Upcoming changes to DoT's.

MindOfTheSwarm
MindOfTheSwarm
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WIth update 35 extending DoT's but nerfing their damage per tick. How do you feel about the change?

Upcoming changes to DoT's. 152 votes

It's good. I will get to use my spammable more often in rotations.
10%
DanikatSheridanRex-UmbraMartoMicah_BayerSchokoladeWildbloomFlaaklypaACamaroGuyhaelgaanAardappelboommaximusrex45Mr_MadnessHeartrageAedricbutterNeuroticPixels 16 votes
It's bad. This will kill builds that wish to build primarily around DoT damage and make DoT sets and Thaumaturge CP obsolete.
72%
StxBelegnoledaryl.rasmusenb14_ESOGedericHolycannolixaraanFaulgorphaneub17_ESOAldia_of_DrangleicstarkerealmHatchetHaroHortator Indoril NerevarElsonsoxSkullfoxDraxysrobboliciousshadyjane62MorimizoElo106Enemy-of-Coldharbour 110 votes
Neutral on the matter.
17%
GalenSkayaqDTStormfoxMisscapefoxMaximilianolsborgkiesoIrfindFirstmepKiralyn2000PeacatcherPriyasekarsskIngrolljoergingerhiziumWiseSkythe1andonlyskwexGreenRusBearetchedpixelsZodiarkslayer 26 votes
  • MindOfTheSwarm
    MindOfTheSwarm
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    It's bad. This will kill builds that wish to build primarily around DoT damage and make DoT sets and Thaumaturge CP obsolete.
    I believe this to be an important poll. So if anyone feels in a way I haven’t provided as an option please comment.
  • Freelancer_ESO
    Freelancer_ESO
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    I believe this to be an important poll. So if anyone feels in a way I haven’t provided as an option please comment.

    Personally, I'm tentatively opposed to the change because the duration extension may exceed the life span of most items.

    For example, my archer character spends most of their time in Overland. I've used Venom Arrow on it for years now as a mixture of a damaged skill and a ranged interrupt.

    ZOS's example of the duration change is moving from 10 seconds to 20 seconds.

    If Venom Arrow is being changed to 20 seconds from 10 seconds I am going to potentially need to rethink using the skill because most of the time the npc I am fighting isn't going to be alive for that long.

    I think it's very likely that DOTS will still have a place in some content but, I think the changes may make it so the gap between content types grows larger.

    With that said, until the PTS gets up or we get some patch notes we don't actually know what changes specifically are happening.


    Personally, I think it would be cleaner to just implement adaptive defenses on bosses. Figure out what range of damage you feel a boss should be taking during an interval then buff or debuff the boss based on how the group fighting the bosses damage compares to the expected damage range over the interval.
  • PrimusTiberius
    PrimusTiberius
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    It's bad. This will kill builds that wish to build primarily around DoT damage and make DoT sets and Thaumaturge CP obsolete.
    I'll can tell you one thing, I'm not golding anything until 35 drops and then wait another month or so.


    XqsISUs.jpg
    Everyone is going in one direction, I'm going the other direction
  • Cadbury
    Cadbury
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    I'm wondering how this will affect some of our more... DOT reliant classes in the future.
    "If a person is truly desirous of something, perhaps being set on fire does not seem so bad."
  • Holycannoli
    Holycannoli
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    It's bad. This will kill builds that wish to build primarily around DoT damage and make DoT sets and Thaumaturge CP obsolete.
    DoTs that take twice as long to deal their damage is not what the game needs, even if they're buffing the overall damage a bit.

    I'd rather do twice as much damage per tick in half the time.

    DoT builds will need to apply their DoTs and use a spammable while they slowly do their damage, and that spammable can't even be light attacks anymore lol (not that they ever should have been).
  • Soarora
    Soarora
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    I would love to use my spammable more often but I'd also like to see the changes on PTS first, might change my mind.
    [PC/NA] Dungeoneer (Tank/DPS), Retired Trialist, and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore.
  • etchedpixels
    etchedpixels
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    Neutral on the matter.
    I'm mostly concerned about the game mechanics which involve reflected damage and stop/start dps. If light attacks are nerfed and DoT attacks run for long periods it's going to make a mess of VoM, Moongrave Fane and to some extent vet DS2 at least.

