't change anything, looking into some of these little details can sometimes payoff
Yeah I really just stay out of the melee, when you have stamblades and jabs going ham stacked on the boss, I find the best option is to keep out, making boundless storm useless. Our whole concept with clench is obviously proc'ing illambris, without it, the build is not nearly as nice.
Taking a spammable route, takes away from the build tbh yes. Thanks for the feedback.
Yeah, but you can proc Illambris with what I suggested too. Oh well. Anyway, good luck.RedVyperOfDorne wrote: »RedVyperOfDorne wrote: »RedVyperOfDorne wrote: »RedVyperOfDorne wrote: »This build is pretty cool. It's found a good spot in endgame trial settings and tends to perform quite well. In most cases, the rotation is modified slightly to afford more single-target damage for certain trials, but for everything else this is actually closer to ideal, considering that ZOS's definitions of mechanics = more trash.
Bound Aegis is better than Stalwart Guard unless your dps are not already running Rearming Trap. If your dps is using this (and they probably are, even magicka builds should be using this except for less difficult content, where it's unnecessary) then you are wasting the spot, and the extra magicka will increase your damage by a respectable amount. You'd gain approximately 2k more magicka for using it instead - more of a damage increase than adding a spell damage glyph to your weapon.
There are a couple other things I could recommend, but I don't want to sound too critical. I don't want to nit-pick; this build is pretty solid as-is.
I guess the only way I can test aegis vs. guard on Xbox is via bloodspawn time, which it has performed better every time. Also, I find slotting trap on a build that is 100% max range (17m+) kind of silly considering there is no need to come close to any danger. You can genuinely, sit back, guard a ranged DPS and roto. That's my reasoning for the way it's setup.
Yep, it's a valid point. But it's contingent upon group makeup and content (pretty much everything is). In any case, it's your build. Do whatever you want and feel comfortable with. I didn't post here to get your justification for using it, I did so because it might help you to improve.
Oh yeah I understand, that's why I put in the extras about using bound aegis, I'll do up a blood-spawn video today using bound aegis as a comparable output. Honestly this was really just an output skill point change (due to no shadow stone or being close to drop trap), using bound aegis is most likely a more viable option for the majority when in a trials group unless you have a very good team.
Did you have anything further on making the build better? I've been through a few options and have been discussing with NOS further, a maelstrom charged for the back bar, would possibly change this build slightly.
Not a lot, considering that this build tries to remove a spammable ability from the equation. The build is pretty solid the way it looks. I think NOS is probably one of your better sources for info for this, so you're in good hands.
In light of it being a heavy-attack build, I might consider using Boundless Storm in lieu of Destructive Touch. I'd first have to be sure that DT isn't actually pulling more dps than Boundless Storm. One major consideration for this is that Boundless Storm requires you to be melee, so if the two skills are relatively close in dps, Destructive Touch would be better for the ranged utility for tougher content. Depending on your group makeup, being ranged may be the only option.
As far as spammables go, Force Pulse is a strong contender to Destructive Touch as well, even if the Master's destro is kept without the skill (the max magicka is nice, though it equates to less than a SD weapon glyph for some skills). Force Pulse does tend to scale better with active group buffs, and it could be as simple as changing up the skills on a per-encounter basis. If I were to do this, I'd move WoE to the back bar, and Force Pulse on the front. The main problem with this is that the flame staff is more ideal for whichever bar your spammable is on. I don't know that getting new staves is worthwhile, but maybe.
There are some parts of veteran trials where having Hardened or Empowered Ward are very useful. For other encounters, however, you can simply trade Boundless Storm or Mage's Wrath in place of Ward for a marginal dps increase on those fights specifically.
Hope some of this helps. If anything, it might help to prove the build the way you currently have it. Even if you don't change anything, looking into some of these little details can sometimes payoff
Yeah I really just stay out of the melee, when you have stamblades and jabs going ham stacked on the boss, I find the best option is to keep out, making boundless storm useless. Our whole concept with clench is obviously proc'ing illambris, without it, the build is not nearly as nice.
Taking a spammable route, takes away from the build tbh yes. Thanks for the feedback.
Yeah, but you can proc Illambris with what I suggested too. Oh well. Anyway, good luck.
The issue here man, is that all you've done is request the build turns into a spammable force pulse, sorc rotation. The concept of this build is outlined in the initial paragraphs. Making your suggestions now invalid. Originally I thought your intentions were to help develop the build further on the basis of what it already offers. If you're looking to comment on a force pulse build I suggest - http://tamrielfoundry.com/topic/2-3-the-yolo-wizard-v2-non-overload-pve-dps-build-vet-mol-approved/
Goal of this build is to redo the NO spammable build. For such a build the goal is always to lay DoTs and then use FHA. A soammable does not contribute to design of the build because its not a DoT, therefore it is useless. Also I tried to reinvigorate the no spammable in trials but I could never make it work due to lag issues, but maybe those with a better connection/pc can do it.
hedna123b14_ESO wrote: »RedVyperOfDorne wrote: »RedVyperOfDorne wrote: »This build is pretty cool. It's found a good spot in endgame trial settings and tends to perform quite well. In most cases, the rotation is modified slightly to afford more single-target damage for certain trials, but for everything else this is actually closer to ideal, considering that ZOS's definitions of mechanics = more trash.
Bound Aegis is better than Stalwart Guard unless your dps are not already running Rearming Trap. If your dps is using this (and they probably are, even magicka builds should be using this except for less difficult content, where it's unnecessary) then you are wasting the spot, and the extra magicka will increase your damage by a respectable amount. You'd gain approximately 2k more magicka for using it instead - more of a damage increase than adding a spell damage glyph to your weapon.
There are a couple other things I could recommend, but I don't want to sound too critical. I don't want to nit-pick; this build is pretty solid as-is.
I guess the only way I can test aegis vs. guard on Xbox is via bloodspawn time, which it has performed better every time. Also, I find slotting trap on a build that is 100% max range (17m+) kind of silly considering there is no need to come close to any danger. You can genuinely, sit back, guard a ranged DPS and roto. That's my reasoning for the way it's setup.
Yep, it's a valid point. But it's contingent upon group makeup and content (pretty much everything is). In any case, it's your build. Do whatever you want and feel comfortable with. I didn't post here to get your justification for using it, I did so because it might help you to improve.
Oh yeah I understand, that's why I put in the extras about using bound aegis, I'll do up a blood-spawn video today using bound aegis as a comparable output. Honestly this was really just an output skill point change (due to no shadow stone or being close to drop trap), using bound aegis is most likely a more viable option for the majority when in a trials group unless you have a very good team.
Did you have anything further on making the build better? I've been through a few options and have been discussing with NOS further, a maelstrom charged for the back bar, would possibly change this build slightly.
Not a lot, considering that this build tries to remove a spammable ability from the equation. The build is pretty solid the way it looks. I think NOS is probably one of your better sources for info for this, so you're in good hands.
In light of it being a heavy-attack build, I might consider using Boundless Storm in lieu of Destructive Touch. I'd first have to be sure that DT isn't actually pulling more dps than Boundless Storm. One major consideration for this is that Boundless Storm requires you to be melee, so if the two skills are relatively close in dps, Destructive Touch would be better for the ranged utility for tougher content. Depending on your group makeup, being ranged may be the only option.
As far as spammables go, Force Pulse is a strong contender to Destructive Touch as well, even if the Master's destro is kept without the skill (the max magicka is nice, though it equates to less than a SD weapon glyph for some skills). Force Pulse does tend to scale better with active group buffs, and it could be as simple as changing up the skills on a per-encounter basis. If I were to do this, I'd move WoE to the back bar, and Force Pulse on the front. The main problem with this is that the flame staff is more ideal for whichever bar your spammable is on. I don't know that getting new staves is worthwhile, but maybe.
There are some parts of veteran trials where having Hardened or Empowered Ward are very useful. For other encounters, however, you can simply trade Boundless Storm or Mage's Wrath in place of Ward for a marginal dps increase on those fights specifically.
Hope some of this helps. If anything, it might help to prove the build the way you currently have it. Even if you don't change anything, looking into some of these little details can sometimes payoffRedVyperOfDorne wrote: »RedVyperOfDorne wrote: »RedVyperOfDorne wrote: »This build is pretty cool. It's found a good spot in endgame trial settings and tends to perform quite well. In most cases, the rotation is modified slightly to afford more single-target damage for certain trials, but for everything else this is actually closer to ideal, considering that ZOS's definitions of mechanics = more trash.
Bound Aegis is better than Stalwart Guard unless your dps are not already running Rearming Trap. If your dps is using this (and they probably are, even magicka builds should be using this except for less difficult content, where it's unnecessary) then you are wasting the spot, and the extra magicka will increase your damage by a respectable amount. You'd gain approximately 2k more magicka for using it instead - more of a damage increase than adding a spell damage glyph to your weapon.
There are a couple other things I could recommend, but I don't want to sound too critical. I don't want to nit-pick; this build is pretty solid as-is.
I guess the only way I can test aegis vs. guard on Xbox is via bloodspawn time, which it has performed better every time. Also, I find slotting trap on a build that is 100% max range (17m+) kind of silly considering there is no need to come close to any danger. You can genuinely, sit back, guard a ranged DPS and roto. That's my reasoning for the way it's setup.
Yep, it's a valid point. But it's contingent upon group makeup and content (pretty much everything is). In any case, it's your build. Do whatever you want and feel comfortable with. I didn't post here to get your justification for using it, I did so because it might help you to improve.
Oh yeah I understand, that's why I put in the extras about using bound aegis, I'll do up a blood-spawn video today using bound aegis as a comparable output. Honestly this was really just an output skill point change (due to no shadow stone or being close to drop trap), using bound aegis is most likely a more viable option for the majority when in a trials group unless you have a very good team.
Did you have anything further on making the build better? I've been through a few options and have been discussing with NOS further, a maelstrom charged for the back bar, would possibly change this build slightly.
Not a lot, considering that this build tries to remove a spammable ability from the equation. The build is pretty solid the way it looks. I think NOS is probably one of your better sources for info for this, so you're in good hands.
In light of it being a heavy-attack build, I might consider using Boundless Storm in lieu of Destructive Touch. I'd first have to be sure that DT isn't actually pulling more dps than Boundless Storm. One major consideration for this is that Boundless Storm requires you to be melee, so if the two skills are relatively close in dps, Destructive Touch would be better for the ranged utility for tougher content. Depending on your group makeup, being ranged may be the only option.
