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Recommended CP points into spell erosion for a mag sorc.

Surreal88
Surreal88
Hey guys, I'm on console so I don't have access to the PC add ons. I'm currently running a mag sorc and I mainly do 4 man content and non competitive trial runs. I'm going to assume that the debuffs don't have that good of an up time. How many CP points should I allocate into Spell erosion?
Edited by Surreal88 on June 10, 2019 2:00PM
  • zvavi
    zvavi
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    Uh i got confused between cp, lemme edit. Is it for dungeons? Is it for trials? Is it for trials with full infused torug crusher+alkosh+major and minor debuffs? We need more knowledge
    Edited by zvavi on June 10, 2019 12:51PM
  • Surreal88
    Surreal88
    It's mainly for 4 man content, I run more normal trials with a vet trial every now and then. None of the trials are fully coordinated either since 75% of them are usually PUGs. I'm just looking for a safe amount of spell erosion points.
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    Just get to ~9k self pen, that is good enough. Which with the 4884 pen from light armor, would be around 55 cp into that star. Most tanks just run major breach in unorganized groups, which is 5280. That and plus your 9k is 14380. Many also use crusher, infused, which adds 2108, which will bring you to 16488. Then some, not too many in groups have alkosh, which is 3k, which would put you over the 18200 non overland mobs have but that is okay, you will not have that most of the time.
    Edited by Lightspeedflashb14_ESO on June 10, 2019 2:13PM
  • fred4
    fred4
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    I tested penetration recently on a target skeleton. 331 penetration gave 1% extra damage, which surprised me. I had thought 500 pen was needed in PvE for 1% damage. I tested with a stam DK, but assume spell pen should be the same.

    Once I looked at my CP and how they scale, this meant that a roughly even distribution between Spell Erosion, Master-at-arms / Thaumaturge, and Elemental Expert yields the most damage.

    In general you might prefer Spell Erosion over Master-at-arms / Thaumaturge and crit to buff your procs, such as Zaan / Skoria. IMO not worth it in PvE, but can be worth it on a PvP proc build. On the other hand only bosses have the full 18.2K resistances. You might go easy on Spell Erosion if your group is well coordinated and because it does nothing against some trash mobs.
  • Dagoth_Rac
    Dagoth_Rac
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    fred4 wrote: »
    I tested penetration recently on a target skeleton. 331 penetration gave 1% extra damage, which surprised me. I had thought 500 pen was needed in PvE for 1% damage. I tested with a stam DK, but assume spell pen should be the same.

    Once I looked at my CP and how they scale, this meant that a roughly even distribution between Spell Erosion, Master-at-arms / Thaumaturge, and Elemental Expert yields the most damage.

    In general you might prefer Spell Erosion over Master-at-arms / Thaumaturge and crit to buff your procs, such as Zaan / Skoria. IMO not worth it in PvE, but can be worth it on a PvP proc build. On the other hand only bosses have the full 18.2K resistances. You might go easy on Spell Erosion if your group is well coordinated and because it does nothing against some trash mobs.

    500 pen reduces PvE mitigation by 1%. That is not the same as increasing damage by 1%. For example, if a PvE mob has 90% mitigation, your 10k attack will be mitigated to 1000. If you reduce mob mitigation from 90% to 89%, your 10k attack is now 1100. That is a 10% damage bonus from a 1% reduction in mitigation. That is an extreme example because no mob has 90% mitigation, but it is a sample of how reducing mitigation by X% is not the same as increasing damage by X%.
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