[HotR] [PvE] Mana DD by Roger-kun

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    Total Posts: 3

    1. Introduction

    Mana nightblade is one of the simplest in rotation and strong damage dealers, with a strong self-heal, an excellent sustain and a flexible ability to adapt to any group. He has an excellent set of skills and it is very easy to equip.
    Mana nightblade easily conquers almost any content of the game (the only negative – in the veteran Hall of Fabrication, you will always lose mana), and some dungeons can be closed solo, even on the veteran mode.


    2. Advantages and disadvantages of the build.

    First about the pros. NB has a very simple rotation, which is easy to remember – forget about the piano play, rotation learns for a couple of hours, even armless baboons. This build is easy going, you have enough 500k, even if you do not have any resources. Do not long and painfully farm sets in dungeons\ trials or take your shoulders from the Undaunted  chests – everything is going in one day! Build has a huge number of cool skills . This is the second most powerful RDD in the game – only the sorcerer with his pet is stronger (which, by the way, is not always good).

    Minuses. Most of the skills deal magic damage – unlike a sorcerer who has a lot of lightning. Its elemental damage does not exist in the NB at all – it all comes from the staff’s skills or attacks.

    The NB has a bad burst damage: if you need to get a lot of damage in a short time, NB is not the best choice.

    NB is very capricious about the distribution of champion points: change 10 points in a sign and lose 2k DPS.

    Are you ready to put up with this? Then read on!


    3. Race.

    The biggest mistake in choosing a race is her first skill. Many when choosing an archer, take a Bosmer. What for? Take the Khajiit – he has crits! There is the same mistake. Of course, if you do not have the addition of “any race for any alliance,” and you want to play for Daggerfall – there is no alternative except the Breton, but if there is …

    Very good Altmer, almost universal – a lot of regen, buff to the damage from fire \ lightning / cold, mana reserve. Not sure about the raid – take it.

    • Increased Magicka Recovery by 9%
    • Increases Max Magicka by 10%
    • Increases your Flame, Frost and Shock Damage by 4%.

    There is everything you need!

    The second option is Dunmer, only for a good raid with a high uptime off balance, good rotation and direct hands.

    • Increases Max Magicka and Max Stamina by 6%.
    • Increases Max Magicka by 3% and Flame Resistance by 2079.
    • Increases your Flame Damage by 7%.
    • Increases your Frost and Shock Damage by 2%.

    As you can see, the mana is less by a percentage, but there is no regen at all. After the release of Morrowind, the sustain was greatly reduced, even NB with its built-in siphon is hard to play.

    Slightly worse in terms of damage will show itself Breton, but sustain it even better than Altmer.

    • Increases Max Magicka by 10%
    • Increases Spell Resistance by 3960
    • Reduces the Magicka cost of your skills by 3%

    There is protection from magic, and, quite good – to the cap of the emergency, your defense will be about 10-12 thousand, so that the increase of 4 thousand will be by the way. And the Breton has, perhaps, the best sustain of all races. It may be suitable for PvP, but we have PvE build, do not we? And in PvE you will be healed …

    Very bad will be a argonian – mana is small, no bonuses.

    • Increases your Max Magicka by 3%.
    • 462 Health, Magicka, and Stamina
    • Increases Max Health by 9% and Poison and Disease Resistance by 1485.
    • Increases your healing done and received by 5%.

    From the interesting – only the restoration of resources when using pots, which seriously improves sustain, but because of this one bonus, consider the Argonian as a race for DD?

    4. Attributes

    The most stupid question. Of course, everyone in manu!

    5. Mundus stone.

    The Apprentice. More specifically – during the swing I would take a Lover, but when you get a spinner set you can already go to the damage.

    6. Equipment

    Rings, an amulet and 2 any parts except the shoulder and helmet:
    Spinner’s Garment’s

    • (2 items) Adds 1096 Max Magicka
    • (3 items) Adds 1096 Max Magicka
    • (4 items) Adds 129 Spell Damage
    • (5 items) Adds 3450 Spell Penetration

    4 armor parts and 2 weapons, except for the shoulder or helmet:

    Law of Julianos

    • (2 items) Adds 833 Spell Critical
    • (3 items) Adds 1096 Maximum Magicka
    • (4 items) Adds 833 Spell Critical

    (5 items) Increase Spell Damage by 299

    Shoulder or helmet (I take a helmet – it can be hidden and easier to get):
    Molag Kena

    • (1 items) Adds 129 Weapon and Spell Damage
    • (2 items) When you deal damage with 2 consecutive Light Attacks you trigger Overkill for 6 seconds, which increases your Weapon and Spell Damage by 516.

    Traits on armor – divines, traits on weapons – infused.

    Enchantment. Armor – mana, rings and necklace – damage, firearm (main panel) – damage to electricity, lightning staff (off panel) – damage increase for N seconds.

