http://en.uesp.net/wiki/Special:EsoBuildData?id=40559
here is a no cp version of your build (just not sure how much mag reg is neaded with the cheap dk skills and elemental drain)
im next patch a no cp only player so i need to transform every potatoe cp build for my needs^^
http://en.uesp.net/wiki/Special:EsoBuildData?id=40559
here is a no cp version of your build (just not sure how much mag reg is neaded with the cheap dk skills and elemental drain)
im next patch a no cp only player so i need to transform every potatoe cp build for my needs^^
Wow.
I've got only 1366 regen (unbuffed) & that's in CP environment
Spell damage on all jewelry.
http://en.uesp.net/wiki/Special:EsoBuildData?id=40559
here is a no cp version of your build (just not sure how much mag reg is neaded with the cheap dk skills and elemental drain)
im next patch a no cp only player so i need to transform every potatoe cp build for my needs^^
http://en.uesp.net/wiki/Special:EsoBuildData?id=40559
here is a no cp version of your build (just not sure how much mag reg is neaded with the cheap dk skills and elemental drain)
im next patch a no cp only player so i need to transform every potatoe cp build for my needs^^
Why take flight? Its not buffed by bsw so even in non cp leap should be choice. I guess its just mis click in editor
To OP really enjoyed watching videos and reading your thoughts on this particular dk setup. I'm starting mag dk for first time and doing something similar, thx for inspiration
http://en.uesp.net/wiki/Special:EsoBuildData?id=40559
here is a no cp version of your build (just not sure how much mag reg is neaded with the cheap dk skills and elemental drain)
im next patch a no cp only player so i need to transform every potatoe cp build for my needs^^
Why take flight? Its not buffed by bsw so even in non cp leap should be choice. I guess its just mis click in editor
To OP really enjoyed watching videos and reading your thoughts on this particular dk setup. I'm starting mag dk for first time and doing something similar, thx for inspiration
lol whuut?
i allways used to use take flight Oo i thought reduce ult cost+more dmg >> a shield
and why should take flight not get buffed by bsw? since ults are based on higest stat and dmg (either stam/mag or weap/spelldmg)
http://en.uesp.net/wiki/Special:EsoBuildData?id=40559
here is a no cp version of your build (just not sure how much mag reg is neaded with the cheap dk skills and elemental drain)
im next patch a no cp only player so i need to transform every potatoe cp build for my needs^^
Why take flight? Its not buffed by bsw so even in non cp leap should be choice. I guess its just mis click in editor
To OP really enjoyed watching videos and reading your thoughts on this particular dk setup. I'm starting mag dk for first time and doing something similar, thx for inspiration
lol whuut?
i allways used to use take flight Oo i thought reduce ult cost+more dmg >> a shield
and why should take flight not get buffed by bsw? since ults are based on higest stat and dmg (either stam/mag or weap/spelldmg)
But it's not more damage since stam ults don't use mag penetration. It's more damage if the target has like no resists at all.
At least that's how I always though it worked.
http://en.uesp.net/wiki/Special:EsoBuildData?id=40559
here is a no cp version of your build (just not sure how much mag reg is neaded with the cheap dk skills and elemental drain)
im next patch a no cp only player so i need to transform every potatoe cp build for my needs^^
Why take flight? Its not buffed by bsw so even in non cp leap should be choice. I guess its just mis click in editor
To OP really enjoyed watching videos and reading your thoughts on this particular dk setup. I'm starting mag dk for first time and doing something similar, thx for inspiration
lol whuut?
i allways used to use take flight Oo i thought reduce ult cost+more dmg >> a shield
and why should take flight not get buffed by bsw? since ults are based on higest stat and dmg (either stam/mag or weap/spelldmg)
http://en.uesp.net/wiki/Special:EsoBuildData?id=40559
here is a no cp version of your build (just not sure how much mag reg is neaded with the cheap dk skills and elemental drain)
im next patch a no cp only player so i need to transform every potatoe cp build for my needs^^
Why take flight? Its not buffed by bsw so even in non cp leap should be choice. I guess its just mis click in editor
To OP really enjoyed watching videos and reading your thoughts on this particular dk setup. I'm starting mag dk for first time and doing something similar, thx for inspiration
lol whuut?