As far as spammables go, Force Pulse is a strong contender to Destructive Touch as well, even if the Master's destro is kept without the skill (the max magicka is nice, though it equates to less than a SD weapon glyph for some skills). Force Pulse does tend to scale better with active group buffs, and it could be as simple as changing up the skills on a per-encounter basis. If I were to do this, I'd move WoE to the back bar, and Force Pulse on the front. The main problem with this is that the flame staff is more ideal for whichever bar your spammable is on. I don't know that getting new staves is worthwhile, but maybe.
There are some parts of veteran trials where having Hardened or Empowered Ward are very useful. For other encounters, however, you can simply trade Boundless Storm or Mage's Wrath in place of Ward for a marginal dps increase on those fights specifically.
Hope some of this helps. If anything, it might help to prove the build the way you currently have it. Even if you don't change anything, looking into some of these little details can sometimes payoff
Yeah I really just stay out of the melee, when you have stamblades and jabs going ham stacked on the boss, I find the best option is to keep out, making boundless storm useless. Our whole concept with clench is obviously proc'ing illambris, without it, the build is not nearly as nice.
Taking a spammable route, takes away from the build tbh yes. Thanks for the feedback.RedVyperOfDorne wrote: »RedVyperOfDorne wrote: »RedVyperOfDorne wrote: »This build is pretty cool. It's found a good spot in endgame trial settings and tends to perform quite well. In most cases, the rotation is modified slightly to afford more single-target damage for certain trials, but for everything else this is actually closer to ideal, considering that ZOS's definitions of mechanics = more trash.
Bound Aegis is better than Stalwart Guard unless your dps are not already running Rearming Trap. If your dps is using this (and they probably are, even magicka builds should be using this except for less difficult content, where it's unnecessary) then you are wasting the spot, and the extra magicka will increase your damage by a respectable amount. You'd gain approximately 2k more magicka for using it instead - more of a damage increase than adding a spell damage glyph to your weapon.
There are a couple other things I could recommend, but I don't want to sound too critical. I don't want to nit-pick; this build is pretty solid as-is.
I guess the only way I can test aegis vs. guard on Xbox is via bloodspawn time, which it has performed better every time. Also, I find slotting trap on a build that is 100% max range (17m+) kind of silly considering there is no need to come close to any danger. You can genuinely, sit back, guard a ranged DPS and roto. That's my reasoning for the way it's setup.
Yep, it's a valid point. But it's contingent upon group makeup and content (pretty much everything is). In any case, it's your build. Do whatever you want and feel comfortable with. I didn't post here to get your justification for using it, I did so because it might help you to improve.
Oh yeah I understand, that's why I put in the extras about using bound aegis, I'll do up a blood-spawn video today using bound aegis as a comparable output. Honestly this was really just an output skill point change (due to no shadow stone or being close to drop trap), using bound aegis is most likely a more viable option for the majority when in a trials group unless you have a very good team.
Did you have anything further on making the build better? I've been through a few options and have been discussing with NOS further, a maelstrom charged for the back bar, would possibly change this build slightly.
Not a lot, considering that this build tries to remove a spammable ability from the equation. The build is pretty solid the way it looks. I think NOS is probably one of your better sources for info for this, so you're in good hands.
In light of it being a heavy-attack build, I might consider using Boundless Storm in lieu of Destructive Touch. I'd first have to be sure that DT isn't actually pulling more dps than Boundless Storm. One major consideration for this is that Boundless Storm requires you to be melee, so if the two skills are relatively close in dps, Destructive Touch would be better for the ranged utility for tougher content. Depending on your group makeup, being ranged may be the only option.
As far as spammables go, Force Pulse is a strong contender to Destructive Touch as well, even if the Master's destro is kept without the skill (the max magicka is nice, though it equates to less than a SD weapon glyph for some skills). Force Pulse does tend to scale better with active group buffs, and it could be as simple as changing up the skills on a per-encounter basis. If I were to do this, I'd move WoE to the back bar, and Force Pulse on the front. The main problem with this is that the flame staff is more ideal for whichever bar your spammable is on. I don't know that getting new staves is worthwhile, but maybe.
There are some parts of veteran trials where having Hardened or Empowered Ward are very useful. For other encounters, however, you can simply trade Boundless Storm or Mage's Wrath in place of Ward for a marginal dps increase on those fights specifically.
Hope some of this helps. If anything, it might help to prove the build the way you currently have it. Even if you don't change anything, looking into some of these little details can sometimes payoff
Yeah I really just stay out of the melee, when you have stamblades and jabs going ham stacked on the boss, I find the best option is to keep out, making boundless storm useless. Our whole concept with clench is obviously proc'ing illambris, without it, the build is not nearly as nice.
Taking a spammable route, takes away from the build tbh yes. Thanks for the feedback.
Yeah, but you can proc Illambris with what I suggested too. Oh well. Anyway, good luck.RedVyperOfDorne wrote: »RedVyperOfDorne wrote: »RedVyperOfDorne wrote: »RedVyperOfDorne wrote: »This build is pretty cool. It's found a good spot in endgame trial settings and tends to perform quite well. In most cases, the rotation is modified slightly to afford more single-target damage for certain trials, but for everything else this is actually closer to ideal, considering that ZOS's definitions of mechanics = more trash.
Bound Aegis is better than Stalwart Guard unless your dps are not already running Rearming Trap. If your dps is using this (and they probably are, even magicka builds should be using this except for less difficult content, where it's unnecessary) then you are wasting the spot, and the extra magicka will increase your damage by a respectable amount. You'd gain approximately 2k more magicka for using it instead - more of a damage increase than adding a spell damage glyph to your weapon.
There are a couple other things I could recommend, but I don't want to sound too critical. I don't want to nit-pick; this build is pretty solid as-is.
I guess the only way I can test aegis vs. guard on Xbox is via bloodspawn time, which it has performed better every time. Also, I find slotting trap on a build that is 100% max range (17m+) kind of silly considering there is no need to come close to any danger. You can genuinely, sit back, guard a ranged DPS and roto. That's my reasoning for the way it's setup.
Yep, it's a valid point. But it's contingent upon group makeup and content (pretty much everything is). In any case, it's your build. Do whatever you want and feel comfortable with. I didn't post here to get your justification for using it, I did so because it might help you to improve.
Oh yeah I understand, that's why I put in the extras about using bound aegis, I'll do up a blood-spawn video today using bound aegis as a comparable output. Honestly this was really just an output skill point change (due to no shadow stone or being close to drop trap), using bound aegis is most likely a more viable option for the majority when in a trials group unless you have a very good team.
Did you have anything further on making the build better? I've been through a few options and have been discussing with NOS further, a maelstrom charged for the back bar, would possibly change this build slightly.
Not a lot, considering that this build tries to remove a spammable ability from the equation. The build is pretty solid the way it looks. I think NOS is probably one of your better sources for info for this, so you're in good hands.
In light of it being a heavy-attack build, I might consider using Boundless Storm in lieu of Destructive Touch. I'd first have to be sure that DT isn't actually pulling more dps than Boundless Storm. One major consideration for this is that Boundless Storm requires you to be melee, so if the two skills are relatively close in dps, Destructive Touch would be better for the ranged utility for tougher content. Depending on your group makeup, being ranged may be the only option.
As far as spammables go, Force Pulse is a strong contender to Destructive Touch as well, even if the Master's destro is kept without the skill (the max magicka is nice, though it equates to less than a SD weapon glyph for some skills). Force Pulse does tend to scale better with active group buffs, and it could be as simple as changing up the skills on a per-encounter basis. If I were to do this, I'd move WoE to the back bar, and Force Pulse on the front. The main problem with this is that the flame staff is more ideal for whichever bar your spammable is on. I don't know that getting new staves is worthwhile, but maybe.
There are some parts of veteran trials where having Hardened or Empowered Ward are very useful. For other encounters, however, you can simply trade Boundless Storm or Mage's Wrath in place of Ward for a marginal dps increase on those fights specifically.
Hope some of this helps. If anything, it might help to prove the build the way you currently have it. Even if you don't change anything, looking into some of these little details can sometimes payoff
Yeah I really just stay out of the melee, when you have stamblades and jabs going ham stacked on the boss, I find the best option is to keep out, making boundless storm useless. Our whole concept with clench is obviously proc'ing illambris, without it, the build is not nearly as nice.
Taking a spammable route, takes away from the build tbh yes. Thanks for the feedback.
Yeah, but you can proc Illambris with what I suggested too. Oh well. Anyway, good luck.
The issue here man, is that all you've done is request the build turns into a spammable force pulse, sorc rotation. The concept of this build is outlined in the initial paragraphs. Making your suggestions now invalid. Originally I thought your intentions were to help develop the build further on the basis of what it already offers. If you're looking to comment on a force pulse build I suggest - http://tamrielfoundry.com/topic/2-3-the-yolo-wizard-v2-non-overload-pve-dps-build-vet-mol-approved/
Goal of this build is to redo the NO spammable build. For such a build the goal is always to lay DoTs and then use FHA. A soammable does not contribute to design of the build because its not a DoT, therefore it is useless. Also I tried to reinvigorate the no spammable in trials but I could never make it work due to lag issues, but maybe those with a better connection/pc can do it.
I'm actually working at a DK Heavy Attack build that delivered awesome results in single target and AoE (34k bloodspawn with non-fully optimised rotation), it uses 5 Aether with one jewelry, 2 illambris(one heavy, one light, 3 undaunted infiltrator (one medium body and two jewelry) and undaunted infiltrator dual wield on back bar, vma Sharpened Lightning on main.
The heavies are slightly weaker as with Sergeants mail, but you get Illambris with both elements through eruption, engulfing flames, thunderous rage & blockade of storms, all you need to do is swap bars every ten seconds to cast eruption or engulfing flames.
Current rotation is Molten armaments - Eruption (18s)on DW bar - bar swap - blockade(8s) - three fully charged heavies (take exactly the time until blockade and undaunted infiltrators runs out ~ 2.5 seconds per HA) - bar swap - engulfing flames(10s) on DW bar - bar swap - blockade - three fully charged heavies and repeat.
Thing is that if you get the skill timing right, you never have to lift the finger off you left mouse button.
