Why do you need a sustain set with 1800 stam recovery, mortal coil which adds 210 recovery, the necro passive that adds another 200 when a pet is up, and deep thoughts? Way overkill.
3.6K weapon damage buffed is quite low IMO. And New Moon Acolyte on back bar will dig into your sustain a bit. I have a similar build, the only difference being Bone Pirate instead of Trappings of Invigoration. I prefer constant recovery instead of a periodic boost, especially considering Necromancer passives are more conductive to the former.
What it actually looks like:
https://en.uesp.net/wiki/Special:EsoBuildData?id=199649
I was quite satisfied with it, I didn't even need Mortal Coil to sustain, so I ran some other skills on back bar: Turn Evil and Invasion - the latter is quite useful since Necromancer is quite a slow class and a gap closer helps. Especially when enemies are grouped: Blighted Blastbones->Turn Evil->Pestilent Colossus combo wrecks them pretty hard.
3.6K weapon damage buffed is quite low IMO. And New Moon Acolyte on back bar will dig into your sustain a bit. I have a similar build, the only difference being Bone Pirate instead of Trappings of Invigoration. I prefer constant recovery instead of a periodic boost, especially considering Necromancer passives are more conductive to the former.
What it actually looks like:
https://en.uesp.net/wiki/Special:EsoBuildData?id=199649
I was quite satisfied with it, I didn't even need Mortal Coil to sustain, so I ran some other skills on back bar: Turn Evil and Invasion - the latter is quite useful since Necromancer is quite a slow class and a gap closer helps. Especially when enemies are grouped: Blighted Blastbones->Turn Evil->Pestilent Colossus combo wrecks them pretty hard.
Thanks for the feedback and the build link. Let me explain my thought process...
The reason I chose Trappings over Bone Pirate is because is in BGs you don't benefit from CP boosting your regen and you don't benefit from things like Continuous Attack. If you don't run Turn Evil you don't have Minor Endurance either. There's hardly any boosts to your regen, other than Major Endurance from pots and maybe Battle Rush from 2H. In CP cyro, I would lean more towards flat regen bonus, like you.
Trappings 5-p bonus has 500 stam regen equivalency at 100% up-time (very unrealistic) and 250 stam regen at 50% (kinda realistic). Makes it superior for sustain to BP 150 regen in my book. Personally I like how it synergises with Meditation. If you're in combat, you get a big boost of stamina every 45" which is better than a trickle of stam regen when you're low and need to get skills off. If you're out of combat your regen is lower than BP for sure, but then you can Meditate.
And the other thing for me is you gotta run Dubious, which I don't like. You loose a lot on max stats compared to Sugar Skulls. Your built there has 8k magicka and your 2 mag buffs (Guardian and Armor) cost 7.3k without counting NMA. You buff up and your mag is down to almost 0. Then your mag regen barely covers the next Spirit Guardian cost after 16 secs meaning when your armor buff expires 20" into combat, you don't have enough mag left to replenish it. You start cutting corners with your defensive buffs or you're forced into tri-pots or meditation very early in the fight due to the small size of your pool. That's a problem for me.
I do appreciate that 3.6k weapon dmg buffed is kinda low like you said. I do think, as I mentioned to @MaxJrFTW, that I'll turn it up a notch when I get a better handle on the class.
3.6K weapon damage buffed is quite low IMO. And New Moon Acolyte on back bar will dig into your sustain a bit. I have a similar build, the only difference being Bone Pirate instead of Trappings of Invigoration. I prefer constant recovery instead of a periodic boost, especially considering Necromancer passives are more conductive to the former.
What it actually looks like:
https://en.uesp.net/wiki/Special:EsoBuildData?id=199649
I was quite satisfied with it, I didn't even need Mortal Coil to sustain, so I ran some other skills on back bar: Turn Evil and Invasion - the latter is quite useful since Necromancer is quite a slow class and a gap closer helps. Especially when enemies are grouped: Blighted Blastbones->Turn Evil->Pestilent Colossus combo wrecks them pretty hard.
Thanks for the feedback and the build link. Let me explain my thought process...
The reason I chose Trappings over Bone Pirate is because is in BGs you don't benefit from CP boosting your regen and you don't benefit from things like Continuous Attack. If you don't run Turn Evil you don't have Minor Endurance either. There's hardly any boosts to your regen, other than Major Endurance from pots and maybe Battle Rush from 2H. In CP cyro, I would lean more towards flat regen bonus, like you.
Trappings 5-p bonus has 500 stam regen equivalency at 100% up-time (very unrealistic) and 250 stam regen at 50% (kinda realistic). Makes it superior for sustain to BP 150 regen in my book. Personally I like how it synergises with Meditation. If you're in combat, you get a big boost of stamina every 45" which is better than a trickle of stam regen when you're low and need to get skills off. If you're out of combat your regen is lower than BP for sure, but then you can Meditate.