i allways used to use take flight Oo i thought reduce ult cost+more dmg >> a shield
and why should take flight not get buffed by bsw? since ults are based on higest stat and dmg (either stam/mag or weap/spelldmg)
Never use take flight. 90% of the players are vamps, and you want your leap to smash them while protecting you. 2 DKs with optimized Infernal-Guardian-Leaps can destroy a whole ball group after the patch if they synchronize it.
Looking at your build, you might notice that you didn´t slot mist form - which is basically unplayable as a MagDK. Furthermore, there is no reason to use an Inferno Staff here, as you can do everything with class abilities, and would waste an additional set bonus not using Sword n Board, not even speaking of survivability. Mag Penetration doesn´t play any real role in real PvP combat situations. Ah, and you have the wrong morph of the resto ulti - you need the one with major protection.
http://en.uesp.net/wiki/Special:EsoBuildData?id=40559
here is a no cp version of your build (just not sure how much mag reg is neaded with the cheap dk skills and elemental drain)
im next patch a no cp only player so i need to transform every potatoe cp build for my needs^^
Why take flight? Its not buffed by bsw so even in non cp leap should be choice. I guess its just mis click in editor
To OP really enjoyed watching videos and reading your thoughts on this particular dk setup. I'm starting mag dk for first time and doing something similar, thx for inspiration
lol whuut?
i allways used to use take flight Oo i thought reduce ult cost+more dmg >> a shield
and why should take flight not get buffed by bsw? since ults are based on higest stat and dmg (either stam/mag or weap/spelldmg)
Never use take flight. 90% of the players are vamps, and you want your leap to smash them while protecting you. 2 DKs with optimized Infernal-Guardian-Leaps can destroy a whole ball group after the patch if they synchronize it.
Looking at your build, you might notice that you didn´t slot mist form - which is basically unplayable as a MagDK. Furthermore, there is no reason to use an Inferno Staff here, as you can do everything with class abilities, and would waste an additional set bonus not using Sword n Board, not even speaking of survivability. Mag Penetration doesn´t play any real role in real PvP combat situations. Ah, and you have the wrong morph of the resto ulti - you need the one with major protection.
Sorry my bad, i had in mind sun set and was talking about bsw.lol whuut?
i allways used to use take flight Oo i thought reduce ult cost+more dmg >> a shield
and why should take flight not get buffed by bsw? since ults are based on higest stat and dmg (either stam/mag or weap/spelldmg)
http://en.uesp.net/wiki/Special:EsoBuildData?id=40559
here is a no cp version of your build (just not sure how much mag reg is neaded with the cheap dk skills and elemental drain)
im next patch a no cp only player so i need to transform every potatoe cp build for my needs^^
Why take flight? Its not buffed by bsw so even in non cp leap should be choice. I guess its just mis click in editor
To OP really enjoyed watching videos and reading your thoughts on this particular dk setup. I'm starting mag dk for first time and doing something similar, thx for inspiration
lol whuut?
i allways used to use take flight Oo i thought reduce ult cost+more dmg >> a shield
and why should take flight not get buffed by bsw? since ults are based on higest stat and dmg (either stam/mag or weap/spelldmg)
Never use take flight. 90% of the players are vamps, and you want your leap to smash them while protecting you. 2 DKs with optimized Infernal-Guardian-Leaps can destroy a whole ball group after the patch if they synchronize it.
Looking at your build, you might notice that you didn´t slot mist form - which is basically unplayable as a MagDK. Furthermore, there is no reason to use an Inferno Staff here, as you can do everything with class abilities, and would waste an additional set bonus not using Sword n Board, not even speaking of survivability. Mag Penetration doesn´t play any real role in real PvP combat situations. Ah, and you have the wrong morph of the resto ulti - you need the one with major protection.