    It's also a big change for PvP where it's now going to be much eaiser to dodge roll, spam DoTs and buffs, dodge roll back into cover. That's going to make some fights like keep flag taking very different - although for better or worse remains to be seen.

    It's also at risk of making templar and to some extent warden stronger because they've got better purges then the other classes. Again the devil will be in the detail, but given their record on releasing bad ideas into PvP space without balancing them I'm somewhat worried.
    Too many toons not enough time
  • IronWooshu
    IronWooshu
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    Just finished reading the patch notes, as a DK main and only DK character this hurts me especially after seeing dot increases to the Necromancer on their skills like Graveyard.
  • Dragonlord573
    Dragonlord573
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    It's bad. This will kill builds that wish to build primarily around DoT damage and make DoT sets and Thaumaturge CP obsolete.
    [Dragon Knights Hated That]
    Edited by Dragonlord573 on July 11, 2022 7:15PM
  • Tyrobag
    Tyrobag
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    It's bad. This will kill builds that wish to build primarily around DoT damage and make DoT sets and Thaumaturge CP obsolete.
    Increasing durations is a good idea it makes the game more accessible. I have no idea where they got the "logic" that's telling them that this statement makes any sense:
    "As such, we’ve made Damage over Time effects easier to keep up, in addition to more obvious winners in terms of damage production over a spammable, but now with the added caveat that they take longer to deal their damage. "

    DPS is what matters, anyone who's ever played this game could tell you that. This change is nothing but a massive nerf to everybody. Combine that with the huge nerf to light attacks, and I wouldn't be surprised if average players aren't able to do vet content anymore. Once again, ZoS takes aim at the top 2% and obliterates everyone in the middle.
  • Holycannoli
    Holycannoli
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    It's bad. This will kill builds that wish to build primarily around DoT damage and make DoT sets and Thaumaturge CP obsolete.
    It's also a big change for PvP where it's now going to be much eaiser to dodge roll, spam DoTs and buffs, dodge roll back into cover. That's going to make some fights like keep flag taking very different - although for better or worse remains to be seen.

    It's also at risk of making templar and to some extent warden stronger because they've got better purges then the other classes. Again the devil will be in the detail, but given their record on releasing bad ideas into PvP space without balancing them I'm somewhat worried.

    I'm concerned about this too. DoTs will be purged easier and maybe more often.

    And there might be the side effect of making Plaguebreak even more popular. If DoTs last longer and purges become that much more common, Plaguebreak might become that much more common.
  • Holycannoli
    Holycannoli
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    It's bad. This will kill builds that wish to build primarily around DoT damage and make DoT sets and Thaumaturge CP obsolete.
    Question for everyone: Would you rather have a DoT that does 10k over 10 seconds or a DoT that does 23k over 20 seconds? In PvP mostly but it can apply to PvE too.

    The 10k does less damage per cast but it does it all in 10 seconds and only gives a 10 second window to purge and in reality less than that as a purge at the last second is near worthless. The 20 second DoT does more damage overall but that's also a lot longer to purge it. If the DoT is purged 10 seconds in it's only done half it's damage.

    IMO even with an overall damage increase this DoT change proposal is a nerf.
  • Dagoth_Rac
    Dagoth_Rac
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    Tyrobag wrote: »
    Increasing durations is a good idea it makes the game more accessible. I have no idea where they got the "logic" that's telling them that this statement makes any sense:
    "As such, we’ve made Damage over Time effects easier to keep up, in addition to more obvious winners in terms of damage production over a spammable, but now with the added caveat that they take longer to deal their damage. "

    DPS is what matters, anyone who's ever played this game could tell you that. This change is nothing but a massive nerf to everybody. Combine that with the huge nerf to light attacks, and I wouldn't be surprised if average players aren't able to do vet content anymore. Once again, ZoS takes aim at the top 2% and obliterates everyone in the middle.

