Warden has access to 4 class heals that scale with Weapon Damage and Stamina. Templar also has some skills it can use. But any class can use Rally the Twi Hand burst heal.
probably stamsorc. You can slot Surge for Major Brutality + very strong heals and Clannfear or Dark deal (or Conversion, don't remember) for burst heal + sustain.
Stam heals for everyone is:
- Vigor, obviously
- Psijic spamable, good damage and heals, like Magplar Puncturing sweeps, but not that strong. Can be used with bow.
- Rally for 2H
- Bloodwhatever for DW
Don’t for forget about the weapon line healing. Rally for 2H. Bloodthirst and blood craze on Dual weld. Draining shot for bow.
For Stamina healing without vigor. Warden’s make the best stamina healers. For Sorcerer you must always keep Critical Surge up which is quite strong. No burst heals but consistent healing enough to keep you topped off most of the time. Dk’s use Green Dragon blood with either morph of Obsidian Shield. Nightblades use Leeching Strikes and Dark Cloak. Templar use repentance and Ritual of Retribution. Personally, I think it would be awesome if Breath of Life scaled off Magic or stamina whichever is higher just like Ritual of Retribution does. In fact, I wish all healing skill for every class would scale off either magic or stamina.
Vigor is easy to get just do BG’s for about 2 hours tops and win or lose you should earn Vigor. Just try your best. Don’t even change your sets or worry about anything. Sue you will die a lot, but it doesn’t really matter as you come back quickly and get back into the fray again.
Actually stamina necromancer heals aren't that good. Intensive Mender/Spirit Guardian heals only scale on maximum magicka and spell damage, so they're pretty weak on stamina classes, Mortal Coil scales off the highest stat but the healing is not that strong and Necrotic Potency/Deaden Pain heals scale off maximum HP, so they're useful more for tank.
For example I have a Necromancer build with 12.8K weapon power (35K stamina, 5.3K weapon damage), and the tool tips are: Spirit Guardian - 1750 HP every 2s, Mortal Coil 18500 over 2s, Necrotic Potency 820 every second. If you add all 3 up, they can barely measure up to Critical Surge. And you have only space on your bar for one in a PvE build. I chose Necrotic Potency because it restores a lot of ultimate even if the heal is weak, if I need more I simply refresh Rally. In fact the best survival tool is Brawler, since even if your heals are weak, they can restore health behind the shield.
https://en.uesp.net/wiki/Special:EsoBuildData?id=180667
Sorcerer Clannfear is a tank pet, since the heal scales off your HP and it's quite costly. In PvE Critical Surge is a guaranteed heal, since you're running 4-5 DoTs and have 50% or more weapon critical. It will always trigger a heal, since at any given time at least one of those skills will crit. Dark Deal isn't such a good skill when you're under pressure since it can be bash interrupted. One tactic I use while soloing bosses is to just lay my DoTs, and if I'm getting more damage than Critical Surge can heal, I just hit Vigor and roll dodge the heavy hits till I can get back to full. My stamina sorcerer is one of the 4 characters that have managed to solo Sulipund Grange in Vvardenfell. The others are Magicka DK, Stamina DK (for obvious reasons - see Deep Breath), and recently, my Magicka Necromancer, due to the very high burst, mitigation and heal over time from Spirit Guardian. This is the build I use for solo & dungeons: https://en.uesp.net/wiki/Special:EsoBuildData?id=95229
Texecutioner187 wrote: »Sorcerer Clannfear is a tank pet, since the heal scales off your HP and it's quite costly. In PvE Critical Surge is a guaranteed heal, since you're running 4-5 DoTs and have 50% or more weapon critical. It will always trigger a heal, since at any given time at least one of those skills will crit. Dark Deal isn't such a good skill when you're under pressure since it can be bash interrupted. One tactic I use while soloing bosses is to just lay my DoTs, and if I'm getting more damage than Critical Surge can heal, I just hit Vigor and roll dodge the heavy hits till I can get back to full. My stamina sorcerer is one of the 4 characters that have managed to solo Sulipund Grange in Vvardenfell. The others are Magicka DK, Stamina DK (for obvious reasons - see Deep Breath), and recently, my Magicka Necromancer, due to the very high burst, mitigation and heal over time from Spirit Guardian. This is the build I use for solo & dungeons: https://en.uesp.net/wiki/Special:EsoBuildData?id=95229
I may try stamsorc again and look at the heals a bit more and possibly suck it up and throw vigor on. Do you use bound armaments for the skill or just keep it slotted for the passive?