Right now, I just throw in molten armaments when it expires and thunderous rage when I've got the ultimate for it, maybe you guys can help me get the timing right to improve it further. Can't wait for DPS-Dummies
hedna123b14_ESO wrote: »hedna123b14_ESO wrote: »RedVyperOfDorne wrote: »RedVyperOfDorne wrote: »This build is pretty cool. It's found a good spot in endgame trial settings and tends to perform quite well. In most cases, the rotation is modified slightly to afford more single-target damage for certain trials, but for everything else this is actually closer to ideal, considering that ZOS's definitions of mechanics = more trash.
Bound Aegis is better than Stalwart Guard unless your dps are not already running Rearming Trap. If your dps is using this (and they probably are, even magicka builds should be using this except for less difficult content, where it's unnecessary) then you are wasting the spot, and the extra magicka will increase your damage by a respectable amount. You'd gain approximately 2k more magicka for using it instead - more of a damage increase than adding a spell damage glyph to your weapon.
There are a couple other things I could recommend, but I don't want to sound too critical. I don't want to nit-pick; this build is pretty solid as-is.
I guess the only way I can test aegis vs. guard on Xbox is via bloodspawn time, which it has performed better every time. Also, I find slotting trap on a build that is 100% max range (17m+) kind of silly considering there is no need to come close to any danger. You can genuinely, sit back, guard a ranged DPS and roto. That's my reasoning for the way it's setup.
Yep, it's a valid point. But it's contingent upon group makeup and content (pretty much everything is). In any case, it's your build. Do whatever you want and feel comfortable with. I didn't post here to get your justification for using it, I did so because it might help you to improve.
Oh yeah I understand, that's why I put in the extras about using bound aegis, I'll do up a blood-spawn video today using bound aegis as a comparable output. Honestly this was really just an output skill point change (due to no shadow stone or being close to drop trap), using bound aegis is most likely a more viable option for the majority when in a trials group unless you have a very good team.
Did you have anything further on making the build better? I've been through a few options and have been discussing with NOS further, a maelstrom charged for the back bar, would possibly change this build slightly.
Not a lot, considering that this build tries to remove a spammable ability from the equation. The build is pretty solid the way it looks. I think NOS is probably one of your better sources for info for this, so you're in good hands.
In light of it being a heavy-attack build, I might consider using Boundless Storm in lieu of Destructive Touch. I'd first have to be sure that DT isn't actually pulling more dps than Boundless Storm. One major consideration for this is that Boundless Storm requires you to be melee, so if the two skills are relatively close in dps, Destructive Touch would be better for the ranged utility for tougher content. Depending on your group makeup, being ranged may be the only option.
As far as spammables go, Force Pulse is a strong contender to Destructive Touch as well, even if the Master's destro is kept without the skill (the max magicka is nice, though it equates to less than a SD weapon glyph for some skills). Force Pulse does tend to scale better with active group buffs, and it could be as simple as changing up the skills on a per-encounter basis. If I were to do this, I'd move WoE to the back bar, and Force Pulse on the front. The main problem with this is that the flame staff is more ideal for whichever bar your spammable is on. I don't know that getting new staves is worthwhile, but maybe.
There are some parts of veteran trials where having Hardened or Empowered Ward are very useful. For other encounters, however, you can simply trade Boundless Storm or Mage's Wrath in place of Ward for a marginal dps increase on those fights specifically.
Hope some of this helps. If anything, it might help to prove the build the way you currently have it. Even if you don't change anything, looking into some of these little details can sometimes payoffRedVyperOfDorne wrote: »RedVyperOfDorne wrote: »RedVyperOfDorne wrote: »This build is pretty cool. It's found a good spot in endgame trial settings and tends to perform quite well. In most cases, the rotation is modified slightly to afford more single-target damage for certain trials, but for everything else this is actually closer to ideal, considering that ZOS's definitions of mechanics = more trash.
Bound Aegis is better than Stalwart Guard unless your dps are not already running Rearming Trap. If your dps is using this (and they probably are, even magicka builds should be using this except for less difficult content, where it's unnecessary) then you are wasting the spot, and the extra magicka will increase your damage by a respectable amount. You'd gain approximately 2k more magicka for using it instead - more of a damage increase than adding a spell damage glyph to your weapon.
There are a couple other things I could recommend, but I don't want to sound too critical. I don't want to nit-pick; this build is pretty solid as-is.
I guess the only way I can test aegis vs. guard on Xbox is via bloodspawn time, which it has performed better every time. Also, I find slotting trap on a build that is 100% max range (17m+) kind of silly considering there is no need to come close to any danger. You can genuinely, sit back, guard a ranged DPS and roto. That's my reasoning for the way it's setup.
Yep, it's a valid point. But it's contingent upon group makeup and content (pretty much everything is). In any case, it's your build. Do whatever you want and feel comfortable with. I didn't post here to get your justification for using it, I did so because it might help you to improve.
Oh yeah I understand, that's why I put in the extras about using bound aegis, I'll do up a blood-spawn video today using bound aegis as a comparable output. Honestly this was really just an output skill point change (due to no shadow stone or being close to drop trap), using bound aegis is most likely a more viable option for the majority when in a trials group unless you have a very good team.
Did you have anything further on making the build better? I've been through a few options and have been discussing with NOS further, a maelstrom charged for the back bar, would possibly change this build slightly.
Not a lot, considering that this build tries to remove a spammable ability from the equation. The build is pretty solid the way it looks. I think NOS is probably one of your better sources for info for this, so you're in good hands.
In light of it being a heavy-attack build, I might consider using Boundless Storm in lieu of Destructive Touch. I'd first have to be sure that DT isn't actually pulling more dps than Boundless Storm. One major consideration for this is that Boundless Storm requires you to be melee, so if the two skills are relatively close in dps, Destructive Touch would be better for the ranged utility for tougher content. Depending on your group makeup, being ranged may be the only option.
As far as spammables go, Force Pulse is a strong contender to Destructive Touch as well, even if the Master's destro is kept without the skill (the max magicka is nice, though it equates to less than a SD weapon glyph for some skills). Force Pulse does tend to scale better with active group buffs, and it could be as simple as changing up the skills on a per-encounter basis. If I were to do this, I'd move WoE to the back bar, and Force Pulse on the front. The main problem with this is that the flame staff is more ideal for whichever bar your spammable is on. I don't know that getting new staves is worthwhile, but maybe.
There are some parts of veteran trials where having Hardened or Empowered Ward are very useful. For other encounters, however, you can simply trade Boundless Storm or Mage's Wrath in place of Ward for a marginal dps increase on those fights specifically.
Hope some of this helps. If anything, it might help to prove the build the way you currently have it. Even if you don't change anything, looking into some of these little details can sometimes payoff
Yeah I really just stay out of the melee, when you have stamblades and jabs going ham stacked on the boss, I find the best option is to keep out, making boundless storm useless. Our whole concept with clench is obviously proc'ing illambris, without it, the build is not nearly as nice.
Taking a spammable route, takes away from the build tbh yes. Thanks for the feedback.RedVyperOfDorne wrote: »RedVyperOfDorne wrote: »RedVyperOfDorne wrote: »This build is pretty cool. It's found a good spot in endgame trial settings and tends to perform quite well. In most cases, the rotation is modified slightly to afford more single-target damage for certain trials, but for everything else this is actually closer to ideal, considering that ZOS's definitions of mechanics = more trash.
Bound Aegis is better than Stalwart Guard unless your dps are not already running Rearming Trap. If your dps is using this (and they probably are, even magicka builds should be using this except for less difficult content, where it's unnecessary) then you are wasting the spot, and the extra magicka will increase your damage by a respectable amount. You'd gain approximately 2k more magicka for using it instead - more of a damage increase than adding a spell damage glyph to your weapon.
There are a couple other things I could recommend, but I don't want to sound too critical. I don't want to nit-pick; this build is pretty solid as-is.
I guess the only way I can test aegis vs. guard on Xbox is via bloodspawn time, which it has performed better every time. Also, I find slotting trap on a build that is 100% max range (17m+) kind of silly considering there is no need to come close to any danger. You can genuinely, sit back, guard a ranged DPS and roto. That's my reasoning for the way it's setup.
Yep, it's a valid point. But it's contingent upon group makeup and content (pretty much everything is). In any case, it's your build. Do whatever you want and feel comfortable with. I didn't post here to get your justification for using it, I did so because it might help you to improve.
Oh yeah I understand, that's why I put in the extras about using bound aegis, I'll do up a blood-spawn video today using bound aegis as a comparable output. Honestly this was really just an output skill point change (due to no shadow stone or being close to drop trap), using bound aegis is most likely a more viable option for the majority when in a trials group unless you have a very good team.
Did you have anything further on making the build better? I've been through a few options and have been discussing with NOS further, a maelstrom charged for the back bar, would possibly change this build slightly.
Not a lot, considering that this build tries to remove a spammable ability from the equation. The build is pretty solid the way it looks. I think NOS is probably one of your better sources for info for this, so you're in good hands.
In light of it being a heavy-attack build, I might consider using Boundless Storm in lieu of Destructive Touch. I'd first have to be sure that DT isn't actually pulling more dps than Boundless Storm. One major consideration for this is that Boundless Storm requires you to be melee, so if the two skills are relatively close in dps, Destructive Touch would be better for the ranged utility for tougher content. Depending on your group makeup, being ranged may be the only option.
As far as spammables go, Force Pulse is a strong contender to Destructive Touch as well, even if the Master's destro is kept without the skill (the max magicka is nice, though it equates to less than a SD weapon glyph for some skills). Force Pulse does tend to scale better with active group buffs, and it could be as simple as changing up the skills on a per-encounter basis. If I were to do this, I'd move WoE to the back bar, and Force Pulse on the front. The main problem with this is that the flame staff is more ideal for whichever bar your spammable is on. I don't know that getting new staves is worthwhile, but maybe.
There are some parts of veteran trials where having Hardened or Empowered Ward are very useful. For other encounters, however, you can simply trade Boundless Storm or Mage's Wrath in place of Ward for a marginal dps increase on those fights specifically.
Hope some of this helps. If anything, it might help to prove the build the way you currently have it. Even if you don't change anything, looking into some of these little details can sometimes payoff
Yeah I really just stay out of the melee, when you have stamblades and jabs going ham stacked on the boss, I find the best option is to keep out, making boundless storm useless. Our whole concept with clench is obviously proc'ing illambris, without it, the build is not nearly as nice.
Taking a spammable route, takes away from the build tbh yes. Thanks for the feedback.