In the video I've explained the rationale behind most of the skill/gear choices.
If you want the more in-depth math behind things like Life Giver vs Light's Champion, or how much extra damage (which is the main focus of this build, as it isn't a permablocking one) you gain factoring in extra penetration from Elem Drain, Ancient Knowledge, inferno light attacks, double chance of burning, higher BSW uptime etc with destro staff vs S&B, I'd be happy to write those down too.
S&B has it perks, but if you want a more fast paced build with tons of damage it isn't the way to go. I have some gameplay of this build here: https://youtu.be/9bzFSjz_kMQ - in case you want to see how different (which is my number #1 design goal on every build I create) it plays to the usual S&B builds.
http://en.uesp.net/wiki/Special:EsoBuildData?id=40559
here is a no cp version of your build (just not sure how much mag reg is neaded with the cheap dk skills and elemental drain)
im next patch a no cp only player so i need to transform every potatoe cp build for my needs^^
Why take flight? Its not buffed by bsw so even in non cp leap should be choice. I guess its just mis click in editor
To OP really enjoyed watching videos and reading your thoughts on this particular dk setup. I'm starting mag dk for first time and doing something similar, thx for inspiration
lol whuut?
i allways used to use take flight Oo i thought reduce ult cost+more dmg >> a shield
and why should take flight not get buffed by bsw? since ults are based on higest stat and dmg (either stam/mag or weap/spelldmg)
Never use take flight. 90% of the players are vamps, and you want your leap to smash them while protecting you. 2 DKs with optimized Infernal-Guardian-Leaps can destroy a whole ball group after the patch if they synchronize it.
Looking at your build, you might notice that you didn´t slot mist form - which is basically unplayable as a MagDK. Furthermore, there is no reason to use an Inferno Staff here, as you can do everything with class abilities, and would waste an additional set bonus not using Sword n Board, not even speaking of survivability. Mag Penetration doesn´t play any real role in real PvP combat situations. Ah, and you have the wrong morph of the resto ulti - you need the one with major protection.
In the video I've explained the rationale behind most of the skill/gear choices.
If you want the more in-depth math behind things like Life Giver vs Light's Champion, or how much extra damage (which is the main focus of this build, as it isn't a permablocking one) you gain factoring in extra penetration from Elem Drain, Ancient Knowledge, inferno light attacks, double chance of burning, higher BSW uptime etc with destro staff vs S&B, I'd be happy to write those down too.
S&B has it perks, but if you want a more fast paced build with tons of damage it isn't the way to go. I have some gameplay of this build here: https://youtu.be/9bzFSjz_kMQ - in case you want to see how different (which is my number #1 design goal on every build I create) it plays to the usual S&B builds.
I've been told that a nirn 2h is the most possible damage you can squeeze out as a magdk.
http://en.uesp.net/wiki/Special:EsoBuildData?id=40559
here is a no cp version of your build (just not sure how much mag reg is neaded with the cheap dk skills and elemental drain)
im next patch a no cp only player so i need to transform every potatoe cp build for my needs^^
Why take flight? Its not buffed by bsw so even in non cp leap should be choice. I guess its just mis click in editor
To OP really enjoyed watching videos and reading your thoughts on this particular dk setup. I'm starting mag dk for first time and doing something similar, thx for inspiration
lol whuut?
i allways used to use take flight Oo i thought reduce ult cost+more dmg >> a shield
and why should take flight not get buffed by bsw? since ults are based on higest stat and dmg (either stam/mag or weap/spelldmg)
Never use take flight. 90% of the players are vamps, and you want your leap to smash them while protecting you. 2 DKs with optimized Infernal-Guardian-Leaps can destroy a whole ball group after the patch if they synchronize it.
