My main toon is a PvE battlemage build Mag DK Nord (master craftsman skill maxed) who's currently at CP 489. He's a master thief/DB assassin so all of his stealth skills are maxed. His main weapon bar is flame destruction staff and back bar is two handed axe/sword (for melee situations). I've also set him up as the main crafting/scavenging toon for all my alts. But also want to make him as combat effecitive as possible for PvE. So I can solo vet dungeons and beat endgame MQ bosses like Molag Bal, be better at defensive surviveability in Cyrodil/Imperial City doing
the PvE questlines. And especially rugged enough to solo the new chapter boss content in Blackwood. My toon currently got legendary on both armor/jewellry sets and weapons. But since he's a not a mag sorc or pure magikca wielding build, he's typically disadvantaged fighting pure magikca based NPCs (especially bosses).
So I've been trying to customize his magicka constellation. This way I can optimize his survivabilty for end game PvE content. Given the cost of redistributing the skill points in the mage constellation, I didn't want to waste any gold on obviously bad constellation choices. Especially since under the new update, where the majority of these top skills aren't passive/must be active in the bar to get any combat bonus from them. So you really have to be discriminating which skills you're adding those hard earned CP skills to.
Need to optimize what remaining offensive skills are left to acquire for combat in mage constellation. Trying to decide if it's advantageous to invest points in:
reaving blows/occult overload/backstabber (seems more defensive fighting mechanics) v. deadly aim/biting aura/thurmaturge (seems more offensive fight mechanics)
http://ibb.co/zXJp0RY
Read somewhere that
NPCs don't generate crit in combat. Is this only regular hostile NPCs, or does it apply to higher NPCs like Bosses, NPCs in trials, and quest/MQ Bosses like Molag Bal?
If all NPCs
don't generate crit in combat, do the game mechanics work the same as it does in PvP? i.e. your toon will always be OP when fighting NPC bosses by default of their ability to generate crit. Since it's always a player v. NPC combat scenario where the combat is asymetrically skewed in favor of the player since their toon can generate crit?
Don't know if I'm making sense. There is an overwhelming amount of guides and info on how to optimize PvE builds for the current update. Given the grind of acquiring skill points and higher cost to redistribute them, I don't want to waste time/effort selecting the wrong constellation skills. Just want to design a defensive but combat effective PvE magDK who can solo the DLC content and bosses. And be survivable enough on the defensive end to complete the PvE content in PvP areas like Cyrodil and IC.