Yeah, but you can proc Illambris with what I suggested too. Oh well. Anyway, good luck.RedVyperOfDorne wrote: »RedVyperOfDorne wrote: »RedVyperOfDorne wrote: »RedVyperOfDorne wrote: »This build is pretty cool. It's found a good spot in endgame trial settings and tends to perform quite well. In most cases, the rotation is modified slightly to afford more single-target damage for certain trials, but for everything else this is actually closer to ideal, considering that ZOS's definitions of mechanics = more trash.
Bound Aegis is better than Stalwart Guard unless your dps are not already running Rearming Trap. If your dps is using this (and they probably are, even magicka builds should be using this except for less difficult content, where it's unnecessary) then you are wasting the spot, and the extra magicka will increase your damage by a respectable amount. You'd gain approximately 2k more magicka for using it instead - more of a damage increase than adding a spell damage glyph to your weapon.
There are a couple other things I could recommend, but I don't want to sound too critical. I don't want to nit-pick; this build is pretty solid as-is.
I guess the only way I can test aegis vs. guard on Xbox is via bloodspawn time, which it has performed better every time. Also, I find slotting trap on a build that is 100% max range (17m+) kind of silly considering there is no need to come close to any danger. You can genuinely, sit back, guard a ranged DPS and roto. That's my reasoning for the way it's setup.
Yep, it's a valid point. But it's contingent upon group makeup and content (pretty much everything is). In any case, it's your build. Do whatever you want and feel comfortable with. I didn't post here to get your justification for using it, I did so because it might help you to improve.
Oh yeah I understand, that's why I put in the extras about using bound aegis, I'll do up a blood-spawn video today using bound aegis as a comparable output. Honestly this was really just an output skill point change (due to no shadow stone or being close to drop trap), using bound aegis is most likely a more viable option for the majority when in a trials group unless you have a very good team.
Did you have anything further on making the build better? I've been through a few options and have been discussing with NOS further, a maelstrom charged for the back bar, would possibly change this build slightly.
Not a lot, considering that this build tries to remove a spammable ability from the equation. The build is pretty solid the way it looks. I think NOS is probably one of your better sources for info for this, so you're in good hands.
In light of it being a heavy-attack build, I might consider using Boundless Storm in lieu of Destructive Touch. I'd first have to be sure that DT isn't actually pulling more dps than Boundless Storm. One major consideration for this is that Boundless Storm requires you to be melee, so if the two skills are relatively close in dps, Destructive Touch would be better for the ranged utility for tougher content. Depending on your group makeup, being ranged may be the only option.
As far as spammables go, Force Pulse is a strong contender to Destructive Touch as well, even if the Master's destro is kept without the skill (the max magicka is nice, though it equates to less than a SD weapon glyph for some skills). Force Pulse does tend to scale better with active group buffs, and it could be as simple as changing up the skills on a per-encounter basis. If I were to do this, I'd move WoE to the back bar, and Force Pulse on the front. The main problem with this is that the flame staff is more ideal for whichever bar your spammable is on. I don't know that getting new staves is worthwhile, but maybe.
There are some parts of veteran trials where having Hardened or Empowered Ward are very useful. For other encounters, however, you can simply trade Boundless Storm or Mage's Wrath in place of Ward for a marginal dps increase on those fights specifically.
Hope some of this helps. If anything, it might help to prove the build the way you currently have it. Even if you don't change anything, looking into some of these little details can sometimes payoff
Yeah I really just stay out of the melee, when you have stamblades and jabs going ham stacked on the boss, I find the best option is to keep out, making boundless storm useless. Our whole concept with clench is obviously proc'ing illambris, without it, the build is not nearly as nice.
Taking a spammable route, takes away from the build tbh yes. Thanks for the feedback.
Yeah, but you can proc Illambris with what I suggested too. Oh well. Anyway, good luck.
The issue here man, is that all you've done is request the build turns into a spammable force pulse, sorc rotation. The concept of this build is outlined in the initial paragraphs. Making your suggestions now invalid. Originally I thought your intentions were to help develop the build further on the basis of what it already offers. If you're looking to comment on a force pulse build I suggest - http://tamrielfoundry.com/topic/2-3-the-yolo-wizard-v2-non-overload-pve-dps-build-vet-mol-approved/
Goal of this build is to redo the NO spammable build. For such a build the goal is always to lay DoTs and then use FHA. A soammable does not contribute to design of the build because its not a DoT, therefore it is useless. Also I tried to reinvigorate the no spammable in trials but I could never make it work due to lag issues, but maybe those with a better connection/pc can do it.
I'm actually working at a DK Heavy Attack build that delivered awesome results in single target and AoE (34k bloodspawn with non-fully optimised rotation), it uses 5 Aether with one jewelry, 2 illambris(one heavy, one light, 3 undaunted infiltrator (one medium body and two jewelry) and undaunted infiltrator dual wield on back bar, vma Sharpened Lightning on main.
The heavies are slightly weaker as with Sergeants mail, but you get Illambris with both elements through eruption, engulfing flames, thunderous rage & blockade of storms, all you need to do is swap bars every ten seconds to cast eruption or engulfing flames.
Current rotation is Molten armaments - Eruption (18s)on DW bar - bar swap - blockade(8s) - three fully charged heavies (take exactly the time until blockade and undaunted infiltrators runs out ~ 2.5 seconds per HA) - bar swap - engulfing flames(10s) on DW bar - bar swap - blockade - three fully charged heavies and repeat.
Thing is that if you get the skill timing right, you never have to lift the finger off you left mouse button.
Right now, I just throw in molten armaments when it expires and thunderous rage when I've got the ultimate for it, maybe you guys can help me get the timing right to improve it further. Can't wait for DPS-Dummies
We had too many melle on last nights vMoL farn run so I went range on the DK, with lightning FHA...suffice it to say it was abysmal. My sorc regularly parses 38-42 depending on rng whilst debuffing...DK was bad...
hedna123b14_ESO wrote: »hedna123b14_ESO wrote: »RedVyperOfDorne wrote: »RedVyperOfDorne wrote: »This build is pretty cool. It's found a good spot in endgame trial settings and tends to perform quite well. In most cases, the rotation is modified slightly to afford more single-target damage for certain trials, but for everything else this is actually closer to ideal, considering that ZOS's definitions of mechanics = more trash.
Bound Aegis is better than Stalwart Guard unless your dps are not already running Rearming Trap. If your dps is using this (and they probably are, even magicka builds should be using this except for less difficult content, where it's unnecessary) then you are wasting the spot, and the extra magicka will increase your damage by a respectable amount. You'd gain approximately 2k more magicka for using it instead - more of a damage increase than adding a spell damage glyph to your weapon.
There are a couple other things I could recommend, but I don't want to sound too critical. I don't want to nit-pick; this build is pretty solid as-is.
I guess the only way I can test aegis vs. guard on Xbox is via bloodspawn time, which it has performed better every time. Also, I find slotting trap on a build that is 100% max range (17m+) kind of silly considering there is no need to come close to any danger. You can genuinely, sit back, guard a ranged DPS and roto. That's my reasoning for the way it's setup.
Yep, it's a valid point. But it's contingent upon group makeup and content (pretty much everything is). In any case, it's your build. Do whatever you want and feel comfortable with. I didn't post here to get your justification for using it, I did so because it might help you to improve.
Oh yeah I understand, that's why I put in the extras about using bound aegis, I'll do up a blood-spawn video today using bound aegis as a comparable output. Honestly this was really just an output skill point change (due to no shadow stone or being close to drop trap), using bound aegis is most likely a more viable option for the majority when in a trials group unless you have a very good team.
Did you have anything further on making the build better? I've been through a few options and have been discussing with NOS further, a maelstrom charged for the back bar, would possibly change this build slightly.
Not a lot, considering that this build tries to remove a spammable ability from the equation. The build is pretty solid the way it looks. I think NOS is probably one of your better sources for info for this, so you're in good hands.
In light of it being a heavy-attack build, I might consider using Boundless Storm in lieu of Destructive Touch. I'd first have to be sure that DT isn't actually pulling more dps than Boundless Storm. One major consideration for this is that Boundless Storm requires you to be melee, so if the two skills are relatively close in dps, Destructive Touch would be better for the ranged utility for tougher content. Depending on your group makeup, being ranged may be the only option.
As far as spammables go, Force Pulse is a strong contender to Destructive Touch as well, even if the Master's destro is kept without the skill (the max magicka is nice, though it equates to less than a SD weapon glyph for some skills). Force Pulse does tend to scale better with active group buffs, and it could be as simple as changing up the skills on a per-encounter basis. If I were to do this, I'd move WoE to the back bar, and Force Pulse on the front. The main problem with this is that the flame staff is more ideal for whichever bar your spammable is on. I don't know that getting new staves is worthwhile, but maybe.
There are some parts of veteran trials where having Hardened or Empowered Ward are very useful. For other encounters, however, you can simply trade Boundless Storm or Mage's Wrath in place of Ward for a marginal dps increase on those fights specifically.
Hope some of this helps. If anything, it might help to prove the build the way you currently have it. Even if you don't change anything, looking into some of these little details can sometimes payoffRedVyperOfDorne wrote: »RedVyperOfDorne wrote: »RedVyperOfDorne wrote: »This build is pretty cool. It's found a good spot in endgame trial settings and tends to perform quite well. In most cases, the rotation is modified slightly to afford more single-target damage for certain trials, but for everything else this is actually closer to ideal, considering that ZOS's definitions of mechanics = more trash.
Bound Aegis is better than Stalwart Guard unless your dps are not already running Rearming Trap. If your dps is using this (and they probably are, even magicka builds should be using this except for less difficult content, where it's unnecessary) then you are wasting the spot, and the extra magicka will increase your damage by a respectable amount. You'd gain approximately 2k more magicka for using it instead - more of a damage increase than adding a spell damage glyph to your weapon.
There are a couple other things I could recommend, but I don't want to sound too critical. I don't want to nit-pick; this build is pretty solid as-is.
I guess the only way I can test aegis vs. guard on Xbox is via bloodspawn time, which it has performed better every time. Also, I find slotting trap on a build that is 100% max range (17m+) kind of silly considering there is no need to come close to any danger. You can genuinely, sit back, guard a ranged DPS and roto. That's my reasoning for the way it's setup.
Yep, it's a valid point. But it's contingent upon group makeup and content (pretty much everything is). In any case, it's your build. Do whatever you want and feel comfortable with. I didn't post here to get your justification for using it, I did so because it might help you to improve.
