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Fighters Guild Abilities on a HA One-Bar

ACamaroGuy
ACamaroGuy
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I see all these builds out there for the One-Bar HA Sorcerer yet I don't remember seeing any Fighters Guild abilities slotted. Wouldn't you want to place those on your bar for the 3% spell/weapon damage added? Wouldn't the 3%+ help increase the total damage output of the heavy attack?
Edited by ACamaroGuy on June 22, 2024 9:00AM
For the Empire
  • fizl101
    fizl101
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    Barbed trap is common as it is a good dot as well as the buff
    Soupy twist
  • LunaFlora
    LunaFlora
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    i use Barbed Trap for the bleed damage, the Fighters Guild passive is nice but it isn't necessary.
    Silver Shards is a nice spammable as well as it hits multiple enemies.
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  • furiouslog
    furiouslog
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    I figure that if FG skills worked on a one bar build, it would be in the meta after all of the theorycrafters analyzed their dummy logs and such. If I were to guess why it's not, it's because limiting to 5 skills makes the passive not worth it compared to a more effective active skill.
  • jaws343
    jaws343
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    My personal take, heavy attack one bar builds are designed around slotting as much as possible for passive damage. And, depending on the content you are running, survival.

    So, for example, my general bar setup for my Oakensorc is:

    Charged Storm Atro, Hurricane, Crit Surge, Regenerative Ward, Scamp, Prey

    Crit Surge is a solo, or poorly optimized group skill I run, for passive healing. Honestly, I could probably ditch it solo, but prefer to have the passive heal and the reactive heal from ward as a combo.

    That setup does 80K DPS on a trial dummy.

    I could flex trap into the crit surge spot. And it would increase my DPS probably closer to 85K. But, I would only do that in trials or in groups with a good healer. Not really sweating that extra bit of DPS in an 80K DPS build that requires very little investment in the rotation.

    And the build itself could push 90K DPS if I were to run twilight tormentor instead of ward. But honestly, as with Surge, I find the survivability a bit more useful than the DPS increase. Plus, in solo fights (archive, soloing dungeons, arenas, etc) everything tends to be far more mobile, reducing the effectiveness of trap greatly.
  • Soarora
    Soarora
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    furiouslog wrote: »
    I figure that if FG skills worked on a one bar build, it would be in the meta after all of the theorycrafters analyzed their dummy logs and such. If I were to guess why it's not, it's because limiting to 5 skills makes the passive not worth it compared to a more effective active skill.

    Correct. I see this problem in PuGs sometimes. The meta for one-bar is what it is for a reason, diverging from the meta quickly makes the build worse. You need wall for off-balance because it’s a HA build, you need pets and daedric prey if its a sorc because pets will do damage without you giving up gcds and they’re also decently strong. This leaves you with one flex spot that’s best suited for a support skill that’ll help you stay alive while HAing.

    https://deltiasgaming.com/builds/eso-one-bar-pve-magicka-sorcerer-build/

    Deltia does have a build that uses barbed trap and hurricane though it’s listed as his parse build.
    Edited by Soarora on June 5, 2024 5:34PM
    [PC/NA] Dungeoneer (Tank/DPS), Retired Trialist, and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore.
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