    DoT DPS is down, but you cast them less often. Those extra GCD can be spent on spammables and other direct damage attacks. If they had kept DoT DPS the same, it would have done the opposite of their goal and added more power creep. You would end up with the same DoT DPS but higher spammable DPS. Now, maybe ZOS have over nerfed DoTs. But some level of nerf was needed to avoid the power creep of doing more Jabs/Frags/Whip/whatever during the duration of the DoT.
  • shadyjane62
    shadyjane62
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    It's bad. This will kill builds that wish to build primarily around DoT damage and make DoT sets and Thaumaturge CP obsolete.
    Longer is not better.
  • Gederic
    Gederic
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    It's bad. This will kill builds that wish to build primarily around DoT damage and make DoT sets and Thaumaturge CP obsolete.
    Its bad for dps and frankly makes the combat exceedingly boring.
    Ours is the Fury
  • xaraan
    xaraan
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    It's bad. This will kill builds that wish to build primarily around DoT damage and make DoT sets and Thaumaturge CP obsolete.
    I'll have to see more with PTS, but I'm not optimistic.

    These changes will still leave the top 1% where they are at, even if it lowers their dps a little, they will still be at the top and outdoing what anyone else can do. These changes will still leave the bottom at the bottom, b/c those players are there b/c they usually don't care to learn to do better - these are the guys that are useless in normal dungeon runs or world boss fights b/c they never bother with mechanics or learning anything else in the game. Now this might help the next tier up from that a little, but mostly it will hurt the tier under the top players.

    Usually its that upper-middle tier that gets screwed. Those are the guys almost able to do some of that crazy content that will get pushed back further from it. And frankly, those are the only group of players trying to do that content as the lower tier often doesn't bother trying to do a vet or HM if they won't even be close.
    -- @xaraan --
    nightblade: Xaraan templar: Xaraan-dar dragon-knight: Xaraanosaurus necromancer: Xaraan-qa warden: Xaraanodon sorcerer: Xaraan-ra
    AD • NA • PC
  • Thecompton73
    Thecompton73
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    It's bad. This will kill builds that wish to build primarily around DoT damage and make DoT sets and Thaumaturge CP obsolete.
    Hopefully this poll is an indication of the strong backlash the DOT changes are going to be received with and they pull the rare 180 on them before it hits live.
    Not even sure if that would be enough to keep me around as all the other class changes are equally terrible but it would be something.
  • Necrotech_Master
    Necrotech_Master
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    Longer is not better.

    longer would be fine if they didnt nerf the dot dps (by both reducing the overall dmg per tick and reducing the ticks to every 2 sec)

    simply just increasing the duration of the dot would have been fine and made it easier to manage, but effectively double nerfing it with both less dmg per tick and reduced tick rate doesnt help it at all
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

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  • Ittrix
    Ittrix
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    It's bad. This will kill builds that wish to build primarily around DoT damage and make DoT sets and Thaumaturge CP obsolete.
    Something I think people haven't considered is how this is going to effect actual parses in actual content. The dummy stands still and is the only target you need to focus for a parse. In a real situation the boss is going to move, or there are going to be high priority enemies you need to swap your focus to.

    take Aetherian Archives hardmode. There are mini mages and atronachs. Assuming you aren't being a parse monkey, you should recast all your DoT skills on the mini mages whenever they show up so the group doesn't get overwhelmed. If an atronach is about to enrage, you need to recast at least the important DoT skills on them to nuke them too. You're still going to need to recast your DoTs more often than they last.

    Cloudrest is another great example. Z'maja is constantly moving. You'll need to swap focus to the mini sometimes as well, assuming 3 tank strats. Did you go downstairs and the crystal is dead? Recast the skills again.
  • bmnoble
    bmnoble
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    It's bad. This will kill builds that wish to build primarily around DoT damage and make DoT sets and Thaumaturge CP obsolete.
    Most mobs in this game die before most damage over times abilities even finish there full duration.

    Might be fine for enemies with millions of health but greatly reduces the utility of the abilities against everything else in the game.

    If they are going to go down this route leave the damage per tick alone and increase the ability cost slightly to compensate for new duration.
  • ArcVelarian
    ArcVelarian
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    It's bad. This will kill builds that wish to build primarily around DoT damage and make DoT sets and Thaumaturge CP obsolete.
    This is going to make DK virtually unplayable in PvE. The class already struggles with Solo and 4-man content.
    Murphy's Law of PvP : If it can be abused and or exploited, it will be abused and or exploited.
  • Vaoh
    Vaoh
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    It's bad. This will kill builds that wish to build primarily around DoT damage and make DoT sets and Thaumaturge CP obsolete.
    These patches notes are so awful I don’t even know where to start.