Oh yeah I understand, that's why I put in the extras about using bound aegis, I'll do up a blood-spawn video today using bound aegis as a comparable output. Honestly this was really just an output skill point change (due to no shadow stone or being close to drop trap), using bound aegis is most likely a more viable option for the majority when in a trials group unless you have a very good team.
Did you have anything further on making the build better? I've been through a few options and have been discussing with NOS further, a maelstrom charged for the back bar, would possibly change this build slightly.
Not a lot, considering that this build tries to remove a spammable ability from the equation. The build is pretty solid the way it looks. I think NOS is probably one of your better sources for info for this, so you're in good hands.
In light of it being a heavy-attack build, I might consider using Boundless Storm in lieu of Destructive Touch. I'd first have to be sure that DT isn't actually pulling more dps than Boundless Storm. One major consideration for this is that Boundless Storm requires you to be melee, so if the two skills are relatively close in dps, Destructive Touch would be better for the ranged utility for tougher content. Depending on your group makeup, being ranged may be the only option.
As far as spammables go, Force Pulse is a strong contender to Destructive Touch as well, even if the Master's destro is kept without the skill (the max magicka is nice, though it equates to less than a SD weapon glyph for some skills). Force Pulse does tend to scale better with active group buffs, and it could be as simple as changing up the skills on a per-encounter basis. If I were to do this, I'd move WoE to the back bar, and Force Pulse on the front. The main problem with this is that the flame staff is more ideal for whichever bar your spammable is on. I don't know that getting new staves is worthwhile, but maybe.
There are some parts of veteran trials where having Hardened or Empowered Ward are very useful. For other encounters, however, you can simply trade Boundless Storm or Mage's Wrath in place of Ward for a marginal dps increase on those fights specifically.
Hope some of this helps. If anything, it might help to prove the build the way you currently have it. Even if you don't change anything, looking into some of these little details can sometimes payoff
Yeah I really just stay out of the melee, when you have stamblades and jabs going ham stacked on the boss, I find the best option is to keep out, making boundless storm useless. Our whole concept with clench is obviously proc'ing illambris, without it, the build is not nearly as nice.
Taking a spammable route, takes away from the build tbh yes. Thanks for the feedback.RedVyperOfDorne wrote: »RedVyperOfDorne wrote: »RedVyperOfDorne wrote: »This build is pretty cool. It's found a good spot in endgame trial settings and tends to perform quite well. In most cases, the rotation is modified slightly to afford more single-target damage for certain trials, but for everything else this is actually closer to ideal, considering that ZOS's definitions of mechanics = more trash.
Bound Aegis is better than Stalwart Guard unless your dps are not already running Rearming Trap. If your dps is using this (and they probably are, even magicka builds should be using this except for less difficult content, where it's unnecessary) then you are wasting the spot, and the extra magicka will increase your damage by a respectable amount. You'd gain approximately 2k more magicka for using it instead - more of a damage increase than adding a spell damage glyph to your weapon.
There are a couple other things I could recommend, but I don't want to sound too critical. I don't want to nit-pick; this build is pretty solid as-is.
I guess the only way I can test aegis vs. guard on Xbox is via bloodspawn time, which it has performed better every time. Also, I find slotting trap on a build that is 100% max range (17m+) kind of silly considering there is no need to come close to any danger. You can genuinely, sit back, guard a ranged DPS and roto. That's my reasoning for the way it's setup.
Yep, it's a valid point. But it's contingent upon group makeup and content (pretty much everything is). In any case, it's your build. Do whatever you want and feel comfortable with. I didn't post here to get your justification for using it, I did so because it might help you to improve.
Oh yeah I understand, that's why I put in the extras about using bound aegis, I'll do up a blood-spawn video today using bound aegis as a comparable output. Honestly this was really just an output skill point change (due to no shadow stone or being close to drop trap), using bound aegis is most likely a more viable option for the majority when in a trials group unless you have a very good team.
Did you have anything further on making the build better? I've been through a few options and have been discussing with NOS further, a maelstrom charged for the back bar, would possibly change this build slightly.
Not a lot, considering that this build tries to remove a spammable ability from the equation. The build is pretty solid the way it looks. I think NOS is probably one of your better sources for info for this, so you're in good hands.
In light of it being a heavy-attack build, I might consider using Boundless Storm in lieu of Destructive Touch. I'd first have to be sure that DT isn't actually pulling more dps than Boundless Storm. One major consideration for this is that Boundless Storm requires you to be melee, so if the two skills are relatively close in dps, Destructive Touch would be better for the ranged utility for tougher content. Depending on your group makeup, being ranged may be the only option.
As far as spammables go, Force Pulse is a strong contender to Destructive Touch as well, even if the Master's destro is kept without the skill (the max magicka is nice, though it equates to less than a SD weapon glyph for some skills). Force Pulse does tend to scale better with active group buffs, and it could be as simple as changing up the skills on a per-encounter basis. If I were to do this, I'd move WoE to the back bar, and Force Pulse on the front. The main problem with this is that the flame staff is more ideal for whichever bar your spammable is on. I don't know that getting new staves is worthwhile, but maybe.
There are some parts of veteran trials where having Hardened or Empowered Ward are very useful. For other encounters, however, you can simply trade Boundless Storm or Mage's Wrath in place of Ward for a marginal dps increase on those fights specifically.
Hope some of this helps. If anything, it might help to prove the build the way you currently have it. Even if you don't change anything, looking into some of these little details can sometimes payoff
Yeah I really just stay out of the melee, when you have stamblades and jabs going ham stacked on the boss, I find the best option is to keep out, making boundless storm useless. Our whole concept with clench is obviously proc'ing illambris, without it, the build is not nearly as nice.
Taking a spammable route, takes away from the build tbh yes. Thanks for the feedback.
Yeah, but you can proc Illambris with what I suggested too. Oh well. Anyway, good luck.RedVyperOfDorne wrote: »RedVyperOfDorne wrote: »RedVyperOfDorne wrote: »RedVyperOfDorne wrote: »This build is pretty cool. It's found a good spot in endgame trial settings and tends to perform quite well. In most cases, the rotation is modified slightly to afford more single-target damage for certain trials, but for everything else this is actually closer to ideal, considering that ZOS's definitions of mechanics = more trash.
Bound Aegis is better than Stalwart Guard unless your dps are not already running Rearming Trap. If your dps is using this (and they probably are, even magicka builds should be using this except for less difficult content, where it's unnecessary) then you are wasting the spot, and the extra magicka will increase your damage by a respectable amount. You'd gain approximately 2k more magicka for using it instead - more of a damage increase than adding a spell damage glyph to your weapon.
There are a couple other things I could recommend, but I don't want to sound too critical. I don't want to nit-pick; this build is pretty solid as-is.
I guess the only way I can test aegis vs. guard on Xbox is via bloodspawn time, which it has performed better every time. Also, I find slotting trap on a build that is 100% max range (17m+) kind of silly considering there is no need to come close to any danger. You can genuinely, sit back, guard a ranged DPS and roto. That's my reasoning for the way it's setup.
Yep, it's a valid point. But it's contingent upon group makeup and content (pretty much everything is). In any case, it's your build. Do whatever you want and feel comfortable with. I didn't post here to get your justification for using it, I did so because it might help you to improve.
Oh yeah I understand, that's why I put in the extras about using bound aegis, I'll do up a blood-spawn video today using bound aegis as a comparable output. Honestly this was really just an output skill point change (due to no shadow stone or being close to drop trap), using bound aegis is most likely a more viable option for the majority when in a trials group unless you have a very good team.
Did you have anything further on making the build better? I've been through a few options and have been discussing with NOS further, a maelstrom charged for the back bar, would possibly change this build slightly.
Not a lot, considering that this build tries to remove a spammable ability from the equation. The build is pretty solid the way it looks. I think NOS is probably one of your better sources for info for this, so you're in good hands.
In light of it being a heavy-attack build, I might consider using Boundless Storm in lieu of Destructive Touch. I'd first have to be sure that DT isn't actually pulling more dps than Boundless Storm. One major consideration for this is that Boundless Storm requires you to be melee, so if the two skills are relatively close in dps, Destructive Touch would be better for the ranged utility for tougher content. Depending on your group makeup, being ranged may be the only option.
As far as spammables go, Force Pulse is a strong contender to Destructive Touch as well, even if the Master's destro is kept without the skill (the max magicka is nice, though it equates to less than a SD weapon glyph for some skills). Force Pulse does tend to scale better with active group buffs, and it could be as simple as changing up the skills on a per-encounter basis. If I were to do this, I'd move WoE to the back bar, and Force Pulse on the front. The main problem with this is that the flame staff is more ideal for whichever bar your spammable is on. I don't know that getting new staves is worthwhile, but maybe.
There are some parts of veteran trials where having Hardened or Empowered Ward are very useful. For other encounters, however, you can simply trade Boundless Storm or Mage's Wrath in place of Ward for a marginal dps increase on those fights specifically.
Hope some of this helps. If anything, it might help to prove the build the way you currently have it. Even if you don't change anything, looking into some of these little details can sometimes payoff
Yeah I really just stay out of the melee, when you have stamblades and jabs going ham stacked on the boss, I find the best option is to keep out, making boundless storm useless. Our whole concept with clench is obviously proc'ing illambris, without it, the build is not nearly as nice.
Taking a spammable route, takes away from the build tbh yes. Thanks for the feedback.
Yeah, but you can proc Illambris with what I suggested too. Oh well. Anyway, good luck.
The issue here man, is that all you've done is request the build turns into a spammable force pulse, sorc rotation. The concept of this build is outlined in the initial paragraphs. Making your suggestions now invalid. Originally I thought your intentions were to help develop the build further on the basis of what it already offers. If you're looking to comment on a force pulse build I suggest - http://tamrielfoundry.com/topic/2-3-the-yolo-wizard-v2-non-overload-pve-dps-build-vet-mol-approved/
Goal of this build is to redo the NO spammable build. For such a build the goal is always to lay DoTs and then use FHA. A soammable does not contribute to design of the build because its not a DoT, therefore it is useless. Also I tried to reinvigorate the no spammable in trials but I could never make it work due to lag issues, but maybe those with a better connection/pc can do it.
I'm actually working at a DK Heavy Attack build that delivered awesome results in single target and AoE (34k bloodspawn with non-fully optimised rotation), it uses 5 Aether with one jewelry, 2 illambris(one heavy, one light, 3 undaunted infiltrator (one medium body and two jewelry) and undaunted infiltrator dual wield on back bar, vma Sharpened Lightning on main.