    Better quality

    7.Char stats:


    Better quality

     8. Skills

    Fire staff:

    Impale – Swallow Soul – Crippling Grasp – Merciless Resolve – Inner Light

    Ultimate  – Elemental Rage

    Lightning staff:

    Harness Magicka (or Destructive Clench or Elemental Drain or Sap Essence) – Elemental Blockade – Twisting Path – Siphoning Attacks – Inner Light

    Ultimate – Elemental Rage

    8. Rotation

    We begin the rotation with the fire staff  (where we have a spam-ability), but the first loss will go with a lightning stuff. Using the skeleton as an example:

    Step 1. Potion- Resolve – Swap
    Step 2. Drain – Ultimate – LA + Blockade – LA + Path – LA + Siphon – Swap
    Step 3. LA + Soul – LA + Soul (here at this moment you have to charge the bow. If not charged, then you are slacking the rotation, train further) – LA + Bow – LA + Grasp – Swap
    Step 4. LA + Blockade – LA + Path – Swap
    Step 5. LA + Soul – LA + Soul – LA + Bow – LA + Grasp – LA + Resolve – Swap
    Step 6. LA + Drain – LA + Blockade – LA + Corridor – LA + Siphon-Swap, go to step 3

    Ultimate use with a lightning stuff

    A couple of small notes:
    1. Bow only after the last ability before swapping the panel. That is, if we have the last ability  cryppling grasp, then the bow must fire before. Do not end the rotation with a bow shot – it’s very bad swap, you’re wasting time.
    2. It is not necessary to make a shot in front of the grasp. This is direct damage, use it at any time – soul-bow-soul-grasping? Okay! Bow-soul-soul-grasp? Go! The main thing – two souls and one grasp!
    3. After the swap, give the staff a fraction of a second so that LA can pass, do not throw it at once. Time for “rest” will have to be determined by experience, it seems to me that your ping influences it. That’s why I have it big.

    After 25% of the boss’s hp, rotation changes:
    Step 1. Drain – LA + Blockade – LA + Path – LA + Siphon – Swap (You must have active Resolve buff!)
    Step 2. LA + Impale – LA + Impale – LA + Bow – LA + Impale (x5) – LA + Bow – LA + Resolve – Swap, go to step 1.

    9. DPS parse and achievements

    Better quality

    Please note that I have a very bad connection and latency is from 200 to 250!

    The build is confirmed by the vetMOL and vetHOF


    Sorry for Google translation :)

    • This topic was modified 2 months ago by Profile photo of Roger-kun Roger-kun.
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    Total Posts: 7

    Dunmer Nightblade

    Just a note with rotation: use the pot after the ulti. Don’t get why run spinners when you can run another set and just make up for it in CP and group buffs. Why double slot destro ulti? Especially when you run no assassination skill backbar for 10% crit hit damage from hemorrhage passive. Edit: You also forgot to put CP in.

    • This reply was modified 2 months ago by Profile photo of Luna456 Luna456.
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    Total Posts: 3

    I wear a spinner because I take apprentice, to increase spell damage. The usual builds I’ve seen use the lover’s sign

    The second ultimate to activate the Passive of the  Destruction Staff + 8% of the damage from the Fire Staff. If I change some abilities in some places, then I lose or off balance from the blockade or 8% of the damage. When I can assemble the BSW, I’ll try to assemble the two fire staves, then I can transfer the blockade to the main panel and take the ultimate from assassination

    The champion is visible on the screenshot, but I will describe it, thank you.

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    Total Posts: 7

    Dunmer Nightblade

    The second ultimate is not needed on the backbar though because you already have 8% damage from blockade of fire being there. I personally just run 44 into spell erosion, apprentice stone and julianos. And yeah sorry, the pictures weren’t showing up on my end until I restarted my net….. being aussie sucks.

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    Total Posts: 3

    The blockade stands on the off-panel, because without it, the off balance is lost. Yes, in a good raid it will be possible to change its places with crippling grasp, but this build is created not only for the DPS, but also for supporting the raid. There’s lot of stamina DD in our raid :(

    When I can collect the BSW, I’ll check how it will work in the raid.

    In addition, the purpose of the build is to do something different from the usual builds with the monster set and the MSA weapon. I achieved the goals – my build is going very easily and shows good results.

    • This reply was modified 2 months ago by Profile photo of Roger-kun Roger-kun.
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    Total Posts: 7

    Dunmer Nightblade

    Lightning staff:

    Harness Magicka (or Destructive Clench or Elemental Drain or Sap Essence) – Elemental Blockade – Twisting Path – Siphoning Attacks – Inner Light

    Ultimate – Elemental Rage

    There is no need for elemental rage on your backbar is what I’m saying and you lose 10% crit hit damage on the backbar.

    And BSW is not great because you’re fully selfish. It does do the highest dps but it is really selfish.

    You say to use lightning version of elemental rage, but it’s not worth losing 10% crit hit damage on the backbar for that.

    • This reply was modified 2 months ago by Profile photo of Luna456 Luna456.
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    Total Posts: 96

    I can see the idea behind the build. But what I can’t see is why use this build when you could achieve so much more damage? Like they said above back bar losing your crit damage is kinda ridiculous and I would never double slot the same ult…

    Also why use spinners? It’s great for dungeons or solo builds but for raids? You are gonna be so far over pen cap! Also why drop both the monster set, minor slayer AND vma staff just for another 5pc? Even if you really want spinner you could use 5pc war machine and gain more out of it! Or go for the classic 5pc + 3pc minor slayer + monster set + vma…

    I am not trying to be negative I just don’t see why you would downgrade your dps… even as a buff slut.

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