Looking at your build, you might notice that you didn´t slot mist form - which is basically unplayable as a MagDK. Furthermore, there is no reason to use an Inferno Staff here, as you can do everything with class abilities, and would waste an additional set bonus not using Sword n Board, not even speaking of survivability. Mag Penetration doesn´t play any real role in real PvP combat situations. Ah, and you have the wrong morph of the resto ulti - you need the one with major protection.
In the video I've explained the rationale behind most of the skill/gear choices.
If you want the more in-depth math behind things like Life Giver vs Light's Champion, or how much extra damage (which is the main focus of this build, as it isn't a permablocking one) you gain factoring in extra penetration from Elem Drain, Ancient Knowledge, inferno light attacks, double chance of burning, higher BSW uptime etc with destro staff vs S&B, I'd be happy to write those down too.
S&B has it perks, but if you want a more fast paced build with tons of damage it isn't the way to go. I have some gameplay of this build here: https://youtu.be/9bzFSjz_kMQ - in case you want to see how different (which is my number #1 design goal on every build I create) it plays to the usual S&B builds.
I've been told that a nirn 2h is the most possible damage you can squeeze out as a magdk.
http://en.uesp.net/wiki/Special:EsoBuildData?id=40559
here is a no cp version of your build (just not sure how much mag reg is neaded with the cheap dk skills and elemental drain)
im next patch a no cp only player so i need to transform every potatoe cp build for my needs^^
Why take flight? Its not buffed by bsw so even in non cp leap should be choice. I guess its just mis click in editor
To OP really enjoyed watching videos and reading your thoughts on this particular dk setup. I'm starting mag dk for first time and doing something similar, thx for inspiration
lol whuut?
i allways used to use take flight Oo i thought reduce ult cost+more dmg >> a shield
and why should take flight not get buffed by bsw? since ults are based on higest stat and dmg (either stam/mag or weap/spelldmg)
Never use take flight. 90% of the players are vamps, and you want your leap to smash them while protecting you. 2 DKs with optimized Infernal-Guardian-Leaps can destroy a whole ball group after the patch if they synchronize it.
Looking at your build, you might notice that you didn´t slot mist form - which is basically unplayable as a MagDK. Furthermore, there is no reason to use an Inferno Staff here, as you can do everything with class abilities, and would waste an additional set bonus not using Sword n Board, not even speaking of survivability. Mag Penetration doesn´t play any real role in real PvP combat situations. Ah, and you have the wrong morph of the resto ulti - you need the one with major protection.
In the video I've explained the rationale behind most of the skill/gear choices.
If you want the more in-depth math behind things like Life Giver vs Light's Champion, or how much extra damage (which is the main focus of this build, as it isn't a permablocking one) you gain factoring in extra penetration from Elem Drain, Ancient Knowledge, inferno light attacks, double chance of burning, higher BSW uptime etc with destro staff vs S&B, I'd be happy to write those down too.
S&B has it perks, but if you want a more fast paced build with tons of damage it isn't the way to go. I have some gameplay of this build here: https://youtu.be/9bzFSjz_kMQ - in case you want to see how different (which is my number #1 design goal on every build I create) it plays to the usual S&B builds.
I've been told that a nirn 2h is the most possible damage you can squeeze out as a magdk.
Well, that's inaccurate.
Nirnhoned 2H vs Nirnhoned Destro (5 BSW 5 Mara 2 Skoria)
Major Sorcery, Infused Weapon Dmg Enchant
2H Whip: 12 067
Destro Whip: 11 673 (12 606 with Elemental Drain)
2H wins by 394 dmg w/o Elemental Drain, loses by 539 when Elemental Drain is applied.
Similar scaling applies to all other skills.
...and then there's this:
2H Light Attack: 2721
Destro Light Attack: 4549 (4912 with Elemental Drain)
2H loses by 1828 dmg (2191 with Elemental Drain)
So even if you don't have Elemental Drain on target, destro staff has damage advantage thanks to a lot stronger light attack weaves.
Then there's also double chance of proccing Burning status effect (and the resulting extra skoria procs) etc.
