HatchetHaro's "Rising Storm" Stamina Sorcerer PvE DPS (CwC)

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    HatchetHaro

    Apprentice

    Total Posts: 34

    Argonian Dragonknight

    A Stamina Sorcerer PvE DPS guide by HatchetHaro

    Yes I stole that name off of Warframe.

    Stamina sorcerers are actually quite powerful in raid settings, and is a great class for stamina damage-dealing. Here is my take on an effective stamina sorcerer build and rotation.

    Please keep in mind that these are all simply what I personally use and are my own recommendations on my preferred stamsorc build. There are many alternatives to the build that other people may prefer, and I will talk about them as well.

     

    Clockwork City

    Spoiler:

    Nirnhoned is surging in popularity, with people suggesting to replace the infused mainhand with a nirnhoned one (thanks Alcast). However, from my own testing, keeping one infused weapon on your dual wield bar will net you the best results; it’ll just be a toss between wanting a nirnhoned main-hand (slightly better) or a precise off-hand (for infused prismatic main-hand). Stick with infused on your weapon if you’re using a prismatic damage enchantment on it; doing otherwise would just be a waste of Kuta and Hakeijo.

    By the way, if you’re not at full penetration, sharpened is still better than nirnhoned and precise.

    Also, that dual ravage health poison is also turning out to be really strong.

     

    Stats

    (Update to this coming soon!)

    Spoiler:

     

    Race

    I’m personally not a fan of racial passives; most people are pretty much forced to pick an “optimal race” in order to be able to min-max. Still, here are some raw stats on races that have something to do with stamsorcs, ranked from best to worst (personal opinion).

    Redguard – +10% stamina, +9% stamina recovery, 792 stamina restored on melee attacks every 5 seconds (effective at most 304.8 stamina recovery; expect ~270)

    Khajiit – +8% weapon crit chance, +10% stamina recovery

    Orc – +6% stamina, +4% melee weapon attack damage

    Bosmer – +6% stamina, +21% stamina recovery

    Imperial – +10% stamina

    Argonian – 4620 stamina restored on potion use (effective at most 205.3 stamina recovery)

    Dunmer – +6% stamina

    Nord – +6% stamina

    Altmer – jack shit

    Breton – jack shit

     

    General rule of thumb is that a higher stamina pool is going to grant you more damage with your abilities. Stamina recovery is less sought-after in this stamina sorcerer build since each rotation contains 4 heavy attacks already.

    Here, this may mean that you might want to prioritize a higher stamina pool. That +10% stamina buff on Redguards and Imperials can net you about 8% more damage compared to, say, Argonians. That ~3k stamina difference can mean a damage difference of 1k+ per DoT, and in a full rotation it can add up.

    The same can be said about Khajiiti crits, and that added critical chance is rather appealing to many players.

    However, while the sustain is good, this build lacks in heavy attack flexibility, and regaining stamina after a death-and-revive may prove challenging without orbs, shards, or potions. This problem is especially compounded in CC-heavy trials such as the Halls of Fabrication.

     

    And yes, this means I’m handicapping myself somewhat by playing an Argonian; f**k yeah lizards.

     

    Vampire it up. It looks ugly, but it’ll give you 10% more stamina recovery. Just pop on a skin or wear some full armor.

    Or just use a Dwemeri Tonal Attenuator / Executioner’s Hood and Nordic Bather’s Towel to hide your ugly mug yet embrace your beautiful skin.

     

    Health bonuses

    Spoiler:

    A minor thing to keep in mind is your racial health bonuses. Remember: a dead DD deals 0 dps, so a 17k+ health pool is desirable in veteran trials, perhaps even more. In this case, you may find yourself assigning several points into health or using health enchantments, which will take out from your stamina pool. Naturally, the more health you have, the less of a hit your stamina pool will take. Here are the races with racial passives with something to do with survivability, ranked from best to worst (also personal opinion). Keep in mind that I’ve decided to ignore the resistance bonuses; I find that they matter little, and it’s just better to have a good health pool.

    Imperial – +12% max health, 10% chance to restore 6% of max health on melee attacks

    Nord – +9% max health, +6% damage reduction

    Argonian – +9% max health, +5% healing done, +5% healing received

    Orc – +6% max health

     

    Attributes

    All into stamina. You can always get extra health from enchants.

     

    Mundus

    The Warrior

     

    Food

    Health + Stamina.

