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The Velocious Vyper - Heavy Attack Mag Sorc (Update 12)

Tremors
Tremors
✭✭✭
Background - This build was designed pre-one tamriel after hearing about the Heavy Attack Mag DK and Sorc setup in game. Having then seen NOS's No Spammable here and a few in game friends trying different variations that had been heard around Tamriel, etc. the Heavy Attack concept seemed unique, but definitely workable and I was determined to make a BiS version.

Originally I believe the concept of the HA build on a mag sorc was because of their low performance in trials compared to other classes in update 10-11 and then having a build keep 100% aether up-time in trials makes for a huge group DPS increase, also freeing up another gear option for a healer/s.

Once One Tamriel (Update 12) dropped and Illambris became an absolute must, this build evolved into a very unique gear setup (see below).

I've been playing a Sorcerer Tank since Xbox release and decided to add a DPS option by obtaining a variety of gear, testing CP, rotations, etc, so I could also DPS on the same toon if required. I've only told a few people about this build in game and wanted to get it posted, especially after having positive discussions with NOS about it. Enjoy!

Race - High Elf, next would be Dark Elf for this particular build.

Mundus - Thief (only) as we are no longer running TBS due to Illambris taking up 2 slots.

Attributes - All into Magicka

Food - Max Health, Max Magicka (bi-stat)

CP -
- 83 Elemental Expert
- 3 Staff Expert
- 26 Elfborn
- 75 Thaum (Tested with and without the exploiter passive and honestly it's just too nice.)

Green tree, max out reduced cost, followed by 30 into tumbling and 57 into tenacity. We don't add points to regen as our regen is just too low anyway and because our rotation includes 2 x heavy attacks, the tenacity points are really nice and creates an active rotation regen. Tumbling points, just because sometimes we need to dodge roll.

Red Tree is really trials dependent, in VMoL we would be in Ele Defender and Spell Shield, in VSO we split and put a lot in thick skin and hardy. Really depends on the content, but you can even split and I always put 30 in Bastion for the resurrection passives.

Gear - 5 / 1 / 1

3 x Willpower Arcane Jewellery with Spell Damage Enchants (keep a healthy in your inventory in case you don't have ebon).

2 x Illambris Divines (1H and 1M)

5 x Infallible Aether Divines body pieces (Jerkin only, as we don't gold out dresses).

1 x Maelstrom Lightning Staff Sharpened on the front bar

1 x Master Inferno Staff Sharpened on the back bar (for the buff to destructive clench and max magicka)

As you can see, we have 5 different set bonuses here (1 x 5 Piece, 1 x 2 piece, 1 x 3 piece and 2 x 1 Piece).

All max magicka enchants on gear.

Bar Setup -

skills_HA_Sorc1.png

We slot Stalwart Guard instead of Bound Aegis, for the crit damage. It acts as a replacement for the loss of the shadow from not wearing TBS, guards a fellow group member, applies force to their build (a sorc would be perfect) and our max magicka pool is still super high without bound aegis. I prefer the Thunderous Rage ULT as opposed to the fire, based on extended duration, sorc and high elf passives incl. disintegrate. Therefore I do front bar Destruction Ult and back bar shooting star for the max magicka passive on bar swap.

A few other options here is to simply run bound aegis instead of Stalwart guard, and also take inner light off the back and slot power surge for the heals. I have found the above setup to output the most damage, but this comes down to comfort of the class and how good your group is. In 4 man content if I'm running with randoms, I would simply slot power surge and bound aegis and have inner light only on the front bar. You could arguably slot bound aegis instead of inner light with stalwart guard for the extra spell damage and 1% max, but I keep inner light there for when I swap power surge in and out, also to empower our initial heavy attack (crystal frag testing to come).

Potions - Essence of Spell Power (no crit reagent required, if bars set as above and inner light is slotted).

Rotation -

Velocious Curse > Inner Light > Bar Swap > Fully Charged Heavy Attack > Liquid Lightning > LA > Destructive Clench > Bar Swap > LA > Wall Of Elements > LA > Velocious Curse > Thunderous Rage > Full Charged Heavy Attack > Crystal Frag [ONLY ON PROC] < Full Charged Heavy Attack > Velocious Curse > Bar Swap > LA > Liquid Lightning > Continue...

