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Magicka Sorcerer Murkmire Setups

  • Morgul667
    Morgul667
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    ccmedaddy wrote: »
    Protective jewelry is great. Which is why we should never talk about it on the forums, lest it suffer the same fate as Swift.

    Dont talk about it guys

    Zos will nerf it cause its cool and somebody mentioned it on a forum
  • Jsmalls
    Jsmalls
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    The trait with the name we shall not speak as to not get it nerfed is a great call!

    I really wanted to try and push 30k of each resistance and that seems to be a solid method. Between 30k resistances (45% mitigation) and 2k crit resistance, coupled with the fact players don't often play with more than 30-40% crit (especially heavy armor users) our shields may feel pretty tanky even at 10k~.

    Temporal guard front bar is also something I messed around with last patch, it might be more usable with the new overload as you can slot the back bar as overload and use it freely on the front bar after activated.

    Keep up the feedback everyone.

    Our biggest concern it seems is damage output after "adapting" hopefully overload helps us increase pressure.

    Hint: light attack, curse, (skip light attack) imbue weapons, light attack, frag, streak with overload activated hits VERY hard. Yes it's very counterable, but landing it feels very good.
  • GrigorijMalahevich
    GrigorijMalahevich
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    Change race to lizardboy - Heavy shakle, chudan monster, lich with 3 infused spell damage oh jewelerry or smth like that...

    Lingering speed pots

    I don’t think you will be able to kill anyone, but you will probably be able to not die that fast
    PC/EU 800 CP.
    PvP MagSorc.
    Pedro Gonzales - Mag Sorc EP vMA Flawless Conqueror clear http://imgur.com/a/CB6j6
    Valera Progib - Stam Sorc DC vMA Flawless Conqueror clear https://i.imgur.com/eYgpXG2.png
    Valera Pozhar - Mag DK EP vMA Flawless Conqueror clear http://imgur.com/a/jrsuK
    Valera Podlechi - Mag Templar AD vMA Flawless Conqueror clear http://imgur.com/a/N0BYq
  • Brutusmax1mus
    Brutusmax1mus
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    Daus wrote: »
    Protective is a solid idea for jewelry traits. Bright-Throat is a must. I plan on front barring Temporal Guard for better mitigation, and back barring Lights Champion. As far as the other 5-piece goes I'm considering scathing mage in order to synergize well with power surge and light's champion. As far as my 2-piece goes I'm planning on using Balorgh in order to provide me solid damage when I activate light's champion. I also plan on back barring the new Blackrose resto.

    If you saw how bright throats worked, you may change your mind. For instance.

    You've gotta delay bar swaps if you single bar it.

    Pressuring? They start to los or dodge, there goes uptime and any pressure youre asking through dots is diminished.

    Is it purgeable?

    Doesn't impact healing at all, which all may classes most slot now with the healing ward nerf.
  • Bergzorn
    Bergzorn
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    [quote="Jsmalls;c-5517246"I really wanted to try and push 30k of each resistance ...

    ...Temporal guard front bar...[/quote]

    if you push your armor resistances that high, other forms of passive mitigation (like minor/major protection) will give you much less 'bang for your buck', since they are multiplicative. You need to find the sweet spot for your build.

    Running temporal guard front bar and light's champion back bar, I don't plan to invest much in additional armor resistance. I'm not even sure if the trait that shall not be named is better than arcane, at least if you are not already hitting the 40% ward cap.


    Edited by Bergzorn on October 6, 2018 8:37PM
    no CP PvP PC/EU

    EP Zergborn
    DC Zerg Beacon

    guild master, raid leader, janitor, and only member of Zergbored
  • mook-eb16_ESO
    mook-eb16_ESO
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    I just think sorc will be sh*t come mirkmire
  • Tonturri
    Tonturri
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    I'm planning on running Blood Spawn, Shacklebreakerr, and Bright-Throat on an Argonian. 5 heavy, 2 light (hands and waist piece).

    If I just take all my points out of Bastion and shove 'em into res, I can get an extra 2300ish extra physical and spell res, or ~4% extra mitigation.

    Protective seems lovely - that extra 5500 ish armor is sweet. Switching to all protective lost me 600-700ish tooltip dmg on frag, 400 or so on my main spammable, and 600 or so on curse.