The heavies are slightly weaker as with Sergeants mail, but you get Illambris with both elements through eruption, engulfing flames, thunderous rage & blockade of storms, all you need to do is swap bars every ten seconds to cast eruption or engulfing flames.
Current rotation is Molten armaments - Eruption (18s)on DW bar - bar swap - blockade(8s) - three fully charged heavies (take exactly the time until blockade and undaunted infiltrators runs out ~ 2.5 seconds per HA) - bar swap - engulfing flames(10s) on DW bar - bar swap - blockade - three fully charged heavies and repeat.
Thing is that if you get the skill timing right, you never have to lift the finger off you left mouse button.
Right now, I just throw in molten armaments when it expires and thunderous rage when I've got the ultimate for it, maybe you guys can help me get the timing right to improve it further. Can't wait for DPS-Dummies
We had too many melle on last nights vMoL farn run so I went range on the DK, with lightning FHA...suffice it to say it was abysmal. My sorc regularly parses 38-42 depending on rng whilst debuffing...DK was bad...
Did a pug vet hel ra run yesterday (group was actually very strong) and had constant 37 - 40k dps on the warrior with the undaunted infiltrator build I posted above, until his star burst phase where the shielding killed my dps parse. So it can't be that bad on a DK!
RedVyperOfDorne wrote: »RedVyperOfDorne wrote: »RedVyperOfDorne wrote: »RedVyperOfDorne wrote: »This build is pretty cool. It's found a good spot in endgame trial settings and tends to perform quite well. In most cases, the rotation is modified slightly to afford more single-target damage for certain trials, but for everything else this is actually closer to ideal, considering that ZOS's definitions of mechanics = more trash.
Bound Aegis is better than Stalwart Guard unless your dps are not already running Rearming Trap. If your dps is using this (and they probably are, even magicka builds should be using this except for less difficult content, where it's unnecessary) then you are wasting the spot, and the extra magicka will increase your damage by a respectable amount. You'd gain approximately 2k more magicka for using it instead - more of a damage increase than adding a spell damage glyph to your weapon.
There are a couple other things I could recommend, but I don't want to sound too critical. I don't want to nit-pick; this build is pretty solid as-is.
I guess the only way I can test aegis vs. guard on Xbox is via bloodspawn time, which it has performed better every time. Also, I find slotting trap on a build that is 100% max range (17m+) kind of silly considering there is no need to come close to any danger. You can genuinely, sit back, guard a ranged DPS and roto. That's my reasoning for the way it's setup.
Yep, it's a valid point. But it's contingent upon group makeup and content (pretty much everything is). In any case, it's your build. Do whatever you want and feel comfortable with. I didn't post here to get your justification for using it, I did so because it might help you to improve.
Oh yeah I understand, that's why I put in the extras about using bound aegis, I'll do up a blood-spawn video today using bound aegis as a comparable output. Honestly this was really just an output skill point change (due to no shadow stone or being close to drop trap), using bound aegis is most likely a more viable option for the majority when in a trials group unless you have a very good team.
Did you have anything further on making the build better? I've been through a few options and have been discussing with NOS further, a maelstrom charged for the back bar, would possibly change this build slightly.
Not a lot, considering that this build tries to remove a spammable ability from the equation. The build is pretty solid the way it looks. I think NOS is probably one of your better sources for info for this, so you're in good hands.
In light of it being a heavy-attack build, I might consider using Boundless Storm in lieu of Destructive Touch. I'd first have to be sure that DT isn't actually pulling more dps than Boundless Storm. One major consideration for this is that Boundless Storm requires you to be melee, so if the two skills are relatively close in dps, Destructive Touch would be better for the ranged utility for tougher content. Depending on your group makeup, being ranged may be the only option.
As far as spammables go, Force Pulse is a strong contender to Destructive Touch as well, even if the Master's destro is kept without the skill (the max magicka is nice, though it equates to less than a SD weapon glyph for some skills). Force Pulse does tend to scale better with active group buffs, and it could be as simple as changing up the skills on a per-encounter basis. If I were to do this, I'd move WoE to the back bar, and Force Pulse on the front. The main problem with this is that the flame staff is more ideal for whichever bar your spammable is on. I don't know that getting new staves is worthwhile, but maybe.
There are some parts of veteran trials where having Hardened or Empowered Ward are very useful. For other encounters, however, you can simply trade Boundless Storm or Mage's Wrath in place of Ward for a marginal dps increase on those fights specifically.
Hope some of this helps. If anything, it might help to prove the build the way you currently have it. Even if you don't change anything, looking into some of these little details can sometimes payoff
Yeah I really just stay out of the melee, when you have stamblades and jabs going ham stacked on the boss, I find the best option is to keep out, making boundless storm useless. Our whole concept with clench is obviously proc'ing illambris, without it, the build is not nearly as nice.
Taking a spammable route, takes away from the build tbh yes. Thanks for the feedback.
Yeah, but you can proc Illambris with what I suggested too. Oh well. Anyway, good luck.
The issue here man, is that all you've done is request the build turns into a spammable force pulse, sorc rotation. The concept of this build is outlined in the initial paragraphs. Making your suggestions now invalid. Originally I thought your intentions were to help develop the build further on the basis of what it already offers. If you're looking to comment on a force pulse build I suggest - http://tamrielfoundry.com/topic/2-3-the-yolo-wizard-v2-non-overload-pve-dps-build-vet-mol-approved/
The goal of my feedback was not to turn this into a rotation with a spammable, as I mentioned. I even eluded to such (if you read my previous comments) about some of my suggestions being "in light of this being a heavy attack build." I obviously know the purpose and the end goal here, but I admit that in the segment of my ideas that mentions Force Pulse it is rather easy to reach the conclusion you both have. But just as the OP, you are assuming my intentions with Force Pulse. The fact that you believe it is completely useless in this build means I might actually have something worth listening to. I'm not sure that it will be better, but at this point the conversation is too convoluted with assumptions to justify discussing it further. Even moreso since even mentioning it seems to have offended you both, however irrational that may be.hedna123b14_ESO wrote: »Goal of this build is to redo the NO spammable build. For such a build the goal is always to lay DoTs and then use FHA. A soammable does not contribute to design of the build because its not a DoT, therefore it is useless. Also I tried to reinvigorate the no spammable in trials but I could never make it work due to lag issues, but maybe those with a better connection/pc can do it.
RedVyperOfDorne wrote: »RedVyperOfDorne wrote: »RedVyperOfDorne wrote: »RedVyperOfDorne wrote: »This build is pretty cool. It's found a good spot in endgame trial settings and tends to perform quite well. In most cases, the rotation is modified slightly to afford more single-target damage for certain trials, but for everything else this is actually closer to ideal, considering that ZOS's definitions of mechanics = more trash.
Bound Aegis is better than Stalwart Guard unless your dps are not already running Rearming Trap. If your dps is using this (and they probably are, even magicka builds should be using this except for less difficult content, where it's unnecessary) then you are wasting the spot, and the extra magicka will increase your damage by a respectable amount. You'd gain approximately 2k more magicka for using it instead - more of a damage increase than adding a spell damage glyph to your weapon.
There are a couple other things I could recommend, but I don't want to sound too critical. I don't want to nit-pick; this build is pretty solid as-is.
I guess the only way I can test aegis vs. guard on Xbox is via bloodspawn time, which it has performed better every time. Also, I find slotting trap on a build that is 100% max range (17m+) kind of silly considering there is no need to come close to any danger. You can genuinely, sit back, guard a ranged DPS and roto. That's my reasoning for the way it's setup.
Yep, it's a valid point. But it's contingent upon group makeup and content (pretty much everything is). In any case, it's your build. Do whatever you want and feel comfortable with. I didn't post here to get your justification for using it, I did so because it might help you to improve.
Oh yeah I understand, that's why I put in the extras about using bound aegis, I'll do up a blood-spawn video today using bound aegis as a comparable output. Honestly this was really just an output skill point change (due to no shadow stone or being close to drop trap), using bound aegis is most likely a more viable option for the majority when in a trials group unless you have a very good team.
Did you have anything further on making the build better? I've been through a few options and have been discussing with NOS further, a maelstrom charged for the back bar, would possibly change this build slightly.
Not a lot, considering that this build tries to remove a spammable ability from the equation. The build is pretty solid the way it looks. I think NOS is probably one of your better sources for info for this, so you're in good hands.
In light of it being a heavy-attack build, I might consider using Boundless Storm in lieu of Destructive Touch. I'd first have to be sure that DT isn't actually pulling more dps than Boundless Storm. One major consideration for this is that Boundless Storm requires you to be melee, so if the two skills are relatively close in dps, Destructive Touch would be better for the ranged utility for tougher content. Depending on your group makeup, being ranged may be the only option.
As far as spammables go, Force Pulse is a strong contender to Destructive Touch as well, even if the Master's destro is kept without the skill (the max magicka is nice, though it equates to less than a SD weapon glyph for some skills). Force Pulse does tend to scale better with active group buffs, and it could be as simple as changing up the skills on a per-encounter basis. If I were to do this, I'd move WoE to the back bar, and Force Pulse on the front. The main problem with this is that the flame staff is more ideal for whichever bar your spammable is on. I don't know that getting new staves is worthwhile, but maybe.
There are some parts of veteran trials where having Hardened or Empowered Ward are very useful. For other encounters, however, you can simply trade Boundless Storm or Mage's Wrath in place of Ward for a marginal dps increase on those fights specifically.
Hope some of this helps. If anything, it might help to prove the build the way you currently have it. Even if you don't change anything, looking into some of these little details can sometimes payoff
Yeah I really just stay out of the melee, when you have stamblades and jabs going ham stacked on the boss, I find the best option is to keep out, making boundless storm useless. Our whole concept with clench is obviously proc'ing illambris, without it, the build is not nearly as nice.
Taking a spammable route, takes away from the build tbh yes. Thanks for the feedback.
Yeah, but you can proc Illambris with what I suggested too. Oh well. Anyway, good luck.
The issue here man, is that all you've done is request the build turns into a spammable force pulse, sorc rotation. The concept of this build is outlined in the initial paragraphs. Making your suggestions now invalid. Originally I thought your intentions were to help develop the build further on the basis of what it already offers. If you're looking to comment on a force pulse build I suggest - http://tamrielfoundry.com/topic/2-3-the-yolo-wizard-v2-non-overload-pve-dps-build-vet-mol-approved/
I understand not wanting to use Force Pulse, but I don't understand why that's the only thing you cared to focus on. It was merely one consideration, and there is more to it than what you assume. Some of what I stated was simply to get your perspective so as to better gauge what might be appropriate, not because I didn't read your opening paragraphs, but because I needed to understand the impact of the DoT component for proccing Ilambris. There are many things I don't know about your rotation just from the OP (such as how much damage your Clench deals over time or per second). You only assumed that everything I have to offer is contingent upon using Force Pulse as a spammable/weave (and incorrectly).