2H is good for the extra mobility, but destro is better for pure dmg.
http://en.uesp.net/wiki/Special:EsoBuildData?id=40559
here is a no cp version of your build (just not sure how much mag reg is neaded with the cheap dk skills and elemental drain)
im next patch a no cp only player so i need to transform every potatoe cp build for my needs^^
Why take flight? Its not buffed by bsw so even in non cp leap should be choice. I guess its just mis click in editor
To OP really enjoyed watching videos and reading your thoughts on this particular dk setup. I'm starting mag dk for first time and doing something similar, thx for inspiration
lol whuut?
i allways used to use take flight Oo i thought reduce ult cost+more dmg >> a shield
and why should take flight not get buffed by bsw? since ults are based on higest stat and dmg (either stam/mag or weap/spelldmg)
Never use take flight. 90% of the players are vamps, and you want your leap to smash them while protecting you. 2 DKs with optimized Infernal-Guardian-Leaps can destroy a whole ball group after the patch if they synchronize it.
Looking at your build, you might notice that you didn´t slot mist form - which is basically unplayable as a MagDK. Furthermore, there is no reason to use an Inferno Staff here, as you can do everything with class abilities, and would waste an additional set bonus not using Sword n Board, not even speaking of survivability. Mag Penetration doesn´t play any real role in real PvP combat situations. Ah, and you have the wrong morph of the resto ulti - you need the one with major protection.
In the video I've explained the rationale behind most of the skill/gear choices.
If you want the more in-depth math behind things like Life Giver vs Light's Champion, or how much extra damage (which is the main focus of this build, as it isn't a permablocking one) you gain factoring in extra penetration from Elem Drain, Ancient Knowledge, inferno light attacks, double chance of burning, higher BSW uptime etc with destro staff vs S&B, I'd be happy to write those down too.
S&B has it perks, but if you want a more fast paced build with tons of damage it isn't the way to go. I have some gameplay of this build here: https://youtu.be/9bzFSjz_kMQ - in case you want to see how different (which is my number #1 design goal on every build I create) it plays to the usual S&B builds.
I've been told that a nirn 2h is the most possible damage you can squeeze out as a magdk.
Well, that's inaccurate.
Nirnhoned 2H vs Nirnhoned Destro (5 BSW 5 Mara 2 Skoria)
Major Sorcery, Infused Weapon Dmg Enchant
2H Whip: 12 067
Destro Whip: 11 673 (12 606 with Elemental Drain)
2H wins by 394 dmg w/o Elemental Drain, loses by 539 when Elemental Drain is applied.
Similar scaling applies to all other skills.
...and then there's this:
2H Light Attack: 2721
Destro Light Attack: 4549 (4912 with Elemental Drain)
2H loses by 1828 dmg (2191 with Elemental Drain)
So even if you don't have Elemental Drain on target, destro staff has damage advantage thanks to a lot stronger light attack weaves.
Then there's also double chance of proccing Burning status effect (and the resulting extra skoria procs) etc.
2H is good for the extra mobility, but destro is better for pure dmg.
Only benefit for 2h is the snare immunity, strong single target ultimate, and 5% DMG done bonus to boost proc sets and any ability with both a direct/DOT component to it's damage.
Otherwise destro+ele drain is really sexy.
http://en.uesp.net/wiki/Special:EsoBuildData?id=40559
here is a no cp version of your build (just not sure how much mag reg is neaded with the cheap dk skills and elemental drain)
im next patch a no cp only player so i need to transform every potatoe cp build for my needs^^
Why take flight? Its not buffed by bsw so even in non cp leap should be choice. I guess its just mis click in editor
To OP really enjoyed watching videos and reading your thoughts on this particular dk setup. I'm starting mag dk for first time and doing something similar, thx for inspiration
lol whuut?
i allways used to use take flight Oo i thought reduce ult cost+more dmg >> a shield
and why should take flight not get buffed by bsw? since ults are based on higest stat and dmg (either stam/mag or weap/spelldmg)
Never use take flight. 90% of the players are vamps, and you want your leap to smash them while protecting you. 2 DKs with optimized Infernal-Guardian-Leaps can destroy a whole ball group after the patch if they synchronize it.