    You shouldn’t really need the Dubious Camoran Throne for the stamina recovery. The sustain on stamsorcs is pretty good, and with the number of heavy attacks we have, you shouldn’t have much trouble with the stamina sustain. Even in vHoF, I wouldn’t suggest it. Just pop an orb or two once in a while.

    Also, using the Dubious Camoran Throne decreases your health and stamina pool, and if you use health enchants to get your survivability back up, your stamina pool will take more hits. Remember: ability damage scales off your stamina pool as well.

     

    Champion Points

    Keep in mind the CP jump points. Long story short, CP values are rounded down to the nearest whole number. Basically, listed 15.6% value would actually just be 15% value, so you may not want to waste those points on the useless 0.6%.

    RED TREE

    Hardy – 56

    Elemental Defender – 56

    Thick Skinned – 40

    Ironclad – 40

    Spell Shield – 28

    Medium Armor Focus – 10

    This is just a quick baseline CP setup for everyday content. For serious vet trial runs, you may want to adjust your CP to accommodate for the trial’s main damage types; consult your pals/raid-leader for that info.

    BLUE TREE

    Master at Arms – 28

    Mighty – 56

    Precise Strikes – 56

    Thaumaturge – 51

    Piercing – 39

    Spoiler:

    In trials, based on your group composition and penetration, you may want to take points out of piercing and assign them to +10 Thaumaturge and then +10 Precise Strikes, in that order.

    I like to always keep 19 points into piercing even considering full penetration, just to make up for some debuff downtimes. You are free to pull out more and assign them as you please.

    GREEN TREE

    Mooncalf – 100

    Tenacity – 100

    Shadow Ward – 28

    Warlord – 2

    In CC-heavy scenarios:

    Mooncalf – 75

    Tenacity – 75

    Warlord – 40

    Shadow Ward – 40

     

    Gear

    Armor / Jewellery

    2pc Kra’gh’s / Velidreth

    5pc TFS (Twice-Fanged Serpent)

    3pc Automaton

    All armor – medium Divines – Stamina enchantment

    All jewellery – Robust – Weapon Damage enchantment

    Weapons

    Automaton Axe/Dagger – Nirnhoned/Infused – Poison/Prismatic enchantment

    Automaton Dagger – Infused/Precise – Weapon Damage enchantment

    vMA Bow – Nirnhoned – Ravage Heath + Gradual Ravage Health poison

     

    Alt Gear

    Monster Set – Spawn of Mephala; Stormfist

    Automaton – Vicious Serpent (VO); Night Mother’s Gaze; Hunding’s Rage

    TFS – Sunderflame; VO

    vMA bow – any of the above 5pc sets

    Alchemical poison – Disease enchantment

     

    The reason I’m using Kra’gh’s is that the damage from its proc is the best among the monster sets. Overpenetration isn’t too much of a big deal especially with that proc. A downside is that if you’re away from your target, it’s not going to be of much use, so use in fights where you’re constantly at melee range with the boss.

    Velidreth is a very viable monster set too, and is the best monster set to use in trials against bosses with chunky hitboxes, such as Varlariel and the Possessed Manticora, due to multiple spores being able to hit the enemy more than once. Keep in mind that many bosses are not chunky enough for Velidreth to do that though, such as the Mage and the Serpent. My recommendation is to swap between the two sets depending on the bosses, but sticking with just one is completely fine.

    Spawn of Mephala is a really good monster set to run as well, almost on par with Velidreth and Kra’gh’s. It’s great in stationary fights as well as fights with many adds, and it can also be activated from range with a bow heavy attack, thus very suitable for vAA.

    Stormfist’s proc is not as good, but its stamina recovery 1pc still makes a really noticable difference for sustain, and is pretty much necessary for the Halls of Fabrication. The proc itself can also proc your Implosion passive for more damage.

    Automaton is really good, better than Hunding’s Rage, but it is much more annoying to acquire. So far the best set to use, in my opinion.

    A note on the traits on the dual wield weapons is that an infused trait on one will also apply the enchantment cooldown reduction on the other, but not the enchantment effect increase. The current best trait setup from what I’ve tested is nirnhoned main-hand with a poison enchantment with infused off-hand with a weapon damage enchantment. On daedric bosses, a prismatic enchantment on your main hand will grant you more damage than a poison enchantment; in this case, I would go with an infused main-hand with the prismatic enchantment with a precise off-hand with a weapon damage enchantment.