There are other ways to accommodate Ilambris (flame on the back bar) without using either Force Pulse or Destructive Clench. I never said Destructive Clench is a poor option either. There are also uses for Force Pulse outside of it being a spammable/weave. That doesn't mean it's appropriate for your setup, but I wasn't counting on you writing me off for simply asking.
I wasn't trying to convert your build to a spammable build; And yes, I was intending to help develop the build further without using one. I understand why you assumed the contrary. Maybe I should have approached it differently or asked questions instead of listing off arbitrary ideas, but you definitely shouldn't assume things if you actually want to perfect your build, lest you miss out on something you haven't considered. Anyway, sorry for wasting our time.The goal of my feedback was not to turn this into a rotation with a spammable, as I mentioned. I even eluded to such (if you read my previous comments) about some of my suggestions being "in light of this being a heavy attack build." I obviously know the purpose and the end goal here, but I admit that in the segment of my ideas that mentions Force Pulse it is rather easy to reach the conclusion you both have. But just as the OP, you are assuming my intentions with Force Pulse. The fact that you believe it is completely useless in this build means I might actually have something worth listening to. I'm not sure that it will be better, but at this point the conversation is too convoluted with assumptions to justify discussing it further. Even moreso since even mentioning it seems to have offended you both, however irrational that may be.hedna123b14_ESO wrote: »Goal of this build is to redo the NO spammable build. For such a build the goal is always to lay DoTs and then use FHA. A soammable does not contribute to design of the build because its not a DoT, therefore it is useless. Also I tried to reinvigorate the no spammable in trials but I could never make it work due to lag issues, but maybe those with a better connection/pc can do it.
At this point, it doesn't really matter. I get it; don't say those two forbidden words; taboo. I'll direct my attention elsewhere now and wish the best for you and everyone else trying to make this work. I'm sure it will work out just fine, if it hasn't already.
RedVyperOfDorne wrote: »RedVyperOfDorne wrote: »RedVyperOfDorne wrote: »RedVyperOfDorne wrote: »RedVyperOfDorne wrote: »This build is pretty cool. It's found a good spot in endgame trial settings and tends to perform quite well. In most cases, the rotation is modified slightly to afford more single-target damage for certain trials, but for everything else this is actually closer to ideal, considering that ZOS's definitions of mechanics = more trash.
Bound Aegis is better than Stalwart Guard unless your dps are not already running Rearming Trap. If your dps is using this (and they probably are, even magicka builds should be using this except for less difficult content, where it's unnecessary) then you are wasting the spot, and the extra magicka will increase your damage by a respectable amount. You'd gain approximately 2k more magicka for using it instead - more of a damage increase than adding a spell damage glyph to your weapon.
There are a couple other things I could recommend, but I don't want to sound too critical. I don't want to nit-pick; this build is pretty solid as-is.
I guess the only way I can test aegis vs. guard on Xbox is via bloodspawn time, which it has performed better every time. Also, I find slotting trap on a build that is 100% max range (17m+) kind of silly considering there is no need to come close to any danger. You can genuinely, sit back, guard a ranged DPS and roto. That's my reasoning for the way it's setup.
Yep, it's a valid point. But it's contingent upon group makeup and content (pretty much everything is). In any case, it's your build. Do whatever you want and feel comfortable with. I didn't post here to get your justification for using it, I did so because it might help you to improve.
Oh yeah I understand, that's why I put in the extras about using bound aegis, I'll do up a blood-spawn video today using bound aegis as a comparable output. Honestly this was really just an output skill point change (due to no shadow stone or being close to drop trap), using bound aegis is most likely a more viable option for the majority when in a trials group unless you have a very good team.
Did you have anything further on making the build better? I've been through a few options and have been discussing with NOS further, a maelstrom charged for the back bar, would possibly change this build slightly.
Not a lot, considering that this build tries to remove a spammable ability from the equation. The build is pretty solid the way it looks. I think NOS is probably one of your better sources for info for this, so you're in good hands.
In light of it being a heavy-attack build, I might consider using Boundless Storm in lieu of Destructive Touch. I'd first have to be sure that DT isn't actually pulling more dps than Boundless Storm. One major consideration for this is that Boundless Storm requires you to be melee, so if the two skills are relatively close in dps, Destructive Touch would be better for the ranged utility for tougher content. Depending on your group makeup, being ranged may be the only option.
As far as spammables go, Force Pulse is a strong contender to Destructive Touch as well, even if the Master's destro is kept without the skill (the max magicka is nice, though it equates to less than a SD weapon glyph for some skills). Force Pulse does tend to scale better with active group buffs, and it could be as simple as changing up the skills on a per-encounter basis. If I were to do this, I'd move WoE to the back bar, and Force Pulse on the front. The main problem with this is that the flame staff is more ideal for whichever bar your spammable is on. I don't know that getting new staves is worthwhile, but maybe.
There are some parts of veteran trials where having Hardened or Empowered Ward are very useful. For other encounters, however, you can simply trade Boundless Storm or Mage's Wrath in place of Ward for a marginal dps increase on those fights specifically.
Hope some of this helps. If anything, it might help to prove the build the way you currently have it. Even if you don't change anything, looking into some of these little details can sometimes payoff
Yeah I really just stay out of the melee, when you have stamblades and jabs going ham stacked on the boss, I find the best option is to keep out, making boundless storm useless. Our whole concept with clench is obviously proc'ing illambris, without it, the build is not nearly as nice.
Taking a spammable route, takes away from the build tbh yes. Thanks for the feedback.
Yeah, but you can proc Illambris with what I suggested too. Oh well. Anyway, good luck.
The issue here man, is that all you've done is request the build turns into a spammable force pulse, sorc rotation. The concept of this build is outlined in the initial paragraphs. Making your suggestions now invalid. Originally I thought your intentions were to help develop the build further on the basis of what it already offers. If you're looking to comment on a force pulse build I suggest - http://tamrielfoundry.com/topic/2-3-the-yolo-wizard-v2-non-overload-pve-dps-build-vet-mol-approved/
I understand not wanting to use Force Pulse, but I don't understand why that's the only thing you cared to focus on. It was merely one consideration, and there is more to it than what you assume. Some of what I stated was simply to get your perspective so as to better gauge what might be appropriate, not because I didn't read your opening paragraphs, but because I needed to understand the impact of the DoT component for proccing Ilambris. There are many things I don't know about your rotation just from the OP (such as how much damage your Clench deals over time or per second). You only assumed that everything I have to offer is contingent upon using Force Pulse as a spammable/weave (and incorrectly).
There are other ways to accommodate Ilambris (flame on the back bar) without using either Force Pulse or Destructive Clench. I never said Destructive Clench is a poor option either. There are also uses for Force Pulse outside of it being a spammable/weave. That doesn't mean it's appropriate for your setup, but I wasn't counting on you writing me off for simply asking.
I wasn't trying to convert your build to a spammable build; And yes, I was intending to help develop the build further without using one. I understand why you assumed the contrary. Maybe I should have approached it differently or asked questions instead of listing off arbitrary ideas, but you definitely shouldn't assume things if you actually want to perfect your build, lest you miss out on something you haven't considered. Anyway, sorry for wasting our time.The goal of my feedback was not to turn this into a rotation with a spammable, as I mentioned. I even eluded to such (if you read my previous comments) about some of my suggestions being "in light of this being a heavy attack build." I obviously know the purpose and the end goal here, but I admit that in the segment of my ideas that mentions Force Pulse it is rather easy to reach the conclusion you both have. But just as the OP, you are assuming my intentions with Force Pulse. The fact that you believe it is completely useless in this build means I might actually have something worth listening to. I'm not sure that it will be better, but at this point the conversation is too convoluted with assumptions to justify discussing it further. Even moreso since even mentioning it seems to have offended you both, however irrational that may be.hedna123b14_ESO wrote: »Goal of this build is to redo the NO spammable build. For such a build the goal is always to lay DoTs and then use FHA. A soammable does not contribute to design of the build because its not a DoT, therefore it is useless. Also I tried to reinvigorate the no spammable in trials but I could never make it work due to lag issues, but maybe those with a better connection/pc can do it.
At this point, it doesn't really matter. I get it; don't say those two forbidden words; taboo. I'll direct my attention elsewhere now and wish the best for you and everyone else trying to make this work. I'm sure it will work out just fine, if it hasn't already.
I dunno man, you just didn't really go anywhere with it. What use does force pulse have if not using a spammable? Destructive touch adds 1 x Dot for 8s, plus when morphing to clench, adds a secondary dot and can also proc the burning effect. Literally an amazing dot (2 dots always, potentially 3 when burning) for the purpose of Illambris. If you were comparing force pulse to destructive clench for the illambris proc, there's just no way. Force pulse just does not proc Illambris enough even when spammed, the Illambris procs you see from Sorcs weaving, is mainly from Wall and Liquid.
In regards to the flame wall, we use lightning wall for the off balance, this can't ever be up enough in a raid or solo or 4 man content, so it's really not worth switching out for flame in this circumstance. IF someone else could offer 100% up time on keeping everything off balance, that may be another story (but it's not feasible). Not to mention we still see massive damage bonuses from being high elf and sorc passives, plus the implosion passive.
Like I said, feedback is wanted and ideas are good, but to offer ideas, you really must understand what the build does.
Stays at Range.
Buffs another friendly player (in some circumstances).
Buffs the raid with minor prophecy.
Has amazing resource management.
Debuffs the target/s.
Is the AOE WEAPON.
Please consider all of the above before giving advice.
Well this is the attitude you should've had from the get-go. This kind of rational thinking is precisely where I intended to go with this discussion, but not with a singular focus on FP. You're seeing things as a ***-for-tat exchange when there are multiple factors that play into every consideration. It's not always so black-and-white, where changing one skill is just a 1:1 comparison. I imagine if we could have had this discussion over comms it would've been way easier and productive, but whatever.an amazing dot (2 dots always, potentially 3 when burning) for the purpose of Illambris. If you were comparing force pulse to destructive clench for the illambris proc, there's just no way
RedVyperOfDorne wrote: »RedVyperOfDorne wrote: »RedVyperOfDorne wrote: »RedVyperOfDorne wrote: »RedVyperOfDorne wrote: »This build is pretty cool. It's found a good spot in endgame trial settings and tends to perform quite well. In most cases, the rotation is modified slightly to afford more single-target damage for certain trials, but for everything else this is actually closer to ideal, considering that ZOS's definitions of mechanics = more trash.