Having 2 active skills on our front bar allows for a large chance to proc our crystal frag. If you do not proc a crystal frag, simply do not throw it, and only throw the frag in the middle of the 2 heavy attacks. The main reason for the crystal frag is for the minor prophecy self and group buff when using a dark magic ability (from the sorcerer passives), it is also really nice burst when the frag hits and Velocious Curse expires. However with the timing of the rotation being quite rigid, we do only throw the frag in the middle of the 2 heavy attacks (there is enough time to proc a frag on our last curse and still throw an instant cast by the time we get back to it).

Character Sheet (buffed) -

HA_Sorc_Guard_Char_Sheet.png

DPS -

According to the bloodspawn test (as we don't have any parse sheets on xbox) this build is pulling 37k single target DPS with no raid buffs. Yet the most amazing thing is that every ability except the crystal frag is AOE damage, so expect a huge parse in AOE fights (most in game fights are AOE).

Our tank here is using a crusher and buffing me with igneous weapons.

https://youtu.be/OVqaOl8B_gE?t=1m

Hope you enjoyed the build, it is my first so please leave some comments/feedback. If I have missed anything let me know!

I will be doing more testing on this and keep it updated.

-RedVyper

13/12/2016 [From the land down under]
Edited by Tremors on December 14, 2016 8:28PM
Passionfruit GM - PC NA
Godslayer | Dawnbringer
  • Masel
    Masel
    Class Representative
    Was actually waiting for you to publish it! Tried out the exact same thing, and your bars look very similar to mine. My issue is not having a sharpened Master Staff yet (I've been farming the **** out of vDSA for it), so i'm using an ice staff, which leads to lower DPS our of destructive touch and makes it sort of impossible for me to use Illambris, so i had to substitute it for elegance. For vMA, switch Illambris and Willpower for 5 Elegance and you have my vMA HA build :D

    Guard is a very underrated skill in my opinion :smile:
    Good work, many thoughts i had myself while building up a build around HA.
    Edited by Masel on December 13, 2016 11:01PM
    PC EU

    All Trial Trifecta Titles Done!

    Youtube:
    https://www.youtube.com/channel/UChVEG6ckuAgGs5OyA6VeisA
  • acw37162
    acw37162
    ✭✭✭✭✭
    That 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.
  • Tremors
    Tremors
    ✭✭✭
    acw37162 wrote: »
    That 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.

    Glad you enjoyed man! You can slot overload instead of meteor on your back bar for now :)
    Passionfruit GM - PC NA
    Godslayer | Dawnbringer
  • Waffennacht
    Waffennacht
    ✭✭✭✭✭
    ✭✭✭✭✭
    Watch as I make a fool of myself!
    Edited by Waffennacht on December 15, 2016 5:45PM
    Gamer tag: DasPanzerKat NA Xbox One
    1300+ CP
    Battleground PvP'er

    Waffennacht' Builds
  • Tremors
    Tremors
    ✭✭✭
    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

    Not sure what you mean? 5/1/1 for the max stats. 5 light.
    Passionfruit GM - PC NA
    Godslayer | Dawnbringer
  • FriedEggSandwich
    FriedEggSandwich
    ✭✭✭✭✭
    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.
    PC | EU
  • Tremors
    Tremors
    ✭✭✭
    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.

    Correct, thanks, it is a good time.
    Passionfruit GM - PC NA
    Godslayer | Dawnbringer
  • Jsmalls
    Jsmalls
    ✭✭✭✭✭
    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.
  • Masel
    Masel
    Class Representative
    Jsmalls 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.

    yep, heavy attack :D you should adjust the title! That would rule out confusion about the resistance as well.
    PC EU

    All Trial Trifecta Titles Done!