Texecutioner187 wrote: »Sorcerer Clannfear is a tank pet, since the heal scales off your HP and it's quite costly. In PvE Critical Surge is a guaranteed heal, since you're running 4-5 DoTs and have 50% or more weapon critical. It will always trigger a heal, since at any given time at least one of those skills will crit. Dark Deal isn't such a good skill when you're under pressure since it can be bash interrupted. One tactic I use while soloing bosses is to just lay my DoTs, and if I'm getting more damage than Critical Surge can heal, I just hit Vigor and roll dodge the heavy hits till I can get back to full. My stamina sorcerer is one of the 4 characters that have managed to solo Sulipund Grange in Vvardenfell. The others are Magicka DK, Stamina DK (for obvious reasons - see Deep Breath), and recently, my Magicka Necromancer, due to the very high burst, mitigation and heal over time from Spirit Guardian. This is the build I use for solo & dungeons: https://en.uesp.net/wiki/Special:EsoBuildData?id=95229
I may try stamsorc again and look at the heals a bit more and possibly suck it up and throw vigor on. Do you use bound armaments for the skill or just keep it slotted for the passive?
Well the passives are actually quite good, 8% stamina and 2% weapon damage, and some extra damage when you proc them. The faster the fight finishes, the less damage you take. Rotation is really simple since back bar DoTs last 14-15s, you can let Poison Injection expire because it's not a very strong DoT, and Rearming Trap you just refresh whenever it drops since you're on the front bar for most of the time and can do that instead of a Rapid Strikes cast, when Bound Armaments shine, hit that to throw the daggers, if the target gets low on HP replace Rapid Strikes with Whirling Blades. Refresh Critical Surge every 2nd rotation, and Bound Armaments whenever they drop - 40s doesn't line up very well with the other buffs and DoTs but it's long. You don't actually need them on both bars, and you can replace the ones on the back with Vigor, but personally I didn't feel the need for it. I did vMA easily before I even unlocked it - I had done it on other classes before.
Texecutioner187 wrote: »Texecutioner187 wrote: »Sorcerer Clannfear is a tank pet, since the heal scales off your HP and it's quite costly. In PvE Critical Surge is a guaranteed heal, since you're running 4-5 DoTs and have 50% or more weapon critical. It will always trigger a heal, since at any given time at least one of those skills will crit. Dark Deal isn't such a good skill when you're under pressure since it can be bash interrupted. One tactic I use while soloing bosses is to just lay my DoTs, and if I'm getting more damage than Critical Surge can heal, I just hit Vigor and roll dodge the heavy hits till I can get back to full. My stamina sorcerer is one of the 4 characters that have managed to solo Sulipund Grange in Vvardenfell. The others are Magicka DK, Stamina DK (for obvious reasons - see Deep Breath), and recently, my Magicka Necromancer, due to the very high burst, mitigation and heal over time from Spirit Guardian. This is the build I use for solo & dungeons: https://en.uesp.net/wiki/Special:EsoBuildData?id=95229
I may try stamsorc again and look at the heals a bit more and possibly suck it up and throw vigor on. Do you use bound armaments for the skill or just keep it slotted for the passive?
Well the passives are actually quite good, 8% stamina and 2% weapon damage, and some extra damage when you proc them. The faster the fight finishes, the less damage you take. Rotation is really simple since back bar DoTs last 14-15s, you can let Poison Injection expire because it's not a very strong DoT, and Rearming Trap you just refresh whenever it drops since you're on the front bar for most of the time and can do that instead of a Rapid Strikes cast, when Bound Armaments shine, hit that to throw the daggers, if the target gets low on HP replace Rapid Strikes with Whirling Blades. Refresh Critical Surge every 2nd rotation, and Bound Armaments whenever they drop - 40s doesn't line up very well with the other buffs and DoTs but it's long. You don't actually need them on both bars, and you can replace the ones on the back with Vigor, but personally I didn't feel the need for it. I did vMA easily before I even unlocked it - I had done it on other classes before.
