HalvarIronfist wrote: »I am currently running VMA at CP 383. I'm on stage 6, and I've made it to the hell-of-an-RNG boss fight.. (Stupid swarms and their snares...) I am well aware that this build is not IDEAL, but I'm looking for ways to improve it, without further to do, here are my stats. HUGE NOTE: ( I HAVE BEEN MOSTLY ONE-BARRING VMA ON A PET BUILD. i HAVE NOW ADDED SOME EXTRA BUFFS ONTO MY BACK BAR.)
__________________________________________________________________________
Race: Dark Elf
M: 64
H:0
S: 0
(Buffed by Drink: Witchmother's Potent Brew)
Magicka Total: 32k
Health Total: 15k
Stamina: 10k
M Recovery: 1207
H Recovery: 383
S Recovery: 616
Spell Dmg: 2445 (Unbuffed, Spell power pots and power surge are often used)
Spell Crit: 46.5%
Spell Penetration: (Rough calculations, as I am a PS4 player): 14896
Stone: The Lover. (Was running Apprentice, but switched for extra penetration)
____________________________________________________________________________
Gear: (The major part of the build I'm questioning, as you can probably tell, I am not running Necropotence, even though I'm on a pet build. That much is due to availability at the given second, and my slight unwavering opinion that extra magicka would throughly destroy my current DPS as is.)
Monster Set: Illambris 1pc head divines/max magicka Shoulder: 1pc max magicka sturdy (To be transmuted.)
5 Piece Julianos armor,
Chest: Heavy Julianos , Max health and Infused. (Currently researching divines, have quite a few days left.)
Sash: Light Julianos, Max Magicka and divines.
Gloves: Light Juilanos, max magicka, divines.
Legs: light Julianos, max magicka, divines.
Shoes: Julianos, Divines.
3 Pieces of Mad Tinkerers Jewelry, and 1 Gold Mad Tinkerer's Lightning Staff with a flame enchant. (Triggering the procs on Illambris)
(Jewelry is all Spell DMG enchants and traited with Arcane) (The Lightning staff is sharpened, and here are the stats on it: 1335 damage, 2939 flame dmg, and 2752 penetration from sharpened.)
CP Allocations:
Blue:
Apprentice: 70
Spell Erosion 45
Elemental Expert 25
Atronach: 37
Staff Expert: 30
Master At Arms: 7
Ritual: 20
Thaumaturge: 20
RED:
Ironclad: 23
Elemental Defender 24
Bastion: 81
GREEN
Warlord: 4
Arcanist: 100
Tenacity: 24
Passives:
ALL: Destro staff, Light Armor, Racial, Storm Calling, Daedric Summoning
Partial: First 2 Unholy Knowledge (Dark Magic) Heavy Armor: Everything full up to Revitalize (Since I don't wear 5 pieces.)
________________________________________________________________________________________
Now, doing some tests last night, my DPS is ungodly horrible, though I have a fair sustain through recovery, and heavy-attack spam while DOTs are down.
Using Lighting Rage, on top of Elemental blockade, and hitting all my procs, I'm dpsing 17-20k.
As I said, I'm trying to do VMA, and I'm looking for any more optimal changes I can make to my build to increase DPS and keep a good level of sustain
Oreyn_Bearclaw wrote: »HalvarIronfist wrote: »
The bold makes no sense. If you are running pets, strongly consider necro, especially VMA. Necro got buffed this patch now that LA/HA scaling is more dependent on your max stat pool. Also, more magic means bigger shields in VMA. 15k penetration if that is self buffed before major breach, is almost certainly overkill. If that includes breach, than its probably about right. I am not an expert on Mad Tinkerer, but Most of these proc sets just dont beat out raw stats for sustained DPS.
Lastly, unless you are a tank or playing PVP, I usually am not a fan of the mix/matched monster sets. Pic one and wear both pieces IMO.
Well, I'm thinking of replacing Mad TInkerer with Necropotence. Given that I crafted Julianos and it's a fairly solid set, I'd rather keep it. I also do not know what you mean by mix/matching monster sets. I am currently , and have been running 2 pieces of Illambris.
I'd either have to farm or lay down quite a bit of money on Necro.
As for penetration.. Say I'd take some CP out of spell erosion, or should I switch my mundus stone back to Apprentice and get extra spell damage?