Bound Aegis is better than Stalwart Guard unless your dps are not already running Rearming Trap. If your dps is using this (and they probably are, even magicka builds should be using this except for less difficult content, where it's unnecessary) then you are wasting the spot, and the extra magicka will increase your damage by a respectable amount. You'd gain approximately 2k more magicka for using it instead - more of a damage increase than adding a spell damage glyph to your weapon.
There are a couple other things I could recommend, but I don't want to sound too critical. I don't want to nit-pick; this build is pretty solid as-is.
I guess the only way I can test aegis vs. guard on Xbox is via bloodspawn time, which it has performed better every time. Also, I find slotting trap on a build that is 100% max range (17m+) kind of silly considering there is no need to come close to any danger. You can genuinely, sit back, guard a ranged DPS and roto. That's my reasoning for the way it's setup.
Yep, it's a valid point. But it's contingent upon group makeup and content (pretty much everything is). In any case, it's your build. Do whatever you want and feel comfortable with. I didn't post here to get your justification for using it, I did so because it might help you to improve.
Oh yeah I understand, that's why I put in the extras about using bound aegis, I'll do up a blood-spawn video today using bound aegis as a comparable output. Honestly this was really just an output skill point change (due to no shadow stone or being close to drop trap), using bound aegis is most likely a more viable option for the majority when in a trials group unless you have a very good team.
Did you have anything further on making the build better? I've been through a few options and have been discussing with NOS further, a maelstrom charged for the back bar, would possibly change this build slightly.
Not a lot, considering that this build tries to remove a spammable ability from the equation. The build is pretty solid the way it looks. I think NOS is probably one of your better sources for info for this, so you're in good hands.
In light of it being a heavy-attack build, I might consider using Boundless Storm in lieu of Destructive Touch. I'd first have to be sure that DT isn't actually pulling more dps than Boundless Storm. One major consideration for this is that Boundless Storm requires you to be melee, so if the two skills are relatively close in dps, Destructive Touch would be better for the ranged utility for tougher content. Depending on your group makeup, being ranged may be the only option.
As far as spammables go, Force Pulse is a strong contender to Destructive Touch as well, even if the Master's destro is kept without the skill (the max magicka is nice, though it equates to less than a SD weapon glyph for some skills). Force Pulse does tend to scale better with active group buffs, and it could be as simple as changing up the skills on a per-encounter basis. If I were to do this, I'd move WoE to the back bar, and Force Pulse on the front. The main problem with this is that the flame staff is more ideal for whichever bar your spammable is on. I don't know that getting new staves is worthwhile, but maybe.
There are some parts of veteran trials where having Hardened or Empowered Ward are very useful. For other encounters, however, you can simply trade Boundless Storm or Mage's Wrath in place of Ward for a marginal dps increase on those fights specifically.
Hope some of this helps. If anything, it might help to prove the build the way you currently have it. Even if you don't change anything, looking into some of these little details can sometimes payoff
Yeah I really just stay out of the melee, when you have stamblades and jabs going ham stacked on the boss, I find the best option is to keep out, making boundless storm useless. Our whole concept with clench is obviously proc'ing illambris, without it, the build is not nearly as nice.
Taking a spammable route, takes away from the build tbh yes. Thanks for the feedback.
Yeah, but you can proc Illambris with what I suggested too. Oh well. Anyway, good luck.
The issue here man, is that all you've done is request the build turns into a spammable force pulse, sorc rotation. The concept of this build is outlined in the initial paragraphs. Making your suggestions now invalid. Originally I thought your intentions were to help develop the build further on the basis of what it already offers. If you're looking to comment on a force pulse build I suggest - http://tamrielfoundry.com/topic/2-3-the-yolo-wizard-v2-non-overload-pve-dps-build-vet-mol-approved/
I understand not wanting to use Force Pulse, but I don't understand why that's the only thing you cared to focus on. It was merely one consideration, and there is more to it than what you assume. Some of what I stated was simply to get your perspective so as to better gauge what might be appropriate, not because I didn't read your opening paragraphs, but because I needed to understand the impact of the DoT component for proccing Ilambris. There are many things I don't know about your rotation just from the OP (such as how much damage your Clench deals over time or per second). You only assumed that everything I have to offer is contingent upon using Force Pulse as a spammable/weave (and incorrectly).
There are other ways to accommodate Ilambris (flame on the back bar) without using either Force Pulse or Destructive Clench. I never said Destructive Clench is a poor option either. There are also uses for Force Pulse outside of it being a spammable/weave. That doesn't mean it's appropriate for your setup, but I wasn't counting on you writing me off for simply asking.
I wasn't trying to convert your build to a spammable build; And yes, I was intending to help develop the build further without using one. I understand why you assumed the contrary. Maybe I should have approached it differently or asked questions instead of listing off arbitrary ideas, but you definitely shouldn't assume things if you actually want to perfect your build, lest you miss out on something you haven't considered. Anyway, sorry for wasting our time.The goal of my feedback was not to turn this into a rotation with a spammable, as I mentioned. I even eluded to such (if you read my previous comments) about some of my suggestions being "in light of this being a heavy attack build." I obviously know the purpose and the end goal here, but I admit that in the segment of my ideas that mentions Force Pulse it is rather easy to reach the conclusion you both have. But just as the OP, you are assuming my intentions with Force Pulse. The fact that you believe it is completely useless in this build means I might actually have something worth listening to. I'm not sure that it will be better, but at this point the conversation is too convoluted with assumptions to justify discussing it further. Even moreso since even mentioning it seems to have offended you both, however irrational that may be.hedna123b14_ESO wrote: »Goal of this build is to redo the NO spammable build. For such a build the goal is always to lay DoTs and then use FHA. A soammable does not contribute to design of the build because its not a DoT, therefore it is useless. Also I tried to reinvigorate the no spammable in trials but I could never make it work due to lag issues, but maybe those with a better connection/pc can do it.
At this point, it doesn't really matter. I get it; don't say those two forbidden words; taboo. I'll direct my attention elsewhere now and wish the best for you and everyone else trying to make this work. I'm sure it will work out just fine, if it hasn't already.
I dunno man, you just didn't really go anywhere with it. What use does force pulse have if not using a spammable? Destructive touch adds 1 x Dot for 8s, plus when morphing to clench, adds a secondary dot and can also proc the burning effect. Literally an amazing dot (2 dots always, potentially 3 when burning) for the purpose of Illambris. If you were comparing force pulse to destructive clench for the illambris proc, there's just no way. Force pulse just does not proc Illambris enough even when spammed, the Illambris procs you see from Sorcs weaving, is mainly from Wall and Liquid.
In regards to the flame wall, we use lightning wall for the off balance, this can't ever be up enough in a raid or solo or 4 man content, so it's really not worth switching out for flame in this circumstance. IF someone else could offer 100% up time on keeping everything off balance, that may be another story (but it's not feasible). Not to mention we still see massive damage bonuses from being high elf and sorc passives, plus the implosion passive.
Like I said, feedback is wanted and ideas are good, but to offer ideas, you really must understand what the build does.
Stays at Range.
Buffs another friendly player (in some circumstances).
Buffs the raid with minor prophecy.
Has amazing resource management.
Debuffs the target/s.
Is the AOE WEAPON.
Please consider all of the above before giving advice.
I know all of that already. You're still assuming that I don't understand what you're doing here. I don't expect you to take my suggestions on faith alone, but the least you could do is stop pretending you know what I'm going to say. I have a lot of personal experience in this department, and several magicka sorcs on my endgame vet trials roster, some of which are running the same or similar build. You would have no way of knowing that prior to our discussion, but you're still assuming I don't get it. But I do.
You say something like this now:Well this is the attitude you should've had from the get-go. This kind of rational thinking is precisely where I intended to go with this discussion, but not with a singular focus on FP. You're seeing things as a ***-for-tat exchange when there are multiple factors that play into every consideration. It's not always so black-and-white, where changing one skill is just a 1:1 comparison.an amazing dot (2 dots always, potentially 3 when burning) for the purpose of Illambris. If you were comparing force pulse to destructive clench for the illambris proc, there's just no way
Personally, I would be measuring the dps of DC in a practical test, not just assuming that it's tooltip values and that the # of DoTs in theory is going to win in a practical setting. Nobody here but you knows how much dps your DC actually pulls. I don't see that you've done anything to isolate your skills to ascertain if these assumptions hold true in practice. A final number is not all that matters. Without isolated data, everything is subjective and debatable, because we can't compare on a ***-for-tat basis. Even the most minute and trivial change to the build could have a monumental impact on skill selection. Welcome to the world of min-maxing. I recognize that your options are limited on console - but you should be more open to suggestions than PC players as a result, because we have more at our disposal (to say nothing of time and experience with this sort of thing), not just assuming I don't know what's going on here.
You believe FP has no value to this type of build at all. I believe that under certain circumstances FP can be used to compliment this playstyle even if it's not used as a spammable/weave, but I cannot ascertain if it is of any value to you without more information, and since you are unwilling to discuss it, we're at a stalemate. Instead of me asking you questions and pitching ideas that conform specifically to your setup, you assume I'm trying to derail your overall strategy with FP. Well I'm not, and I'm not going to take the time to give more detail for why it might be worth looking into, when you so bluntly and directly refuse to do so. I get it; you hate FP.
Furthermore, FP was not the reason I came here, but you chose to let that become the focus of our discussion when it was only a singular passing thought. As a result, any other insight or information I could offer has been clouded by a false pretense of incredibility. You don't want to have a real discussion? Okay. I have no problem leaving this discussion then.
This is your build and you've already made up your mind with regards to my input. That's fine. I told you already that this build is in pretty good shape. I should have left it at that, in hindsight. This conversation is not for my benefit, and I don't care what you do. I only came here to help because I incorrectly presumed you would be open to discussing things, especially since you have no reason to change anything, and all information at this point is supplementary. Since you assume ignorance on my part, and are neither willing nor interested in considering anything under the false pretense that it's "not in the interest of what your build has to offer," then what more is there to say?