    I’m not so sure if I’ll stick around until the end of the year. I’ve played since Day 1 of console launch and have never thought this way before.
  • dmnqwk
    dmnqwk
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    I believe this to be an important poll. So if anyone feels in a way I haven’t provided as an option please comment.

    You've decided to preach in the answers and that's preventing me from selecting one.
    I appreciate you're 100000% behind the option 'it will kill dot builds' but honestly, that's not true.
    What it will do to dots is make them less tenable in a lot of places, because mobs will not live long enough in overland or regular dungeons situations and so will reduce the enjoyment created by weaving multiple abilities.

    If you simply go Good/Bad/Neutral without preaching I could select bad :smile:
  • redspecter23
    redspecter23
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    I'm on board with a duration increase, but lowering the dps at the same time feels unnecessary and turns dots into very situational damage sources. You have to know in advance that you will get 13ish seconds of uptime on that dot or you'd be better off just using your spammable again. Mobile boss fights, don't even think about casting ground dots. That could end up being a dps loss very easily.
  • Thecompton73
    Thecompton73
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    It's bad. This will kill builds that wish to build primarily around DoT damage and make DoT sets and Thaumaturge CP obsolete.
    I love how they nerfed the DPS of all the dots but then thought it was necessary to also nerf the necro Rapid Rot passive too.
    Edited by Thecompton73 on July 12, 2022 12:32AM
  • MindOfTheSwarm
    MindOfTheSwarm
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    It's bad. This will kill builds that wish to build primarily around DoT damage and make DoT sets and Thaumaturge CP obsolete.
    dmnqwk wrote: »
    I believe this to be an important poll. So if anyone feels in a way I haven’t provided as an option please comment.

    You've decided to preach in the answers and that's preventing me from selecting one.
    I appreciate you're 100000% behind the option 'it will kill dot builds' but honestly, that's not true.
    What it will do to dots is make them less tenable in a lot of places, because mobs will not live long enough in overland or regular dungeons situations and so will reduce the enjoyment created by weaving multiple abilities.

    If you simply go Good/Bad/Neutral without preaching I could select bad :smile:

    But it will kill them, they won’t be very good in high end content either. Maebroogha, Z’Maja etc contstantly move around. In PvP they aren’t worth using at all now. Name one place they will still have value outside of bosses that stand in place the entire fight.
  • Jaimeh
    Jaimeh
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    It's bad. This will kill builds that wish to build primarily around DoT damage and make DoT sets and Thaumaturge CP obsolete.
    It will make rotations less interesting, it will lower damage on mobile fights, and make sustain on these fights more difficult.
  • morrowjen
    morrowjen
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    It's bad. This will kill builds that wish to build primarily around DoT damage and make DoT sets and Thaumaturge CP obsolete.
    I love how they nerfed the DPS of all the dots but then thought it was necessary to also nerf the necro Rapid Rot passive too.

    They might as well have said that necros can only be tanks and healers from now on.
  • BretonMage
    BretonMage
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    It's bad. This will kill builds that wish to build primarily around DoT damage and make DoT sets and Thaumaturge CP obsolete.
    "I wish this fight would last longer," said no one ever.
  • Artim_X
    Artim_X
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    It's bad. This will kill builds that wish to build primarily around DoT damage and make DoT sets and Thaumaturge CP obsolete.
    I tested it on the pts and now my rotation just doesn't feel right. I can't do a typical rotation and now my damage is just not there. I had to use the new set that gives empower (Rage of the Ursauk) just to get back some of my damage.