    It seems like I'm going to have to invest heavily into armor res if I want to have the exact same shield strength post-patch as i did pre-patch. It was...what, 13-14k shield post patch? Maybe a little lower or a little higher. If penetration didn't exist I would be fine, as I can pretty easily reach that 40% dmg mitigation mark armor wise, but once pen is taken into account I'm gonna end up investing MORE into defense but be slightly squishier - shield-wise - after the patch than before. Though of course that 27k HP and heavy armor mitigation will help, I'm looking only at shield strength.

    Damage seems to have stayed about the same, or dropped a tad. I plan on running Elemental Weapon, Ele drain and Rune cage + Meteor. I don't think I'll be able to kill anyone without debuffing them with drain, then stacking frags + curse + execute + meteor + rune cage force-hit.

    Bright-Throat + Necropotence or Shackle + Necro and running a pet seems...interesting, and seems like it'll nicely make up for the lack of sustained pressure my non-pet build has, but I haaaaate pets and bar space is so cramped I'd have to give up an important skill - likely I'd lose my execute. Still, it'll let me make use of the 8% health passive, pushing me from 27k to 29k health. This dragged my max shield value up to 11,600, and with armor (assuming at least 40%), would give the shield a nice 16.2k worth of absorption. This required 23 points into bastion. Still, factor in the likely monstrous amounts of pen I suspect will be floating around now that EVERYTHING works against shields - in addition to being crittable - and I'll still end up with an overall weaker shield than on live.

    Still, I'm slightly optimistic that, while my shields will be weaker, it may be that the bunches of extra armor more than make up for the loss and then some. However, I think we'll be overall weaker than on live - there will be a loss SOMEWHERE, it's just a matter of choosing what you're willing to lose.

    TLDR: Get ready for super tanky sorc builds that you can't kill but can't kill you. I feel almost like a templar if I run heavy armor plus the twilight heal morphed pet xD
    Edited by Tonturri on October 7, 2018 8:12AM
  • Biro123
    Biro123
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    Tonturri wrote: »
    I'm planning on running Blood Spawn, Shacklebreakerr, and Bright-Throat on an Argonian. 5 heavy, 2 light (hands and waist piece).

    If I just take all my points out of Bastion and shove 'em into res, I can get an extra 2300ish extra physical and spell res, or ~4% extra mitigation.

    Protective seems lovely - that extra 5500 ish armor is sweet. Switching to all protective lost me 600-700ish tooltip dmg on frag, 400 or so on my main spammable, and 600 or so on curse.

    It seems like I'm going to have to invest heavily into armor res if I want to have the exact same shield strength post-patch as i did pre-patch. It was...what, 13-14k shield post patch? Maybe a little lower or a little higher. If penetration didn't exist I would be fine, as I can pretty easily reach that 40% dmg mitigation mark armor wise, but once pen is taken into account I'm gonna end up investing MORE into defense but be slightly squishier - shield-wise - after the patch than before. Though of course that 27k HP and heavy armor mitigation will help, I'm looking only at shield strength.

    Damage seems to have stayed about the same, or dropped a tad. I plan on running Elemental Weapon, Ele drain and Rune cage + Meteor. I don't think I'll be able to kill anyone without debuffing them with drain, then stacking frags + curse + execute + meteor + rune cage force-hit.

    Bright-Throat + Necropotence or Shackle + Necro and running a pet seems...interesting, and seems like it'll nicely make up for the lack of sustained pressure my non-pet build has, but I haaaaate pets and bar space is so cramped I'd have to give up an important skill - likely I'd lose my execute. Still, it'll let me make use of the 8% health passive, pushing me from 27k to 29k health. This dragged my max shield value up to 11,600, and with armor (assuming at least 40%), would give the shield a nice 16.2k worth of absorption. This required 23 points into bastion. Still, factor in the likely monstrous amounts of pen I suspect will be floating around now that EVERYTHING works against shields - in addition to being crittable - and I'll still end up with an overall weaker shield than on live.

    Still, I'm slightly optimistic that, while my shields will be weaker, it may be that the bunches of extra armor more than make up for the loss and then some. However, I think we'll be overall weaker than on live - there will be a loss SOMEWHERE, it's just a matter of choosing what you're willing to lose.