So what I'm reading is PART of the upkeep of crit surge is applying enough DOT's to continue the healing? Lately(don't shame me, I know I'm bad) when trying out the stamsorc, the only actual AOE I've been able to manage is the hurricane. Usually whatever I'm fighting runs around too much to drop a trap(which I don't even have slotted), and I don't use poison injection either(yet). Are these all skills you use to keep the Surge healing "active"?
Texecutioner187 wrote: »Texecutioner187 wrote: »Sorcerer Clannfear is a tank pet, since the heal scales off your HP and it's quite costly. In PvE Critical Surge is a guaranteed heal, since you're running 4-5 DoTs and have 50% or more weapon critical. It will always trigger a heal, since at any given time at least one of those skills will crit. Dark Deal isn't such a good skill when you're under pressure since it can be bash interrupted. One tactic I use while soloing bosses is to just lay my DoTs, and if I'm getting more damage than Critical Surge can heal, I just hit Vigor and roll dodge the heavy hits till I can get back to full. My stamina sorcerer is one of the 4 characters that have managed to solo Sulipund Grange in Vvardenfell. The others are Magicka DK, Stamina DK (for obvious reasons - see Deep Breath), and recently, my Magicka Necromancer, due to the very high burst, mitigation and heal over time from Spirit Guardian. This is the build I use for solo & dungeons: https://en.uesp.net/wiki/Special:EsoBuildData?id=95229
I may try stamsorc again and look at the heals a bit more and possibly suck it up and throw vigor on. Do you use bound armaments for the skill or just keep it slotted for the passive?
Well the passives are actually quite good, 8% stamina and 2% weapon damage, and some extra damage when you proc them. The faster the fight finishes, the less damage you take. Rotation is really simple since back bar DoTs last 14-15s, you can let Poison Injection expire because it's not a very strong DoT, and Rearming Trap you just refresh whenever it drops since you're on the front bar for most of the time and can do that instead of a Rapid Strikes cast, when Bound Armaments shine, hit that to throw the daggers, if the target gets low on HP replace Rapid Strikes with Whirling Blades. Refresh Critical Surge every 2nd rotation, and Bound Armaments whenever they drop - 40s doesn't line up very well with the other buffs and DoTs but it's long. You don't actually need them on both bars, and you can replace the ones on the back with Vigor, but personally I didn't feel the need for it. I did vMA easily before I even unlocked it - I had done it on other classes before.
So what I'm reading is PART of the upkeep of crit surge is applying enough DOT's to continue the healing? Lately(don't shame me, I know I'm bad) when trying out the stamsorc, the only actual AOE I've been able to manage is the hurricane. Usually whatever I'm fighting runs around too much to drop a trap(which I don't even have slotted), and I don't use poison injection either(yet). Are these all skills you use to keep the Surge healing "active"?
I've never had problems with healing off it. If you fight solo mobs don't simply run around on their own, unless you kite them, which is a really bad idea. Most melee mobs will come to you, and the ranged ones you can just stack the others on top of them. If you have tanked dungeons you may know how to stack. But that's the case regardless of class.
Texecutioner187 wrote: »Texecutioner187 wrote: »Texecutioner187 wrote: »Sorcerer Clannfear is a tank pet, since the heal scales off your HP and it's quite costly. In PvE Critical Surge is a guaranteed heal, since you're running 4-5 DoTs and have 50% or more weapon critical. It will always trigger a heal, since at any given time at least one of those skills will crit. Dark Deal isn't such a good skill when you're under pressure since it can be bash interrupted. One tactic I use while soloing bosses is to just lay my DoTs, and if I'm getting more damage than Critical Surge can heal, I just hit Vigor and roll dodge the heavy hits till I can get back to full. My stamina sorcerer is one of the 4 characters that have managed to solo Sulipund Grange in Vvardenfell. The others are Magicka DK, Stamina DK (for obvious reasons - see Deep Breath), and recently, my Magicka Necromancer, due to the very high burst, mitigation and heal over time from Spirit Guardian. This is the build I use for solo & dungeons: https://en.uesp.net/wiki/Special:EsoBuildData?id=95229
I may try stamsorc again and look at the heals a bit more and possibly suck it up and throw vigor on. Do you use bound armaments for the skill or just keep it slotted for the passive?