    I really feel like ZOS just wants us to suffer at this point. To think they actually thought that this would help the casual players when in actuality I'm terrified at the thought of tanking or healing a group with pug dps that are now doing significantly worse than before.
    (AD) Artim X/Xirtām/Måtrix |PC/NA| Casual staff wielding vampire sorcerer/templar/arcanist
    Electric-Stun
    https://media.giphy.com/media/Av0zcKH3i2BkaY1GXW/giphy.gif/https://c.tenor.com/jQHdFftrgwMAAAAC/tenor.gif
    • Roleplay Damage Dealing Build.
    • Gear: 5 Infallible Aether (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Lightning Staff (infused/shock enchant), and Kinras's jewelry (bloodthirsty with spell damage enchant)/lightning staff (infused/flame/weapon damage enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Critical Surge, Boundless Storm, Mages' Wrath, Lightning Flood, Shocking Soul (Shock damage, Class Mastery Signature Script, and Empower), and Power Overload.
    • Ability-Bar 2: Storm Pulsar, Streak, Shock Reach, Unstable Wall of Storms, Shocking Burst (Shock Damage, remove 1 negative effect, and interrupt) and Thunderous Rage.
      Solo: Use Kinras's chest, replace Mora with Ring of the Pale Order, and use a heavy Slimcraw piece for max critical.
    Electric-Pets
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    • Stress free one bar pet build .
    • Gear: 5 Infallible Aether (All apparel light and Divines with Max Mag Enchants. No chest piece), 1 medium Slimecraw for max spell critical (Divines, medium, Max Mag Enchants), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant ring and necklace (bloodthirsty with spell damage enchant), Oakensoul ring (bloodthirsty with spell damage enchant)
    • Ability-Bar: Daedric Prey, Summon Volatile Familiar, Bound Armaments, Unstable Wall of Storms, Summon Twilight Matriarch, and Greater storm Atronach.
    Electric-Heal
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    • My Healer Build.
    • Gear: 5 Spell Power Cure (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Lightning Staff (Charged/shock enchant), and Infallible Aether jewelry (arcane with spell damage enchant)/restoration staff (Powered with absorb magicka enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Power Surge, Boundless Storm, Blessing of Restoration, Energy Orb, Twilight Matriarch, and Replenishing Barrier.
    • Ability-Bar 2: Dark Deal, Overflowing Altar, Elemental Drain, Blockade of Storms, Twilight Matriarch, and Aggressive Horn.
    Electric-Ward
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    • My Meme Tank Build that uses high resistance and variety of wards.
    • Gear: 5 Brands of Imperium (All body pieces except Head and Shoulders, with Divine trait, and with Prismatic Defense Enchants), full Iceheart (1 light and 1 medium. Divines and Prismatic Enchant), and Combat Physician jewelry (bloodthirsty with Prismatic Recovery Enchants), Combat Physician restoration staff (Infused with hardening enchant), and combat physician ice staff (Infused with crusher enchant).
    • Ability-Bar 1: Critical Surge, Bound Aegis, Deep Thoughts, Boundless Storm, Healing Ward, and Replenishing Barrier.
    • Ability-Bar 2: Silver Leash (Elemental Drain if healer isn't running it), Bound Aegis, Frost Clench, Blockade of Frost, Empowered Ward, and Temporal Guard.
    Electric-Vamp
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    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (medium chest and body pieces light. All Impenetrable with Prismatic Enchants). Gaze of Sithis and 1 light Mighty Chudan/Pirate Skeleton (light shoulders, and impenetrable with Prismtaic Enchants). Knight Slayer (Swift with spell damage enchant)/lightning staff (infused with oblivion enchant)/restoration staff (infused with oblivion enchant).
    • Ability-Bar 1: Structured Entropy, Boundless Storm, Soul Splitting Trap, Radiating Regeneration, Healing Ward, and Life Giver.
    • Ability-Bar 2: Drain Vigor (Elemental Susceptibility), Race Against Time, Rune Cage, Radiant Magelight, Regenerative Ward, and Shatter Soul.
    Dawnfang
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    • My casual one bar heavy attack Templar build that primarily utilizes Aedric Spear abilities.
    • Gear: 5 Noble Duelist (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 light Slimecraw for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Puncturing Sweep, Aurora Javelin, Toppling Charge, Blazing Spear, Radiant Ward/Breath of life, and Crescent Sweep.
    Duskfang
    https://media.tenor.com/Jo8aG_ouy_oAAAAd/ac-odyssey.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on chest/head/legs and everything else Prismatic Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Prismatic Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant), and Knight Slayer jewelry (One Ring and one Neck. Both Swift with spell damage enchant). 1 Oakensoul Ring (Swift with Spell Damage Enchant).
    • Ability-Bar 1: Radiant Oppression, Race Against Time, Aurora Javelin, Breath of Life, Resolving Vigor, and Life Giver.
    Eye of the Queen
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    • My casual one bar heavy attack Arcanist build that primarily utilizes Herald of the Tome abilities.