    Youtube:
    https://www.youtube.com/channel/UChVEG6ckuAgGs5OyA6VeisA
  • Autolycus
    Autolycus
    ✭✭✭✭✭
    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.
  • Xytrohs
    Xytrohs
    ✭✭
    Nice creative build, is this BIS for vMAW and hard mode trials? or we keep on whit 5x burning sw+ilambris+ 4 infalibe?
  • Tremors
    Tremors
    ✭✭✭
    Autolycus 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.
    Passionfruit GM - PC NA
    Godslayer | Dawnbringer
  • Tremors
    Tremors
    ✭✭✭
    Xytrohs wrote: »
    Nice creative build, is this BIS for vMAW and hard mode trials? or we keep on whit 5x burning sw+ilambris+ 4 infalibe?

    Well, I can't argue that it's better than the standard force pulse setup as there's some great parses happening right now with that.

    My argument would be that you never have to manage resources in a trial on this build, things like throwing some heavy attacks because you've force pulsed your way to 0 is where you'll lose damage on a build like that. Also the AOE dmg on this build 100% outshines the standard force pulse build.

    If I could get a parse for you guys on something like the twins I would.
    Passionfruit GM - PC NA
    Godslayer | Dawnbringer
  • Autolycus
    Autolycus
    ✭✭✭✭✭
    Autolycus 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.
  • Tremors
    Tremors
    ✭✭✭
    Autolycus wrote: »
    Autolycus 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.
    Passionfruit GM - PC NA
    Godslayer | Dawnbringer
  • Autolycus
    Autolycus
    ✭✭✭✭✭
    Autolycus wrote: »
    Autolycus 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 :)
    Edited by Autolycus on December 15, 2016 12:11AM
  • Masel
    Masel
    Class Representative
    As far as the substitution of DT for boundless is concerned, the purpose of it is to proc the fire version of illambris right? so that would require you to put WoE on the back bar to have a fire DoT, and that would make you lose the damage from the exploiter passive that Wall of Lightning gives you by setting concussed enemies off balance.
    PC EU

    All Trial Trifecta Titles Done!

    Youtube:
    https://www.youtube.com/channel/UChVEG6ckuAgGs5OyA6VeisA
  • Tremors
    Tremors
    ✭✭✭
    Autolycus wrote: »
    Autolycus wrote: »
    Autolycus 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.
    Passionfruit GM - PC NA
    Godslayer | Dawnbringer
  • Autolycus
    Autolycus
    ✭✭✭✭✭
    Autolycus wrote: »
    Autolycus wrote: »
    Autolycus 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.
  • Tremors
    Tremors
    ✭✭✭
    Autolycus wrote: »
    Autolycus wrote: »
    Autolycus wrote: »
    Autolycus 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/

    Passionfruit GM - PC NA
    Godslayer | Dawnbringer
  • hedna123b14_ESO
    hedna123b14_ESO
    ✭✭✭✭✭
    Autolycus wrote: »
    Autolycus wrote: »
    Autolycus 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 :)
    Autolycus wrote: »
    Autolycus wrote: »
    Autolycus 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.
    Autolycus wrote: »
    Autolycus wrote: »
    Autolycus wrote: »
    Autolycus 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.
    Autolycus wrote: »
    Autolycus wrote: »
    Autolycus wrote: »
    Autolycus 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.
  • Masel
    Masel
    Class Representative
    Autolycus wrote: »
    Autolycus wrote: »
    Autolycus 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 :)
    Autolycus wrote: »
    Autolycus wrote: »
    Autolycus 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.
    Autolycus wrote: »
    Autolycus wrote: »
    Autolycus wrote: »
    Autolycus 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.
    Autolycus wrote: »
    Autolycus wrote: »
    Autolycus wrote: »
    Autolycus 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 :D

    Edited by Masel on December 16, 2016 5:36PM
    PC EU

    All Trial Trifecta Titles Done!