Looking at your build, you might notice that you didn´t slot mist form - which is basically unplayable as a MagDK. Furthermore, there is no reason to use an Inferno Staff here, as you can do everything with class abilities, and would waste an additional set bonus not using Sword n Board, not even speaking of survivability. Mag Penetration doesn´t play any real role in real PvP combat situations. Ah, and you have the wrong morph of the resto ulti - you need the one with major protection.
In the video I've explained the rationale behind most of the skill/gear choices.
If you want the more in-depth math behind things like Life Giver vs Light's Champion, or how much extra damage (which is the main focus of this build, as it isn't a permablocking one) you gain factoring in extra penetration from Elem Drain, Ancient Knowledge, inferno light attacks, double chance of burning, higher BSW uptime etc with destro staff vs S&B, I'd be happy to write those down too.
S&B has it perks, but if you want a more fast paced build with tons of damage it isn't the way to go. I have some gameplay of this build here: https://youtu.be/9bzFSjz_kMQ - in case you want to see how different (which is my number #1 design goal on every build I create) it plays to the usual S&B builds.
I've been told that a nirn 2h is the most possible damage you can squeeze out as a magdk.
Well, that's inaccurate.
Nirnhoned 2H vs Nirnhoned Destro (5 BSW 5 Mara 2 Skoria)
Major Sorcery, Infused Weapon Dmg Enchant
2H Whip: 12 067
Destro Whip: 11 673 (12 606 with Elemental Drain)
2H wins by 394 dmg w/o Elemental Drain, loses by 539 when Elemental Drain is applied.
Similar scaling applies to all other skills.
...and then there's this:
2H Light Attack: 2721
Destro Light Attack: 4549 (4912 with Elemental Drain)
2H loses by 1828 dmg (2191 with Elemental Drain)
So even if you don't have Elemental Drain on target, destro staff has damage advantage thanks to a lot stronger light attack weaves.
Then there's also double chance of proccing Burning status effect (and the resulting extra skoria procs) etc.
2H is good for the extra mobility, but destro is better for pure dmg.
Only benefit for 2h is the snare immunity, strong single target ultimate, and 5% DMG done bonus to boost proc sets and any ability with both a direct/DOT component to it's damage.
Otherwise destro+ele drain is really sexy.
I'm fairly sure Ancient Knowledge increases Skoria damage as well (the single target part only with inferno staff).
Atleast the tooltip moves on ESO Build Editor when I add/remove points from it (10 440->11 275).
Kinda funny, considering the passive says "single target abilities". Oh well...
http://en.uesp.net/wiki/Special:EsoBuildData?id=40559
here is a no cp version of your build (just not sure how much mag reg is neaded with the cheap dk skills and elemental drain)
im next patch a no cp only player so i need to transform every potatoe cp build for my needs^^
Why take flight? Its not buffed by bsw so even in non cp leap should be choice. I guess its just mis click in editor
To OP really enjoyed watching videos and reading your thoughts on this particular dk setup. I'm starting mag dk for first time and doing something similar, thx for inspiration
lol whuut?
i allways used to use take flight Oo i thought reduce ult cost+more dmg >> a shield
and why should take flight not get buffed by bsw? since ults are based on higest stat and dmg (either stam/mag or weap/spelldmg)
Never use take flight. 90% of the players are vamps, and you want your leap to smash them while protecting you. 2 DKs with optimized Infernal-Guardian-Leaps can destroy a whole ball group after the patch if they synchronize it.
Looking at your build, you might notice that you didn´t slot mist form - which is basically unplayable as a MagDK. Furthermore, there is no reason to use an Inferno Staff here, as you can do everything with class abilities, and would waste an additional set bonus not using Sword n Board, not even speaking of survivability. Mag Penetration doesn´t play any real role in real PvP combat situations. Ah, and you have the wrong morph of the resto ulti - you need the one with major protection.