    • Gear: 5 Noble Duelist (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 light Slimecraw for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Escalating Runeblades, Pragmatic Fatecarver, Cephaliarch's Flail, Rune of Displacement, Inspired Scholarship/Evolving Runemend, and The Languid Eye.
    Eye of the King
    https://i.giphy.com/media/v1.Y2lkPTc5MGI3NjExOTAzdjV1eTgwbDFmM3lrZmxuMXRqdDR3Y3h1ZDRpajR0M3VjZzQ3NSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/zXmbOaTpbY6mA/giphy.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on chest/head/legs and everything else Prismatic Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Prismatic Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant), and Knight Slayer jewelry (One Ring and one Neck. Both Swift with spell damage enchant). 1 Oakensoul Ring (Swift with Spell Damage Enchant).
    • Ability-Bar 1: Escalating Runeblades, Race Against Time, Rune of Uncanny Adoration, Evolving Runemend, Resolving Vigor, and Life Giver.
    PvE Starter Gear
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    • Gear: 5 Law of Julianos (heavy chest, gloves/belt light, and the rest can be light or 1 medium piece if you're not wearing medium anywhere else on your body. All in training if grinding for XP or divines), Armor of the Seducer or Magnus' Gift head, shoulder, and staves (light with 1 medium piece if you are not already wearing 1 medium Julianos piece. All in training or divines. The staves should be training or infused), and 3 purple Willpower Jewelry with Arcane trait (can be bought from trading guilds for relatively cheap.
    • Check tamrieltradecentre.com for the best deals if you're not using a price checking addon).
    Race
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    • High elf, since you will not have issues with sustain, but other mag based races are also fine so this is more of a personal choice.
    Mundus Stones
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    • PvP: The Steed for speed. Gotta go fast!
    • PvE Healing/Damage: The Thief for decent crit rate.
    • PvE Tanking: The Lady to get close to resistance cap.
    Current Champion Points
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    • DPS: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Exploiter, Weapons Expert, Fighting Finesse, Master-at-Arms, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Healer Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Hope Infusion, Weapon's Expert, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Tanky Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Ironclad, Enduring Resolve, Reinforced, Duelist's Rebuff, Bastion, Ward Master, Rejuvenation, Fortified.
    • PvP Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, Occult Overload, Arcane Supremacy, Bastion, Rejuvenation, Fortified, Boundless Vitality.
    • PvP Temp/Arcanist: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, From the Brink, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    Favorite Foods and Potions
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    • Parse Food for PvE:(DPS) Ghastly Eye Bowl (increases Max Magicka by 4592 and Magicka Recovery by 459 for 2 hours).
    • Gold/Purple Food for Sorc PvP and Meme Tanking:(PvP) Clockwork Citrus Filet (increases Max Health by 3326, Health Recovery by 406 [useful if stage 1 vampire], Max Magicka by 3080, and Magicka Recovery by 338 for 2 hours). Witchmother's Potent Brew (Increase Max Magicka by 2856, Max Health by 3094, and Magicka Recovery by 315 for 2 hours.
    • Trash Potions when feeling cheap: Regular CP150 Essence of Magicka pots that I obtain frequently from playing the game or Crown Tri-Restoration Potion obtained from dailies.
    • Crafted Potions: Essence of Spell Critical (Bugloss, Lady's Smock, and Water Hyacinth). Without magelight this is my primary means of obtaining Major Prophecy on my Sorc, which increases my Spell Critical Rating. This also heals and restores magicka. Essence of Immovability (Columbine, Corn Flower, and Wormwood). I use this in PvP, since this gives me stealth detection, knockback immunity, and restores magicka (better to use it when competent allies are nearby, since it might reveal that you are surrounded by multiple players in stealth and you will not have an emergency pot available after use). Essence of Invisibility with only 2 ingredients (Blue Entoloma, Namira's Rot, Nirnroot, or Spider Egg). I use this in PvE content that requires stealth and if I need more speed I'll use Rapid Maneuver before using the potion. Essence of Invisibility with 3 ingredients (Blessed Thistle, Blue Entoloma, and Namira's Rot). Very useful in PvP alongside the vampire Dark Stalker passive, since you'll be invisible, ignore movement speed penalty while in Crouch, and you'll have a 30% movement speed boost from Major Expedition (I always have this slotted when riding from point A to B in PvP land, since gankers are always lurking). My templar/arcanist will mostly use Essence of Health (Tri-Stat Potion) Ingredients: (Mountain Flower, Columbine, and Bugloss).
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