    Youtube:
    https://www.youtube.com/channel/UChVEG6ckuAgGs5OyA6VeisA
  • hedna123b14_ESO
    hedna123b14_ESO
    ✭✭✭✭✭
    Masel92 wrote: »
    Autolycus wrote: »
    Autolycus wrote: »
    Autolycus 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 :)
    Autolycus wrote: »
    Autolycus wrote: »
    Autolycus 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.
    Autolycus wrote: »
    Autolycus wrote: »
    Autolycus wrote: »
    Autolycus 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.
    Autolycus wrote: »
    Autolycus wrote: »
    Autolycus wrote: »
    Autolycus 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 :D

    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...
  • Masel
    Masel
    Class Representative
    Masel92 wrote: »
    Autolycus wrote: »
    Autolycus wrote: »
    Autolycus 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 :)
    Autolycus wrote: »
    Autolycus wrote: »
    Autolycus 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.
    Autolycus wrote: »
    Autolycus wrote: »
    Autolycus wrote: »
    Autolycus 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.
    Autolycus wrote: »
    Autolycus wrote: »
    Autolycus wrote: »
    Autolycus 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 :D

    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!
    PC EU

    All Trial Trifecta Titles Done!

    Youtube:
    https://www.youtube.com/channel/UChVEG6ckuAgGs5OyA6VeisA
  • hedna123b14_ESO
    hedna123b14_ESO
    ✭✭✭✭✭
    Masel92 wrote: »
    Masel92 wrote: »
    Autolycus wrote: »
    Autolycus wrote: »
    Autolycus 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 :)
    Autolycus wrote: »
    Autolycus wrote: »
    Autolycus 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.
    Autolycus wrote: »
    Autolycus wrote: »
    Autolycus wrote: »
    Autolycus 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.
    Autolycus wrote: »
    Autolycus wrote: »
    Autolycus wrote: »
    Autolycus 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 :D

    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!

    Trust me its bad...
  • Tremors
    Tremors
    ✭✭✭
    I've got a DK option as the secondary DK (as we don't want to be stacking engulfing and burning, we also don't want to be in melee range) that I'll post in the coming weeks. I don't have meteor so I'm not really min-maxed, so I'll get onto that.
    Edited by Tremors on December 17, 2016 10:38PM
    Passionfruit GM - PC NA
    Godslayer | Dawnbringer
  • Autolycus
    Autolycus
    ✭✭✭✭✭
    Autolycus wrote: »
    Autolycus wrote: »
    Autolycus wrote: »
    Autolycus 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.

    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.
    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.

    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.
    Edited by Autolycus on December 19, 2016 10:43PM
  • Tremors
    Tremors
    ✭✭✭
    Autolycus wrote: »
    Autolycus wrote: »
    Autolycus wrote: »
    Autolycus wrote: »
    Autolycus 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.

    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.
    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.

    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.

    Edited by Tremors on December 20, 2016 9:18PM
    Passionfruit GM - PC NA
    Godslayer | Dawnbringer
  • Autolycus
    Autolycus
    ✭✭✭✭✭
    Autolycus wrote: »
    Autolycus wrote: »
    Autolycus wrote: »
    Autolycus wrote: »
    Autolycus 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.

    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.
    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.

    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. I considered all of those things in your totally-not-sarcastic list three posts ago, and the fact that you're still acting like I'm that ignorant is frustrating (like why am I wasting my time here?).

    You say something like this now:
    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
    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.

    Personally, I would be measuring the impact 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. How many times does DC proc Ilambris, in practice? I don't see that you've done anything to isolate your skills to ascertain if these assumptions hold true. 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?
    Edited by Autolycus on December 21, 2016 9:27PM
  • Tremors
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    Autolycus wrote: »
    Autolycus wrote: »
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    Autolycus 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.

    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.
    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.

    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:
    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
    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.

    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?

    Honestly man, at this point you've lost me. Because all I did was explain why I've chosen certain abilities and why other abilities wouldn't be ideal. I thought that's how discussions were made, you even got upset at NOS for his response to your "idea"?

    How would you like me to respond so you don't take offence? I actually took the time to read your posts and give you reasons why abilities wouldn't work. If you feel I've shut your ideas down, maybe it's because I have tried or thought about them, or maybe it's just because it's not practical for the build.

    Things like, try boundless storm when the build is at full range? I mean, if I'm going to be up close and personal on a ranged build, I'm not going to play a ranged build. Don't get irrational here, this is just an example.

    I appreciate the bumps.
    Passionfruit GM - PC NA
    Godslayer | Dawnbringer
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