    TLDR: Get ready for super tanky sorc builds that you can't kill but can't kill you. I feel almost like a templar if I run heavy armor plus the twilight heal morphed pet xD

    /Agree. Sorcs gonna be super tanky, but will struggle with sustain, and lose a lot of damage to make up for it.
    People will still complain about the class though, and will still think sorcs are 'glass cannons' who shouldn't be able to tank anyone, and demand more shield/mobility nerfs etc.
    Minalan owes me a beer.

    PC EU Megaserver
    Minie Mo - Stam/Magblade - DC
    Woody Ron - Stamplar - DC
    Aidee - Magsorc - DC
    Notadorf - Stamsorc - DC
    Khattman Doo - Stamblade - Relegated to Crafter, cos AD.
  • Strider__Roshin
    Strider__Roshin
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    Biro123 wrote: »
    Tonturri wrote: »
    I'm planning on running Blood Spawn, Shacklebreakerr, and Bright-Throat on an Argonian. 5 heavy, 2 light (hands and waist piece).

    If I just take all my points out of Bastion and shove 'em into res, I can get an extra 2300ish extra physical and spell res, or ~4% extra mitigation.

    Protective seems lovely - that extra 5500 ish armor is sweet. Switching to all protective lost me 600-700ish tooltip dmg on frag, 400 or so on my main spammable, and 600 or so on curse.

    It seems like I'm going to have to invest heavily into armor res if I want to have the exact same shield strength post-patch as i did pre-patch. It was...what, 13-14k shield post patch? Maybe a little lower or a little higher. If penetration didn't exist I would be fine, as I can pretty easily reach that 40% dmg mitigation mark armor wise, but once pen is taken into account I'm gonna end up investing MORE into defense but be slightly squishier - shield-wise - after the patch than before. Though of course that 27k HP and heavy armor mitigation will help, I'm looking only at shield strength.

    Damage seems to have stayed about the same, or dropped a tad. I plan on running Elemental Weapon, Ele drain and Rune cage + Meteor. I don't think I'll be able to kill anyone without debuffing them with drain, then stacking frags + curse + execute + meteor + rune cage force-hit.

    Bright-Throat + Necropotence or Shackle + Necro and running a pet seems...interesting, and seems like it'll nicely make up for the lack of sustained pressure my non-pet build has, but I haaaaate pets and bar space is so cramped I'd have to give up an important skill - likely I'd lose my execute. Still, it'll let me make use of the 8% health passive, pushing me from 27k to 29k health. This dragged my max shield value up to 11,600, and with armor (assuming at least 40%), would give the shield a nice 16.2k worth of absorption. This required 23 points into bastion. Still, factor in the likely monstrous amounts of pen I suspect will be floating around now that EVERYTHING works against shields - in addition to being crittable - and I'll still end up with an overall weaker shield than on live.

    Still, I'm slightly optimistic that, while my shields will be weaker, it may be that the bunches of extra armor more than make up for the loss and then some. However, I think we'll be overall weaker than on live - there will be a loss SOMEWHERE, it's just a matter of choosing what you're willing to lose.

    TLDR: Get ready for super tanky sorc builds that you can't kill but can't kill you. I feel almost like a templar if I run heavy armor plus the twilight heal morphed pet xD

    /Agree. Sorcs gonna be super tanky, but will struggle with sustain, and lose a lot of damage to make up for it.
    People will still complain about the class though, and will still think sorcs are 'glass cannons' who shouldn't be able to tank anyone, and demand more shield/mobility nerfs etc.

    People will always complain, especially about Nightblades. For instance I've heard that stamblades have been meta pretty much every dlc, and no they haven't (although for Murkmire I think they may be right). What I can say about sorcs now is that if they're going to be tanky it's because they've invested into their defense in order to be that way which is way more respectable than how it is on live where the more you spec into damage the tankier you are.
  • Biro123
    Biro123
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    Daus wrote: »
    Biro123 wrote: »
    Tonturri wrote: »
    I'm planning on running Blood Spawn, Shacklebreakerr, and Bright-Throat on an Argonian. 5 heavy, 2 light (hands and waist piece).