    Keep in mind that the sharpened trait is still better than nirnhoned and precise as long as you’re not overpenetrating.

    That dual ravage health poison on your bow is actually pretty powerful. The gradual ravage health portion can also pretty much be on par with an infused poison enchantment. However, if you feel particularly cheap, you can always just go with a disease enchantment.

     

    Trial Optimization

    The above listed setup is actually mainly for pug dungeon runs, and is not really the best setup you can use in organized trials.

    Optimizing stamina setups in coordinated groups is much more of a flexible subject, one that I would rather not go into detail on. Instead, I highly suggest giving Alcast’s Stamina Optimization guide a quick read. Basically, from the above sets, except for TFS, pick any possible (as in, you can’t go Hunding’s + NMG due to both of them being crafted sets) combination of the two, and prioritize having one set of Sunderflame and NMG in the group first.

    Possible setups

    Full damage

    Spoiler:

    2pc Velidreth

    5pc Automaton

    5pc VO / Hunding’s Rage (DW)

    Group buffer

    Spoiler:

    2pc Velidreth

    5pc VO

    5pc NMG / Sunderflame / Morag Tong (DW)

     

    Newbie Gear

    For when you’re new to this class and want something easy to acquire and still effective.

    Spoiler:

    Armor

    5pc Hunding’s Rage

    2pc Night Mother’s Gaze (NMG)

    All armor – medium Divines – Stamina enchantment

    Jewellery

    3pc Agility

    All jewellery – Robust – Weapon Damage enchantment

    Weapons

    NMG Dagger – Infused – Poison enchantment

    NMG Dagger – Sharpened – Weapon Damage enchantment

    NMG Bow – Sharpened – Disease enchantment

     

    Untested-but-promising Alt Gear

    Spoiler:

    Please note that I personally haven’t tested these yet; this is theorycrafting territory with no actual experimental basis on my end.

     

    Alkosh

    Flanking Strategist

    Domihaus

     

    I can see stamina damage-dealers wearing Alkosh in place of VO; the 5pc synergy proc on it could function as a decent DoT as well as the debuff, and it can be worked into rotations as long as there’s a steady stream of synergies.

    Flanking might be a great set in fights where you’re on the boss’ arse consistently.

    Domihaus has relatively low proc damage compared to the “meta” sets, but it also grants a decent weapon damage buff if you stand within the proc ring. The proc itself, however, is a thin donut, not a circle, so positioning for the proc to damage to boss is pretty important.

     

    Skills

    DW bar:

    Deadly Cloak – amazing defensive skill, and also deals quite a bit of damage

    Rending Slashes – a good standard DoT

    Hurricane – a good AoE DoT; also grants some great resistances for more survivability

    Lightweight Beast Trap – a great DoT and source of Minor Force; you get to cast this twice in one rotation

    Bound Armaments – increases your max stamina and heavy attack damage as long as it’s toggled; just try not to toggle it off

    Flawless Dawnbreaker – slotted for +5% weapon damage, but also a good low-cost ulti in a pinch

     

    Bow bar:

    Bound Armaments – double barred, because it has to be

    Poison Injection – one of your main DoTs

    Endless Hail – your highest source of damage; your highest source of damage on crack with vMA bow

    Critical Surge – a great defensive skill that grants some amazing healing; keep this up in harder fights

    Razor Caltrops – one of your main DoTs; high cost but high damage

    Ballista – it’s one of the best ultis you can use; great burst damage

     

    Important flex abilities:

    Steel Tornado – replace Rending Slashes for AoE spammable

    Resolving Vigor – best heal for stamina players, which really isn’t saying a lot, but hey, it might save your team

    Shrouded Daggers – typical meta stamsorc spammable, but it’s actually useful in some burst fights

     

    Unimportant flex abilities:

    Silver Shards – a nice ranged spammable that can be useful in certain boss fights where you have to stay at ranged for any amount of time

    Shuffle – pretty much a 15% damage mitigation, except powered by RNG

    Inner Fire – taunt, for taunting; useful for pretending to be a tank in dungeons

     

    In this build, you have one flex spot, and that is Critical Surge, though to be honest, I’d say that Critical Surge is the best ability to slot in there due to it being one hell of a self-heal as well as 2% more weapon damage from the Expert Mage passive. For more damage without care for survivability, you can slot a random Fighter’s Guild ability for 3% more weapon damage. You can also slot Vigor in case you want to heal your teammates.