And the other thing for me is you gotta run Dubious, which I don't like. You loose a lot on max stats compared to Sugar Skulls. Your built there has 8k magicka and your 2 mag buffs (Guardian and Armor) cost 7.3k without counting NMA. You buff up and your mag is down to almost 0. Then your mag regen barely covers the next Spirit Guardian cost after 16 secs meaning when your armor buff expires 20" into combat, you don't have enough mag left to replenish it. You start cutting corners with your defensive buffs or you're forced into tri-pots or meditation very early in the fight due to the small size of your pool. That's a problem for me.
I do appreciate that 3.6k weapon dmg buffed is kinda low like you said. I do think, as I mentioned to @MaxJrFTW, that I'll turn it up a notch when I get a better handle on the class.
You could back bar trappings and keep nma front bar only. You could then keep potentates 2pc up all the time
SpiderCultist wrote: »
You could back bar trappings and keep nma front bar only. You could then keep potentates 2pc up all the timeSpiderCultist wrote: »
Thanks fellas.
I've thought about front-barring NMA, but worried my Vigor will lack oomph. I have a couple of gold potato rings from the midyear so I could give it a try.
You could back bar trappings and keep nma front bar only. You could then keep potentates 2pc up all the timeSpiderCultist wrote: »
Thanks fellas.
I've thought about front-barring NMA, but worried my Vigor will lack oomph. I have a couple of gold potato rings from the midyear so I could give it a try.
Doesn't Vigor scale on every tick?
MurderMostFoul wrote: »You could back bar trappings and keep nma front bar only. You could then keep potentates 2pc up all the timeSpiderCultist wrote: »
Thanks fellas.
I've thought about front-barring NMA, but worried my Vigor will lack oomph. I have a couple of gold potato rings from the midyear so I could give it a try.
Doesn't Vigor scale on every tick?
Resolving Vigor "remembers" the bar it is cast on sadly.
MurderMostFoul wrote: »You could back bar trappings and keep nma front bar only. You could then keep potentates 2pc up all the timeSpiderCultist wrote: »
Thanks fellas.
I've thought about front-barring NMA, but worried my Vigor will lack oomph. I have a couple of gold potato rings from the midyear so I could give it a try.
Doesn't Vigor scale on every tick?
Resolving Vigor "remembers" the bar it is cast on sadly.
Then I will move it on the front bar and move blastbones on back bar. I think that one calculates damage at the moment it explodes, just like sorcerer curse.
leepalmer95 wrote: »You want major evasion in there somewhere. Too strong mitigation to not have.
you want blastbones to do max dmg.. so frontbar... plus u want the passive to get more crit on low hp targets.
Jimmy_The_Fixer wrote: »You’re oversustaining pretty hard, I’d swap out meditate for something, root immunity is a big deal in BGs so RAT or evasion would be your best bet.
Even then you probably want to replace trappings.
Warrior heavily outperforms tower in co-cp.
Jimmy_The_Fixer wrote: »You’re oversustaining pretty hard, I’d swap out meditate for something, root immunity is a big deal in BGs so RAT or evasion would be your best bet.
Even then you probably want to replace trappings.
Warrior heavily outperforms tower in co-cp.
That's why I have Forward Momentum on my front bar
But yeah considering changing Tower for Warrior.
Jimmy_The_Fixer wrote: »You’re oversustaining pretty hard, I’d swap out meditate for something, root immunity is a big deal in BGs so RAT or evasion would be your best bet.
Even then you probably want to replace trappings.
Warrior heavily outperforms tower in co-cp.
That's why I have Forward Momentum on my front bar
But yeah considering changing Tower for Warrior.
2) Food: Artaeum or Skulls. Artaeum has less max stats but stam sustain is slightly better
3) Pots: Tri-stat vs Wep Crit. The former gives better mag sustain but the latter gives crit on both bars and allows dropping of Camo Hunter and replacing it with either Stampede or Turn Undead.
I feel 2 and 3 are related. Artaeum requires tri-pots because mag is low and runs out quick forcing you into meditating more often. Skulls allow Wep Crit pots which free your flex spot from Camo Hunter and are significantly cheaper cause they don't need Columbine to make.
leepalmer95 wrote: »You want major evasion in there somewhere. Too strong mitigation to not have.
As in Elude or Shuffle? I could do that in place of Medidate if I find I don't need it. I'm just conscious of another buff to keep up. Armor, Guardian, Momentum, Elude, Siphon... it adds up.
Some of the necro damage in bg matches dont show on the scoreboard. Mender heals aswell. Unless they changed ut.
dinokstrunz wrote: »Some of the necro damage in bg matches dont show on the scoreboard. Mender heals aswell. Unless they changed ut.
Yeah mender healing doesn't count towards healing done not sure if its the same with sorc pet heal. I also had cases where if Blastbones gets the final hit I received no credit towards the kill in both Cyro and BGs.