Well the passives are actually quite good, 8% stamina and 2% weapon damage, and some extra damage when you proc them. The faster the fight finishes, the less damage you take. Rotation is really simple since back bar DoTs last 14-15s, you can let Poison Injection expire because it's not a very strong DoT, and Rearming Trap you just refresh whenever it drops since you're on the front bar for most of the time and can do that instead of a Rapid Strikes cast, when Bound Armaments shine, hit that to throw the daggers, if the target gets low on HP replace Rapid Strikes with Whirling Blades. Refresh Critical Surge every 2nd rotation, and Bound Armaments whenever they drop - 40s doesn't line up very well with the other buffs and DoTs but it's long. You don't actually need them on both bars, and you can replace the ones on the back with Vigor, but personally I didn't feel the need for it. I did vMA easily before I even unlocked it - I had done it on other classes before.
So what I'm reading is PART of the upkeep of crit surge is applying enough DOT's to continue the healing? Lately(don't shame me, I know I'm bad) when trying out the stamsorc, the only actual AOE I've been able to manage is the hurricane. Usually whatever I'm fighting runs around too much to drop a trap(which I don't even have slotted), and I don't use poison injection either(yet). Are these all skills you use to keep the Surge healing "active"?
I've never had problems with healing off it. If you fight solo mobs don't simply run around on their own, unless you kite them, which is a really bad idea. Most melee mobs will come to you, and the ranged ones you can just stack the others on top of them. If you have tanked dungeons you may know how to stack. But that's the case regardless of class.
So you're saying that as a "Self healing stamsorc using surge", it is better to let the mobs come to me rather than going to them? And if they come to me, then I can easier maintain AoE's? I'm sorry if the question sounds stupid, but I have a dozen different flavors of tanking and healing, I don't typically do DPS just for this reason.... the learning curve lol(and the damage output I don't do)
Texecutioner187 wrote: »Texecutioner187 wrote: »Texecutioner187 wrote: »Sorcerer Clannfear is a tank pet, since the heal scales off your HP and it's quite costly. In PvE Critical Surge is a guaranteed heal, since you're running 4-5 DoTs and have 50% or more weapon critical. It will always trigger a heal, since at any given time at least one of those skills will crit. Dark Deal isn't such a good skill when you're under pressure since it can be bash interrupted. One tactic I use while soloing bosses is to just lay my DoTs, and if I'm getting more damage than Critical Surge can heal, I just hit Vigor and roll dodge the heavy hits till I can get back to full. My stamina sorcerer is one of the 4 characters that have managed to solo Sulipund Grange in Vvardenfell. The others are Magicka DK, Stamina DK (for obvious reasons - see Deep Breath), and recently, my Magicka Necromancer, due to the very high burst, mitigation and heal over time from Spirit Guardian. This is the build I use for solo & dungeons: https://en.uesp.net/wiki/Special:EsoBuildData?id=95229
I may try stamsorc again and look at the heals a bit more and possibly suck it up and throw vigor on. Do you use bound armaments for the skill or just keep it slotted for the passive?
Well the passives are actually quite good, 8% stamina and 2% weapon damage, and some extra damage when you proc them. The faster the fight finishes, the less damage you take. Rotation is really simple since back bar DoTs last 14-15s, you can let Poison Injection expire because it's not a very strong DoT, and Rearming Trap you just refresh whenever it drops since you're on the front bar for most of the time and can do that instead of a Rapid Strikes cast, when Bound Armaments shine, hit that to throw the daggers, if the target gets low on HP replace Rapid Strikes with Whirling Blades. Refresh Critical Surge every 2nd rotation, and Bound Armaments whenever they drop - 40s doesn't line up very well with the other buffs and DoTs but it's long. You don't actually need them on both bars, and you can replace the ones on the back with Vigor, but personally I didn't feel the need for it. I did vMA easily before I even unlocked it - I had done it on other classes before.
So what I'm reading is PART of the upkeep of crit surge is applying enough DOT's to continue the healing? Lately(don't shame me, I know I'm bad) when trying out the stamsorc, the only actual AOE I've been able to manage is the hurricane. Usually whatever I'm fighting runs around too much to drop a trap(which I don't even have slotted), and I don't use poison injection either(yet). Are these all skills you use to keep the Surge healing "active"?
I've never had problems with healing off it. If you fight solo mobs don't simply run around on their own, unless you kite them, which is a really bad idea. Most melee mobs will come to you, and the ranged ones you can just stack the others on top of them. If you have tanked dungeons you may know how to stack. But that's the case regardless of class.