In the video I've explained the rationale behind most of the skill/gear choices.
If you want the more in-depth math behind things like Life Giver vs Light's Champion, or how much extra damage (which is the main focus of this build, as it isn't a permablocking one) you gain factoring in extra penetration from Elem Drain, Ancient Knowledge, inferno light attacks, double chance of burning, higher BSW uptime etc with destro staff vs S&B, I'd be happy to write those down too.
S&B has it perks, but if you want a more fast paced build with tons of damage it isn't the way to go. I have some gameplay of this build here: https://youtu.be/9bzFSjz_kMQ - in case you want to see how different (which is my number #1 design goal on every build I create) it plays to the usual S&B builds.
I've been told that a nirn 2h is the most possible damage you can squeeze out as a magdk.
Well, that's inaccurate.
Nirnhoned 2H vs Nirnhoned Destro (5 BSW 5 Mara 2 Skoria)
Major Sorcery, Infused Weapon Dmg Enchant
2H Whip: 12 067
Destro Whip: 11 673 (12 606 with Elemental Drain)
2H wins by 394 dmg w/o Elemental Drain, loses by 539 when Elemental Drain is applied.
Similar scaling applies to all other skills.
...and then there's this:
2H Light Attack: 2721
Destro Light Attack: 4549 (4912 with Elemental Drain)
2H loses by 1828 dmg (2191 with Elemental Drain)
So even if you don't have Elemental Drain on target, destro staff has damage advantage thanks to a lot stronger light attack weaves.
Then there's also double chance of proccing Burning status effect (and the resulting extra skoria procs) etc.
2H is good for the extra mobility, but destro is better for pure dmg.
Only benefit for 2h is the snare immunity, strong single target ultimate, and 5% DMG done bonus to boost proc sets and any ability with both a direct/DOT component to it's damage.
Otherwise destro+ele drain is really sexy.
I'm fairly sure Ancient Knowledge increases Skoria damage as well (the single target part only with inferno staff).
Atleast the tooltip moves on ESO Build Editor when I add/remove points from it (10 440->11 275).
Kinda funny, considering the passive says "single target abilities". Oh well...
Worth a test on live for sure.
http://en.uesp.net/wiki/Special:EsoBuildData?id=40559
here is a no cp version of your build (just not sure how much mag reg is neaded with the cheap dk skills and elemental drain)
im next patch a no cp only player so i need to transform every potatoe cp build for my needs^^
Why take flight? Its not buffed by bsw so even in non cp leap should be choice. I guess its just mis click in editor
To OP really enjoyed watching videos and reading your thoughts on this particular dk setup. I'm starting mag dk for first time and doing something similar, thx for inspiration
lol whuut?
i allways used to use take flight Oo i thought reduce ult cost+more dmg >> a shield
and why should take flight not get buffed by bsw? since ults are based on higest stat and dmg (either stam/mag or weap/spelldmg)
Never use take flight. 90% of the players are vamps, and you want your leap to smash them while protecting you. 2 DKs with optimized Infernal-Guardian-Leaps can destroy a whole ball group after the patch if they synchronize it.
Looking at your build, you might notice that you didn´t slot mist form - which is basically unplayable as a MagDK. Furthermore, there is no reason to use an Inferno Staff here, as you can do everything with class abilities, and would waste an additional set bonus not using Sword n Board, not even speaking of survivability. Mag Penetration doesn´t play any real role in real PvP combat situations. Ah, and you have the wrong morph of the resto ulti - you need the one with major protection.
In the video I've explained the rationale behind most of the skill/gear choices.
If you want the more in-depth math behind things like Life Giver vs Light's Champion, or how much extra damage (which is the main focus of this build, as it isn't a permablocking one) you gain factoring in extra penetration from Elem Drain, Ancient Knowledge, inferno light attacks, double chance of burning, higher BSW uptime etc with destro staff vs S&B, I'd be happy to write those down too.