    If I just take all my points out of Bastion and shove 'em into res, I can get an extra 2300ish extra physical and spell res, or ~4% extra mitigation.

    Protective seems lovely - that extra 5500 ish armor is sweet. Switching to all protective lost me 600-700ish tooltip dmg on frag, 400 or so on my main spammable, and 600 or so on curse.

    It seems like I'm going to have to invest heavily into armor res if I want to have the exact same shield strength post-patch as i did pre-patch. It was...what, 13-14k shield post patch? Maybe a little lower or a little higher. If penetration didn't exist I would be fine, as I can pretty easily reach that 40% dmg mitigation mark armor wise, but once pen is taken into account I'm gonna end up investing MORE into defense but be slightly squishier - shield-wise - after the patch than before. Though of course that 27k HP and heavy armor mitigation will help, I'm looking only at shield strength.

    Damage seems to have stayed about the same, or dropped a tad. I plan on running Elemental Weapon, Ele drain and Rune cage + Meteor. I don't think I'll be able to kill anyone without debuffing them with drain, then stacking frags + curse + execute + meteor + rune cage force-hit.

    Bright-Throat + Necropotence or Shackle + Necro and running a pet seems...interesting, and seems like it'll nicely make up for the lack of sustained pressure my non-pet build has, but I haaaaate pets and bar space is so cramped I'd have to give up an important skill - likely I'd lose my execute. Still, it'll let me make use of the 8% health passive, pushing me from 27k to 29k health. This dragged my max shield value up to 11,600, and with armor (assuming at least 40%), would give the shield a nice 16.2k worth of absorption. This required 23 points into bastion. Still, factor in the likely monstrous amounts of pen I suspect will be floating around now that EVERYTHING works against shields - in addition to being crittable - and I'll still end up with an overall weaker shield than on live.

    Still, I'm slightly optimistic that, while my shields will be weaker, it may be that the bunches of extra armor more than make up for the loss and then some. However, I think we'll be overall weaker than on live - there will be a loss SOMEWHERE, it's just a matter of choosing what you're willing to lose.

    TLDR: Get ready for super tanky sorc builds that you can't kill but can't kill you. I feel almost like a templar if I run heavy armor plus the twilight heal morphed pet xD

    /Agree. Sorcs gonna be super tanky, but will struggle with sustain, and lose a lot of damage to make up for it.
    People will still complain about the class though, and will still think sorcs are 'glass cannons' who shouldn't be able to tank anyone, and demand more shield/mobility nerfs etc.

    People will always complain, especially about Nightblades. For instance I've heard that stamblades have been meta pretty much every dlc, and no they haven't (although for Murkmire I think they may be right). What I can say about sorcs now is that if they're going to be tanky it's because they've invested into their defense in order to be that way which is way more respectable than how it is on live where the more you spec into damage the tankier you are.

    I don't completely agree with that.
    On live, if I were to spec damage, I'd stack spell-damage, but I go mag instead because it's better for defence, but worse for offence. My traits are all for defence (well fitted and impen), has a decent investment in stam (max and recovery) for dodge//break-free (defence). Everything else into sustain, to sustain that expensive defence. Also, my ability bars contain 6 defensive abilities.

    In contrast, my stamblade slaps on a heavy impen damage set, then goes to town maxing weapon damage.. sustaining with leeching, pots and heavy attacks..

    Sorc currently still builds for defence, just in s different way.
    Minalan owes me a beer.

    PC EU Megaserver
    Minie Mo - Stam/Magblade - DC
    Woody Ron - Stamplar - DC
    Aidee - Magsorc - DC
    Notadorf - Stamsorc - DC
    Khattman Doo - Stamblade - Relegated to Crafter, cos AD.
  • bardx86
    bardx86
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    Daus wrote: »
    Biro123 wrote: »
    Tonturri wrote: »
    I'm planning on running Blood Spawn, Shacklebreakerr, and Bright-Throat on an Argonian. 5 heavy, 2 light (hands and waist piece).

    If I just take all my points out of Bastion and shove 'em into res, I can get an extra 2300ish extra physical and spell res, or ~4% extra mitigation.

    Protective seems lovely - that extra 5500 ish armor is sweet. Switching to all protective lost me 600-700ish tooltip dmg on frag, 400 or so on my main spammable, and 600 or so on curse.