HalvarIronfist wrote: »
The bold makes no sense. If you are running pets, strongly consider necro, especially VMA. Necro got buffed this patch now that LA/HA scaling is more dependent on your max stat pool. Also, more magic means bigger shields in VMA. 15k penetration if that is self buffed before major breach, is almost certainly overkill. If that includes breach, than its probably about right. I am not an expert on Mad Tinkerer, but Most of these proc sets just dont beat out raw stats for sustained DPS.
Lastly, unless you are a tank or playing PVP, I usually am not a fan of the mix/matched monster sets. Pic one and wear both pieces IMO.
Well, I'm thinking of replacing Mad TInkerer with Necropotence. Given that I crafted Julianos and it's a fairly solid set, I'd rather keep it. I also do not know what you mean by mix/matching monster sets. I am currently , and have been running 2 pieces of Illambris.
I'd either have to farm or lay down quite a bit of money on Necro.
As for penetration.. Say I'd take some CP out of spell erosion, or should I switch my mundus stone back to Apprentice and get extra spell damage?
HalvarIronfist wrote: »Oh, I did a huge dumb
Here are my Bars:
Front Bar: (Mad Tink)
Volitile Familiar, Twilight Matriarch (Free Heals!) Elemental Blockade , Hardened Ward, Power Surge (Ult: Lightning Rage, both bars)
Back Bar: Julianos Inferno Staff (Infused)
Both Summons, Weakness to elements, Bound Armor, and Lightning form
My usual rotation is: Apply buffs: Light attack, Wall of Elements, heavy attack, Pet Pulse, Ward Again, and rinse repeat, adding my pet heal if I really need it over Power Surge's crit heal.
32K magicka is extremely low for any mag sorc setup. I don't think your gear is that bad, but you should be able to hit 35K magicka fairly easily. I recommend switching tinkerer for necropotence.
Also, I have found Skoria to be better in Maelstrom since it follows your target, making it more reliable.
And 15K health isn't ideal. I would aim for 18K. And in maelstrom, you can get away with lower spell damage. I recommend keeping your jewelry enchants as recovery. You can add the recovery enchants and then use tri-stat food. Will give you more magicka, more stamina and more health and the recovery glyphs will make up for the sustain loss from ditching witchmothers.
Plus, since you are using a heavy attack pet rotation, you really could just ditch sustain altogether.
HalvarIronfist wrote: »I am currently running VMA at CP 383. I'm on stage 6, and I've made it to the hell-of-an-RNG boss fight.. (Stupid swarms and their snares...) I am well aware that this build is not IDEAL, but I'm looking for ways to improve it, without further to do, here are my stats. HUGE NOTE: ( I HAVE BEEN MOSTLY ONE-BARRING VMA ON A PET BUILD. i HAVE NOW ADDED SOME EXTRA BUFFS ONTO MY BACK BAR.)
__________________________________________________________________________
Race: Dark Elf
M: 64
H:0
S: 0
(Buffed by Drink: Witchmother's Potent Brew)
Magicka Total: 32k
Health Total: 15k
Stamina: 10k
M Recovery: 1207
H Recovery: 383
S Recovery: 616
Spell Dmg: 2445 (Unbuffed, Spell power pots and power surge are often used)
Spell Crit: 46.5%
Spell Penetration: (Rough calculations, as I am a PS4 player): 14896
Stone: The Lover. (Was running Apprentice, but switched for extra penetration)
____________________________________________________________________________
Gear: (The major part of the build I'm questioning, as you can probably tell, I am not running Necropotence, even though I'm on a pet build. That much is due to availability at the given second, and my slight unwavering opinion that extra magicka would throughly destroy my current DPS as is.)
Monster Set: Illambris 1pc head divines/max magicka Shoulder: 1pc max magicka sturdy (To be transmuted.)
5 Piece Julianos armor,
Chest: Heavy Julianos , Max health and Infused. (Currently researching divines, have quite a few days left.)
Sash: Light Julianos, Max Magicka and divines.
Gloves: Light Juilanos, max magicka, divines.
Legs: light Julianos, max magicka, divines.
Shoes: Julianos, Divines.
3 Pieces of Mad Tinkerers Jewelry, and 1 Gold Mad Tinkerer's Lightning Staff with a flame enchant. (Triggering the procs on Illambris)
(Jewelry is all Spell DMG enchants and traited with Arcane) (The Lightning staff is sharpened, and here are the stats on it: 1335 damage, 2939 flame dmg, and 2752 penetration from sharpened.)