    Another thing to keep in mind is the choice between Razor Caltrops and Anti-Cavalry Caltrops. Rotations are covered below. If your rotations take less than 13 seconds, Razor Caltrops will deal more damage. However, if your rotations take 13 seconds or more, Anti-Cavalry Caltrops will be better. The damage difference between them at 13 seconds, however, is fairly negligible, so it shouldn’t matter that much. You can also choose to do one less heavy attack in some rotations and lower the downtime on most of your DoTs, and that should make Razor Caltrops more worthwhile than Anti-Cavalry Caltrops.

    One more thing is my choice of Lightweight Beast Trap over Rearming Trap. In my rotations covered below, I will be casting Lightweight Beast Trap twice, which will keep Minor Force up. Lightweight Trap also deals much more damage than Rearming Trap, and from my own testing, casting Lightweight Trap twice actually outdamages a Rearming Trap + Shrouded Daggers rotation. Additionally, this frees up an extra flex slot for me to slot Critical Surge, and lengthens the amount of time I am on my front bar by 1s, also boosting my damage. So far, this rotation grants the highest amount of single target damage, and I personally prefer it this way because I have enough AoE damage already from Endless Hail, Caltrops, Deadly Cloak, and Hurricane.

     

    Rotations

    Keep in mind that these are the rotations that I use and find work well for me.

    (“-” no weave; “>” light attack; “>>” heavy attack; “|” barswap)

    DW:

    >> Lightweight Trap >> Deadly Cloak >> Rending Slashes >> Hurricane > Lightweight Trap |

    Bow:

    > Endless Hail > Poison Injection > Caltrops (> Ballista) |

    Starting rotation:

    Endless Hail | – Lightweight Trap | > Poison Injection > Caltrops | >> Hurricane >> Deadly Cloak >> Rending Slashes > Lightweight Trap |

     

    This rotation length is ~12 seconds per rotation, approximately the length of Razor Caltrops.

    Keep in mind that your ping can have an impact on your rotation lengths. A difference in 150ms ping is equal to about 0.2s difference per heavy attack and 0.1s per light attack. Based on that, you may want to tweak the number of heavy attacks you do to match the rotation length, and maybe switch out your Hunding’s Rage gear for VO if you need a bit more sustain.

    (~250ms ping, ~13s rotation; ~100ms ping, ~11.5s rotation)

     

    Here’s a video of my rotations.

     

    Parse

    Solo 6mil skeleton parse

    Spoiler:

    Raid parses

    Spoiler:

     

    Feedback

    If you have any concerns or questions about anything this guide, feel free to voice them in here and I’ll be glad to address them for you.

    If you have any suggestions for alternative gear or rotations, I would love it if you post it here as well! It’s always fun to experiment with different builds and learn new stuff.

    • This topic was modified 3 days ago by Profile photo of HatchetHaro HatchetHaro. Reason: Updated thing with ping
  2. Member Avatar
    Woodenplank

    Novice

    Total Posts: 22

    Have you considered Strength of the Automaton set over Hunding’s Rage? The Weapon Power only applies to to Physical Damage, so you lose out on Poison Injection – but that’s about it; everything else is physical damage. You lose about 800 crit rating, but gain over 200 Weapon Damage for all your abilities (excluding Poison Injection, which loses about 200).

  3. Profile Photo
    HatchetHaro

    Apprentice

    Total Posts: 34

    Argonian Dragonknight

    Woodenplank said on September 8, 2017 :

    Have you considered Strength of the Automaton set over Hunding’s Rage? The Weapon Power only applies to to Physical Damage, so you lose out on Poison Injection – but that’s about it; everything else is physical damage. You lose about 800 crit rating, but gain over 200 Weapon Damage for all your abilities (excluding Poison Injection, which loses about 200).

    I have! I have it filed under the “Untested-but-promising Alt Gear” section.

    The reason why I’m not using it is… because I don’t have a set of it yet.

    Been farming for it the past few days and the drops are horrid. I cri. :(

  4. Profile Photo
    Nosferatuzod

    Grandmaster

    Total Posts: 1975

    Khajiit Templar

    Any raid parses so we could see this amazing build in action?