So you're saying that as a "Self healing stamsorc using surge", it is better to let the mobs come to me rather than going to them? And if they come to me, then I can easier maintain AoE's? I'm sorry if the question sounds stupid, but I have a dozen different flavors of tanking and healing, I don't typically do DPS just for this reason.... the learning curve lol(and the damage output I don't do)
Yes, mobs should be as stacked as possible. If you need to move, move in a circle so they stay in AoE all the time. It's really the same principle as tanking mobs that can't be moved by skills. Even ranged ones will come in melee if you aggro them and move a bit back so they move forward, then come back to the original position. Or LoS them so they all stack when taking a corner, then drop DboS on them.
Texecutioner187 wrote: »Texecutioner187 wrote: »Texecutioner187 wrote: »Texecutioner187 wrote: »Sorcerer Clannfear is a tank pet, since the heal scales off your HP and it's quite costly. In PvE Critical Surge is a guaranteed heal, since you're running 4-5 DoTs and have 50% or more weapon critical. It will always trigger a heal, since at any given time at least one of those skills will crit. Dark Deal isn't such a good skill when you're under pressure since it can be bash interrupted. One tactic I use while soloing bosses is to just lay my DoTs, and if I'm getting more damage than Critical Surge can heal, I just hit Vigor and roll dodge the heavy hits till I can get back to full. My stamina sorcerer is one of the 4 characters that have managed to solo Sulipund Grange in Vvardenfell. The others are Magicka DK, Stamina DK (for obvious reasons - see Deep Breath), and recently, my Magicka Necromancer, due to the very high burst, mitigation and heal over time from Spirit Guardian. This is the build I use for solo & dungeons: https://en.uesp.net/wiki/Special:EsoBuildData?id=95229
I may try stamsorc again and look at the heals a bit more and possibly suck it up and throw vigor on. Do you use bound armaments for the skill or just keep it slotted for the passive?
Well the passives are actually quite good, 8% stamina and 2% weapon damage, and some extra damage when you proc them. The faster the fight finishes, the less damage you take. Rotation is really simple since back bar DoTs last 14-15s, you can let Poison Injection expire because it's not a very strong DoT, and Rearming Trap you just refresh whenever it drops since you're on the front bar for most of the time and can do that instead of a Rapid Strikes cast, when Bound Armaments shine, hit that to throw the daggers, if the target gets low on HP replace Rapid Strikes with Whirling Blades. Refresh Critical Surge every 2nd rotation, and Bound Armaments whenever they drop - 40s doesn't line up very well with the other buffs and DoTs but it's long. You don't actually need them on both bars, and you can replace the ones on the back with Vigor, but personally I didn't feel the need for it. I did vMA easily before I even unlocked it - I had done it on other classes before.
So what I'm reading is PART of the upkeep of crit surge is applying enough DOT's to continue the healing? Lately(don't shame me, I know I'm bad) when trying out the stamsorc, the only actual AOE I've been able to manage is the hurricane. Usually whatever I'm fighting runs around too much to drop a trap(which I don't even have slotted), and I don't use poison injection either(yet). Are these all skills you use to keep the Surge healing "active"?
I've never had problems with healing off it. If you fight solo mobs don't simply run around on their own, unless you kite them, which is a really bad idea. Most melee mobs will come to you, and the ranged ones you can just stack the others on top of them. If you have tanked dungeons you may know how to stack. But that's the case regardless of class.
So you're saying that as a "Self healing stamsorc using surge", it is better to let the mobs come to me rather than going to them? And if they come to me, then I can easier maintain AoE's? I'm sorry if the question sounds stupid, but I have a dozen different flavors of tanking and healing, I don't typically do DPS just for this reason.... the learning curve lol(and the damage output I don't do)
Yes, mobs should be as stacked as possible. If you need to move, move in a circle so they stay in AoE all the time. It's really the same principle as tanking mobs that can't be moved by skills. Even ranged ones will come in melee if you aggro them and move a bit back so they move forward, then come back to the original position. Or LoS them so they all stack when taking a corner, then drop DboS on them.
LoS, DboS? Side question - Do you prefer DW over 2H?