CP Allocations:
Blue:
Apprentice: 70
Spell Erosion 45
Elemental Expert 25
Atronach: 37
Staff Expert: 30
Master At Arms: 7
Ritual: 20
Thaumaturge: 20
RED:
Ironclad: 23
Elemental Defender 24
Bastion: 81
GREEN
Warlord: 4
Arcanist: 100
Tenacity: 24
Passives:
ALL: Destro staff, Light Armor, Racial, Storm Calling, Daedric Summoning
Partial: First 2 Unholy Knowledge (Dark Magic) Heavy Armor: Everything full up to Revitalize (Since I don't wear 5 pieces.)
________________________________________________________________________________________
Now, doing some tests last night, my DPS is ungodly horrible, though I have a fair sustain through recovery, and heavy-attack spam while DOTs are down.
Using Lighting Rage, on top of Elemental blockade, and hitting all my procs, I'm dpsing 17-20k.
As I said, I'm trying to do VMA, and I'm looking for any more optimal changes I can make to my build to increase DPS and keep a good level of sustain
Lord_Dexter wrote: »HalvarIronfist wrote: »I am currently running VMA at CP 383. I'm on stage 6, and I've made it to the hell-of-an-RNG boss fight.. (Stupid swarms and their snares...) I am well aware that this build is not IDEAL, but I'm looking for ways to improve it, without further to do, here are my stats. HUGE NOTE: ( I HAVE BEEN MOSTLY ONE-BARRING VMA ON A PET BUILD. i HAVE NOW ADDED SOME EXTRA BUFFS ONTO MY BACK BAR.)
__________________________________________________________________________
Race: Dark Elf
M: 64
H:0
S: 0
(Buffed by Drink: Witchmother's Potent Brew)
Magicka Total: 32k
Health Total: 15k
Stamina: 10k
M Recovery: 1207
H Recovery: 383
S Recovery: 616
Spell Dmg: 2445 (Unbuffed, Spell power pots and power surge are often used)
Spell Crit: 46.5%
Spell Penetration: (Rough calculations, as I am a PS4 player): 14896
Stone: The Lover. (Was running Apprentice, but switched for extra penetration)
____________________________________________________________________________
Gear: (The major part of the build I'm questioning, as you can probably tell, I am not running Necropotence, even though I'm on a pet build. That much is due to availability at the given second, and my slight unwavering opinion that extra magicka would throughly destroy my current DPS as is.)
Monster Set: Illambris 1pc head divines/max magicka Shoulder: 1pc max magicka sturdy (To be transmuted.)
5 Piece Julianos armor,
Chest: Heavy Julianos , Max health and Infused. (Currently researching divines, have quite a few days left.)
Sash: Light Julianos, Max Magicka and divines.
Gloves: Light Juilanos, max magicka, divines.
Legs: light Julianos, max magicka, divines.
Shoes: Julianos, Divines.
3 Pieces of Mad Tinkerers Jewelry, and 1 Gold Mad Tinkerer's Lightning Staff with a flame enchant. (Triggering the procs on Illambris)
(Jewelry is all Spell DMG enchants and traited with Arcane) (The Lightning staff is sharpened, and here are the stats on it: 1335 damage, 2939 flame dmg, and 2752 penetration from sharpened.)
CP Allocations:
Blue:
Apprentice: 70
Spell Erosion 45
Elemental Expert 25
Atronach: 37
Staff Expert: 30
Master At Arms: 7
Ritual: 20
Thaumaturge: 20
RED:
Ironclad: 23
Elemental Defender 24
Bastion: 81
GREEN
Warlord: 4
Arcanist: 100
Tenacity: 24
Passives:
ALL: Destro staff, Light Armor, Racial, Storm Calling, Daedric Summoning
Partial: First 2 Unholy Knowledge (Dark Magic) Heavy Armor: Everything full up to Revitalize (Since I don't wear 5 pieces.)
________________________________________________________________________________________
Now, doing some tests last night, my DPS is ungodly horrible, though I have a fair sustain through recovery, and heavy-attack spam while DOTs are down.
Using Lighting Rage, on top of Elemental blockade, and hitting all my procs, I'm dpsing 17-20k.
As I said, I'm trying to do VMA, and I'm looking for any more optimal changes I can make to my build to increase DPS and keep a good level of sustain
At 383 CP level final boss fight will remain a mess,
I suggest you to raise CP at 450+ for VMA final stage boss fight.
I have done VMA countless time, on PS4 alt account 320 CP breeze through all rounds except final boss.
I died around 20 times then decided to raised few CP levels (around 390), Fighter Guild level to 10 (for ultimate gen on killing deadra) and then was able to complete without any trouble.
I have PS4 1020 CP and PC NA 852 CP account and did VMA countless times