S&B has it perks, but if you want a more fast paced build with tons of damage it isn't the way to go. I have some gameplay of this build here: https://youtu.be/9bzFSjz_kMQ - in case you want to see how different (which is my number #1 design goal on every build I create) it plays to the usual S&B builds.
I've been told that a nirn 2h is the most possible damage you can squeeze out as a magdk.
Well, that's inaccurate.
Nirnhoned 2H vs Nirnhoned Destro (5 BSW 5 Mara 2 Skoria)
Major Sorcery, Infused Weapon Dmg Enchant
2H Whip: 12 067
Destro Whip: 11 673 (12 606 with Elemental Drain)
2H wins by 394 dmg w/o Elemental Drain, loses by 539 when Elemental Drain is applied.
Similar scaling applies to all other skills.
...and then there's this:
2H Light Attack: 2721
Destro Light Attack: 4549 (4912 with Elemental Drain)
2H loses by 1828 dmg (2191 with Elemental Drain)
So even if you don't have Elemental Drain on target, destro staff has damage advantage thanks to a lot stronger light attack weaves.
Then there's also double chance of proccing Burning status effect (and the resulting extra skoria procs) etc.
2H is good for the extra mobility, but destro is better for pure dmg.
Jjitsuboy98 wrote: »I golded out a 2h sun sword last night and ran forward momentum. I didn't like it as good as destro. Elemental drain is to powerful. Also I have been running speed immovable pots to help with mobility. I don't really need magicka sustain with elemental drain and argonian. It's pretty powerful but when snare masters come it's still hard to escape. So you have to LOS quick I still refuse to use mist. How good is efficient purge? I heard it was expensive.
Savos_Saren wrote: »Now that Staves are going to count as 2 pieces- are you going to revisit your build?
Savos_Saren wrote: »Now that Staves are going to count as 2 pieces- are you going to revisit your build?
Yep, got some ideas I want to try out next update.
Might have to drop Mara resto bar due to the changes though, or use 5p on body & slot something like Maelstrom resto for some extra sustain - we'll see.
Savos_Saren wrote: »Now that Staves are going to count as 2 pieces- are you going to revisit your build?
Yep, got some ideas I want to try out next update.
Might have to drop Mara resto bar due to the changes though, or use 5p on body & slot something like Maelstrom resto for some extra sustain - we'll see.
Can do 3 piece Mara, let the staff carry the next 2. Then use a 4pc of any set you want or two 2pc bonuses. So maybe fit BSW on rings+2body, 3 body + staff for Mara, then is one fire staff willpower for the extra max mag on offense and use whatever 2pc helm set you want?
Moglijuana wrote: »Savos_Saren wrote: »Now that Staves are going to count as 2 pieces- are you going to revisit your build?
Yep, got some ideas I want to try out next update.
Might have to drop Mara resto bar due to the changes though, or use 5p on body & slot something like Maelstrom resto for some extra sustain - we'll see.
Can do 3 piece Mara, let the staff carry the next 2. Then use a 4pc of any set you want or two 2pc bonuses. So maybe fit BSW on rings+2body, 3 body + staff for Mara, then is one fire staff willpower for the extra max mag on offense and use whatever 2pc helm set you want?
Why not just use 2 willpower rings instead? That way you get the max mag bonus on both bars.
Savos_Saren wrote: »Now that Staves are going to count as 2 pieces- are you going to revisit your build?
Yep, got some ideas I want to try out next update.
Might have to drop Mara resto bar due to the changes though, or use 5p on body & slot something like Maelstrom resto for some extra sustain - we'll see.
Can do 3 piece Mara, let the staff carry the next 2. Then use a 4pc of any set you want or two 2pc bonuses. So maybe fit BSW on rings+2body, 3 body + staff for Mara, then is one fire staff willpower for the extra max mag on offense and use whatever 2pc helm set you want?