Texecutioner187 wrote: »Texecutioner187 wrote: »Texecutioner187 wrote: »Texecutioner187 wrote: »Sorcerer Clannfear is a tank pet, since the heal scales off your HP and it's quite costly. In PvE Critical Surge is a guaranteed heal, since you're running 4-5 DoTs and have 50% or more weapon critical. It will always trigger a heal, since at any given time at least one of those skills will crit. Dark Deal isn't such a good skill when you're under pressure since it can be bash interrupted. One tactic I use while soloing bosses is to just lay my DoTs, and if I'm getting more damage than Critical Surge can heal, I just hit Vigor and roll dodge the heavy hits till I can get back to full. My stamina sorcerer is one of the 4 characters that have managed to solo Sulipund Grange in Vvardenfell. The others are Magicka DK, Stamina DK (for obvious reasons - see Deep Breath), and recently, my Magicka Necromancer, due to the very high burst, mitigation and heal over time from Spirit Guardian. This is the build I use for solo & dungeons: https://en.uesp.net/wiki/Special:EsoBuildData?id=95229
I may try stamsorc again and look at the heals a bit more and possibly suck it up and throw vigor on. Do you use bound armaments for the skill or just keep it slotted for the passive?
Well the passives are actually quite good, 8% stamina and 2% weapon damage, and some extra damage when you proc them. The faster the fight finishes, the less damage you take. Rotation is really simple since back bar DoTs last 14-15s, you can let Poison Injection expire because it's not a very strong DoT, and Rearming Trap you just refresh whenever it drops since you're on the front bar for most of the time and can do that instead of a Rapid Strikes cast, when Bound Armaments shine, hit that to throw the daggers, if the target gets low on HP replace Rapid Strikes with Whirling Blades. Refresh Critical Surge every 2nd rotation, and Bound Armaments whenever they drop - 40s doesn't line up very well with the other buffs and DoTs but it's long. You don't actually need them on both bars, and you can replace the ones on the back with Vigor, but personally I didn't feel the need for it. I did vMA easily before I even unlocked it - I had done it on other classes before.
So what I'm reading is PART of the upkeep of crit surge is applying enough DOT's to continue the healing? Lately(don't shame me, I know I'm bad) when trying out the stamsorc, the only actual AOE I've been able to manage is the hurricane. Usually whatever I'm fighting runs around too much to drop a trap(which I don't even have slotted), and I don't use poison injection either(yet). Are these all skills you use to keep the Surge healing "active"?
I've never had problems with healing off it. If you fight solo mobs don't simply run around on their own, unless you kite them, which is a really bad idea. Most melee mobs will come to you, and the ranged ones you can just stack the others on top of them. If you have tanked dungeons you may know how to stack. But that's the case regardless of class.
So you're saying that as a "Self healing stamsorc using surge", it is better to let the mobs come to me rather than going to them? And if they come to me, then I can easier maintain AoE's? I'm sorry if the question sounds stupid, but I have a dozen different flavors of tanking and healing, I don't typically do DPS just for this reason.... the learning curve lol(and the damage output I don't do)
Yes, mobs should be as stacked as possible. If you need to move, move in a circle so they stay in AoE all the time. It's really the same principle as tanking mobs that can't be moved by skills. Even ranged ones will come in melee if you aggro them and move a bit back so they move forward, then come back to the original position. Or LoS them so they all stack when taking a corner, then drop DboS on them.
LoS, DboS? Side question - Do you prefer DW over 2H?
LoS = Line of Sight, meaning mobs that can't target you need to come much closer than their maximum range, around an obstacle like a rock, wall, etc. For example those big trash packs in Sanctum Ophidia, even if you can't move them, you can taunt and run around the corner, so they can stack there and can be easily killed.
DboS = Dawnbreaker of Smiting, Fighters Guild ultimate ability, very good for dealing with mobs, especially if they're undead or daedra, since you have bonus damage against them. Also knocks them down and they take increased damage from other abilites. For single target fights you can use either Greater Storm Atronach or Ballista, whichever suits you better. When doing dungeons the former is preferable, since the other DD can use the synergy from it to get Major Berserk.
As for 2H vs. 2W there isn't much difference, even skill wise. You just replace Rapid Strikes with Wrecking Blow and Whirling Blades with Executioner/Reverse Slice, whatever morph you prefer. The rotation is the same.