  5. Member Avatar
    itsasecret

    Scamp

    Total Posts: 1

    I like your idea about races, sounds so cool and any1 can do that

    about TFS and Kra’gh, maybe u can trade that for VO and Velidreth in a trial run

    I really enjoy ur idea and build, congrats for it!

  6. Member Avatar
    kinettic29

    Apprentice

    Total Posts: 27

    With your build is sharp back bar better than nirn or infused for bow

  7. Profile Photo
    HatchetHaro

    Apprentice

    Total Posts: 34

    Argonian Dragonknight

    I’m back! Have been testing what this build is capable of in more favorable ping conditions. So far, the previous rotations still hold up as the best from what I have tested, though the rotation length itself has been shortened slightly as a result. I have updated the guide to talk a bit about ping and its impact on heavy attacks and rotation lengths, along with new solo parses that demonstrate what the build is capable of in my current location.

     

    itsasecret said on September 17, 2017 :

    I like your idea about races, sounds so cool and any1 can do that

    about TFS and Kra’gh, maybe u can trade that for VO and Velidreth in a trial run

    I really enjoy ur idea and build, congrats for it!

    One can definitely trade TFS and Kra’gh’s out for other sets in coordinated trial runs. NMG and Sunderflame are both great replacements to TFS (you can’t run NMG + Hunding’s, so do NMG + VO), and if those two have been taken, feel free to go all out in Hunding’s + VO.

    Kra’gh’s is not a popular choice for trials due to its melee nature, but I do enjoy it and employ it in fights where I stand still with the boss. Velidreth is considered by most to be the best choice for trials, which I do not disagree with, but I actually like to switch monster sets around to match what I’m doing with boss mechanics.

    I’ve covered those in the guide already under Gear.

    Thanks a lot for the feedback!

     

    kinettic29 said on September 20, 2017 :

    With your build is sharp back bar better than nirn or infused for bow

    Nirnhoned and Infused are both better traits than Sharpened. The only reason I’m using Sharpened on mine is that I do not have a Nirnhoned or Infused vMA bow. Thanks RNG.

  8. Member Avatar
    kinettic29

    Apprentice

    Total Posts: 27

    Is hundings much stronger than nightmothers gaze set with tfs

  9. Profile Photo
    HatchetHaro

    Apprentice

    Total Posts: 34

    Argonian Dragonknight

    kinettic29 said on September 26, 2017 :

    Is hundings much stronger than nightmothers gaze set with tfs

    In parsing terms, not really. NMG actually out-damages Hunding’s Rage by a small amount, but the reason I like to use Hunding’s Rage is that I prefer to simulate a more accurate raid scenario with TFS taking the place of the typical NMG+Sunderflame combo, and I also have to watch out for overpenetration; that’s why I do not run NMG with TFS.

    However, if you watch for overpenetration and adjust for CP accordingly, you should be fine running NMG with TFS. Just make sure no one else in your group has NMG; the buff doesn’t stack.

  10. Member Avatar
    kinettic29

    Apprentice

    Total Posts: 27

    What sets cp is optimal on a kahjiit max cp stam sorc for dps test with only tank and crushing

    • This reply was modified 2 months, 2 weeks ago by Profile photo of kinettic29 kinettic29.
  11. Profile Photo
    HatchetHaro

    Apprentice

    Total Posts: 34

    Argonian Dragonknight

    kinettic29 said on September 28, 2017 :

    What sets cp is optimal on a kahjiit max cp stam sorc for dps test with only tank and crushing

    With both infused and regular crusher enchants in mind, just go ahead and use the build and CP I have listed; 2pc Kra’gh’s, 5pc TFS, 5pc Hunding’s, 37 piercing. Just make sure not to use a sharpened bow or you’ll overpenetrate (same with sharpened dagger, though to much less of a degree).

    • This reply was modified 2 months, 2 weeks ago by Profile photo of HatchetHaro HatchetHaro.
  12. Profile Photo
    HatchetHaro

    Apprentice

    Total Posts: 34

    Argonian Dragonknight

    Sort-of updated for Clockwork City. I say “sort-of” because I still need to farm for transmutation stones to test multiple different builds. However, I can safely say that the HotR setup can be quickly adapted for CwC while you guys farm for those stones; just plop on a weapon damage enchant on your bow and you’ll be good to go with no real dps loss use some ravage health + gradual ravage health alchemical poisons on your backbar.