    It seems like I'm going to have to invest heavily into armor res if I want to have the exact same shield strength post-patch as i did pre-patch. It was...what, 13-14k shield post patch? Maybe a little lower or a little higher. If penetration didn't exist I would be fine, as I can pretty easily reach that 40% dmg mitigation mark armor wise, but once pen is taken into account I'm gonna end up investing MORE into defense but be slightly squishier - shield-wise - after the patch than before. Though of course that 27k HP and heavy armor mitigation will help, I'm looking only at shield strength.

    Damage seems to have stayed about the same, or dropped a tad. I plan on running Elemental Weapon, Ele drain and Rune cage + Meteor. I don't think I'll be able to kill anyone without debuffing them with drain, then stacking frags + curse + execute + meteor + rune cage force-hit.

    Bright-Throat + Necropotence or Shackle + Necro and running a pet seems...interesting, and seems like it'll nicely make up for the lack of sustained pressure my non-pet build has, but I haaaaate pets and bar space is so cramped I'd have to give up an important skill - likely I'd lose my execute. Still, it'll let me make use of the 8% health passive, pushing me from 27k to 29k health. This dragged my max shield value up to 11,600, and with armor (assuming at least 40%), would give the shield a nice 16.2k worth of absorption. This required 23 points into bastion. Still, factor in the likely monstrous amounts of pen I suspect will be floating around now that EVERYTHING works against shields - in addition to being crittable - and I'll still end up with an overall weaker shield than on live.

    Still, I'm slightly optimistic that, while my shields will be weaker, it may be that the bunches of extra armor more than make up for the loss and then some. However, I think we'll be overall weaker than on live - there will be a loss SOMEWHERE, it's just a matter of choosing what you're willing to lose.

    TLDR: Get ready for super tanky sorc builds that you can't kill but can't kill you. I feel almost like a templar if I run heavy armor plus the twilight heal morphed pet xD

    /Agree. Sorcs gonna be super tanky, but will struggle with sustain, and lose a lot of damage to make up for it.
    People will still complain about the class though, and will still think sorcs are 'glass cannons' who shouldn't be able to tank anyone, and demand more shield/mobility nerfs etc.

    People will always complain, especially about Nightblades. For instance I've heard that stamblades have been meta pretty much every dlc, and no they haven't (although for Murkmire I think they may be right). What I can say about sorcs now is that if they're going to be tanky it's because they've invested into their defense in order to be that way which is way more respectable than how it is on live where the more you spec into damage the tankier you are.

    I would agree if Sorc sustain and damage was on par with NB's on live but it isn't. Sorcs already have to make decisions that effect damage, this change just makes it worse. Also Sorcs game play is terribly slow compared to other classes, everything takes forever to cast. Make streak/BOL as fast as cloak so it can be used defensively.
    Edited by bardx86 on October 9, 2018 2:19AM
  • twofaced
    twofaced
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    Just got to 56416 Max magicka. RIP my 2 weeks of theorycrafting
  • twofaced
    twofaced
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    Aedaryl wrote: »
    For all the folks wondering in which direction you can go, by using the same sets than on live you can adapt easely :
    ATQVsx9.png

    Maelstorm staff with no Wall of Elements... Is it a new meta?
  • Tonturri
    Tonturri
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    twofaced wrote: »
    Aedaryl wrote: »
    For all the folks wondering in which direction you can go, by using the same sets than on live you can adapt easely :
    ATQVsx9.png

    Maelstorm staff with no Wall of Elements... Is it a new meta?

    That's the Master's staff, which boosts the destro staff Clench skill.
  • DeadlyRecluse
    DeadlyRecluse
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    This is ad hoc, but based off of the patches and with no real testing:

    1. More impen than you were wearing before. Boundless Storm becomes critical if you aren't doing something funky with Chudan.
    2. Consider mathing out your shields vs HP. If your shields are hitting the new cap, it may be worth upping HP and decreasing max mag--which actually opens up a few set options that previously weren't even on the radar.
    3. Running structured entropy on your bar with your shield may be worth testing, as it gives you that HP buff (and thus buffs your shield while only "costing" the heals from Disintegration/surge.
    Thrice Empress, Forever Scrub
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