Texecutioner187 wrote: »Texecutioner187 wrote: »Texecutioner187 wrote: »Texecutioner187 wrote: »Texecutioner187 wrote: »Sorcerer Clannfear is a tank pet, since the heal scales off your HP and it's quite costly. In PvE Critical Surge is a guaranteed heal, since you're running 4-5 DoTs and have 50% or more weapon critical. It will always trigger a heal, since at any given time at least one of those skills will crit. Dark Deal isn't such a good skill when you're under pressure since it can be bash interrupted. One tactic I use while soloing bosses is to just lay my DoTs, and if I'm getting more damage than Critical Surge can heal, I just hit Vigor and roll dodge the heavy hits till I can get back to full. My stamina sorcerer is one of the 4 characters that have managed to solo Sulipund Grange in Vvardenfell. The others are Magicka DK, Stamina DK (for obvious reasons - see Deep Breath), and recently, my Magicka Necromancer, due to the very high burst, mitigation and heal over time from Spirit Guardian. This is the build I use for solo & dungeons: https://en.uesp.net/wiki/Special:EsoBuildData?id=95229
I may try stamsorc again and look at the heals a bit more and possibly suck it up and throw vigor on. Do you use bound armaments for the skill or just keep it slotted for the passive?
Well the passives are actually quite good, 8% stamina and 2% weapon damage, and some extra damage when you proc them. The faster the fight finishes, the less damage you take. Rotation is really simple since back bar DoTs last 14-15s, you can let Poison Injection expire because it's not a very strong DoT, and Rearming Trap you just refresh whenever it drops since you're on the front bar for most of the time and can do that instead of a Rapid Strikes cast, when Bound Armaments shine, hit that to throw the daggers, if the target gets low on HP replace Rapid Strikes with Whirling Blades. Refresh Critical Surge every 2nd rotation, and Bound Armaments whenever they drop - 40s doesn't line up very well with the other buffs and DoTs but it's long. You don't actually need them on both bars, and you can replace the ones on the back with Vigor, but personally I didn't feel the need for it. I did vMA easily before I even unlocked it - I had done it on other classes before.
So what I'm reading is PART of the upkeep of crit surge is applying enough DOT's to continue the healing? Lately(don't shame me, I know I'm bad) when trying out the stamsorc, the only actual AOE I've been able to manage is the hurricane. Usually whatever I'm fighting runs around too much to drop a trap(which I don't even have slotted), and I don't use poison injection either(yet). Are these all skills you use to keep the Surge healing "active"?
I've never had problems with healing off it. If you fight solo mobs don't simply run around on their own, unless you kite them, which is a really bad idea. Most melee mobs will come to you, and the ranged ones you can just stack the others on top of them. If you have tanked dungeons you may know how to stack. But that's the case regardless of class.
So you're saying that as a "Self healing stamsorc using surge", it is better to let the mobs come to me rather than going to them? And if they come to me, then I can easier maintain AoE's? I'm sorry if the question sounds stupid, but I have a dozen different flavors of tanking and healing, I don't typically do DPS just for this reason.... the learning curve lol(and the damage output I don't do)
Yes, mobs should be as stacked as possible. If you need to move, move in a circle so they stay in AoE all the time. It's really the same principle as tanking mobs that can't be moved by skills. Even ranged ones will come in melee if you aggro them and move a bit back so they move forward, then come back to the original position. Or LoS them so they all stack when taking a corner, then drop DboS on them.
LoS, DboS? Side question - Do you prefer DW over 2H?
LoS = Line of Sight, meaning mobs that can't target you need to come much closer than their maximum range, around an obstacle like a rock, wall, etc. For example those big trash packs in Sanctum Ophidia, even if you can't move them, you can taunt and run around the corner, so they can stack there and can be easily killed.
DboS = Dawnbreaker of Smiting, Fighters Guild ultimate ability, very good for dealing with mobs, especially if they're undead or daedra, since you have bonus damage against them. Also knocks them down and they take increased damage from other abilites. For single target fights you can use either Greater Storm Atronach or Ballista, whichever suits you better. When doing dungeons the former is preferable, since the other DD can use the synergy from it to get Major Berserk.
As for 2H vs. 2W there isn't much difference, even skill wise. You just replace Rapid Strikes with Wrecking Blow and Whirling Blades with Executioner/Reverse Slice, whatever morph you prefer. The rotation is the same.
I had a feeling of LoS but not DboS. Got it now though. So then for 2H, I take it you don't need/want the damage shield and those two 2H skills are basically the DW equivalent?