    Remember to allocate your CP. For me, I put 8 more points into Mighty and 2 into Piercing.

    Right now, the closest definite answer for BiS will be a nirnhoned bow with ravage health + gradual ravage health alchemical poisons; this is not from my testing, but from what others have done.

    Loadouts to test:

    – Nirnhoned mainhand

    – All infused, poison + disease main bar, wep damage backbar

    • This reply was modified 1 month, 2 weeks ago by Profile photo of HatchetHaro HatchetHaro.
  13. Member Avatar
    M4Y3R

    Scamp

    Total Posts: 3

    Altmer Sorcerer

    You mean you Play with one weapon dmg enchant on the dagger and anotherone on the Bow?

    Oh okay solved xD

    • This reply was modified 1 month, 2 weeks ago by Profile photo of M4Y3R M4Y3R.
  14. Profile Photo
    HatchetHaro

    Apprentice

    Total Posts: 34

    Argonian Dragonknight

    M4Y3R said on October 24, 2017 :

    You mean you Play with one weapon dmg enchant on the dagger and anotherone on the Bow?

    Oh okay solved xD

    Simply a quick and cheap fix until I can figure out a better solution; the theorycrafting is still a work-in-progress. So many setups I wish to try, after all.

    UPDATE: Yep. Tested it in hopes of trying to go for a disease enchant on an infused offhand on the frontbar. Have yet to test that previous setup on an infused bow though.

    For now, the ravage health + gradual ravage health alchemical poison on the bow bar is just way too powerful not to use. I’ll edit those into my posts. Keep in mind, still a WIP.

    • This reply was modified 1 month, 2 weeks ago by Profile photo of HatchetHaro HatchetHaro.
  15. Member Avatar
    kinettic29

    Apprentice

    Total Posts: 27

    Was it a nerf or a buff to the vma bow givin the changes in the cwc dlc

  16. Profile Photo
    HatchetHaro

    Apprentice

    Total Posts: 34

    Argonian Dragonknight

    kinettic29 said on October 27, 2017 :

    Was it a nerf or a buff to the vma bow givin the changes in the cwc dlc

    It was a slight nerf to the vMA bow’s damage. However, with the introduction of the dual ravage health poison as well as the extra CP you can assign, it’s an overall damage buff. I managed to parse 37.8k solo on the 6mil dummy. I’ll upload that soon.

  17. Member Avatar
    kinettic29

    Apprentice

    Total Posts: 27

    HatchetHaro said on October 28, 2017 :

    kinettic29 said on October 27, 2017 :

    Was it a nerf or a buff to the vma bow givin the changes in the cwc dlc

    It was a slight nerf to the vMA bow’s damage. However, with the introduction of the dual ravage health poison as well as the extra CP you can assign, it’s an overall damage buff. I managed to parse 37.8k solo on the 6mil dummy. I’ll upload that soon.

    Well thats awesome man hey if i dont have a vma bow yet will my dps in cwc be closer to that of a vma bow compared to hotr im on console so cwc is yet to realease.

    • This reply was modified 1 month, 2 weeks ago by Profile photo of kinettic29 kinettic29. Reason: Mispell
  18. Profile Photo
    HatchetHaro

    Apprentice

    Total Posts: 34

    Argonian Dragonknight

    kinettic29 said on October 29, 2017 :

    Well thats awesome man hey if i dont have a vma bow yet will my dps in cwc be closer to that of a vma bow compared to hotr im on console so cwc is yet to realease.

    Somewhat. It’s going to be closer, but it’s still quite a ways away from a vMA bow. You’re really better off farming vMA for it.

  19. Member Avatar
    kinettic29

    Apprentice

    Total Posts: 27

    Just got a vma bow but dude any update on the guide or plan on finishinb it vor cwc really like the build

  20. Profile Photo
    HatchetHaro

    Apprentice

    Total Posts: 34

    Argonian Dragonknight

    kinettic29 said on November 23, 2017 :

    Just got a vma bow but dude any update on the guide or plan on finishinb it vor cwc really like the build

     

    It’s actually updated already, and pretty much finished. Only changes I will be making are either just cosmetic or extremely minor (I’m just lazy :D).

    I’ve updated the best traits on the dual wield weapons, but the damage difference is pretty much negligible so the previous setup will not break your build.

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