This is more of an update than anything, but in before the Scalebreaker patch, here's what still works, for a limited time:
The name of the game, mostly in PvP (Since completing the map) I sacrificed Weapon Power, Critical Rating, Penetration, and survivability, because my speed is my offense, and defense. (Also, to run around Cyrodiil, and visit all 6 starting points, for all 3 alliances, rather than run clear across the Continent in record time.)
So, this isn't a "Viable" build, unless you know how to use that mobility In Combat. I'm going to have to write an entire guide on that, but it takes patience to wear them down, when they have over-shield over shields. You can't depend on stat superiority, and prcos from your sets to win the fight for you. Skilled>Build, you win the fight, or you lose it.
The build gets you To the fight faster. So, I spend less time playing the marathon simulator, more time actually fighting other players. I don't run from fights until I know they're unwinnable, and since I don't have an army that can keep up with me, this means 1vX. I am a Skirmisher, and with that mindset, I basically have a different Win Condition than K:D Ratio. Hopefully that's enough explenation to clarify the Endgame of this build.
It is an endgame build.
Ork for Swift Warrior, Sorcerer for what defines that class, in this game: Resource management, but instead of Spell Absorption, this time it's about using 1 resource to turn it into another one, or more. Dark Deal heals, and generates Stamina from Magicka. However, Energy Overload also turns Ultimate into Damage AND Magicka, which you can turn into Stamina and Health, with Dark Deal.
5 piece Fiord's Legacy (Well Fitted) 2 piece, Sword, and Shield (Well Fitted) of Draugr Hulk. Prisoner's Bow, and Jewelry (Light Set.) This is a toggle set, so you only get 2 stacks of Stamina from Draugr Hulk (All 8 pieces of Apparel are also enchanted with Stamina Glyphs) However, the Bow basically channels Stamina into Magicka while Sprinting, and The Steed Stone, obviously.
Bow (Hasty Retreat.) Streak, Acid Spray, Magnum Shot, Lethal Injection, Critical Surge, Ballista (Sprint to generate Magicka)
Streak, and Overload both scale off of your maximum Stat, but Streak is my Magicka Spammable. Magum Shot is mt Stammable. Weave in Light Attacks for those 2, with rollcasts to keep Hasty Retreat up. Barswap cancel Hurricane as needed (Rarely do you need Major, and Minor Expedition, in combat. However, that barswap cast is part of the Cross Country rotation.)
This is the "Pinball Wizard" spec, until they nerf Magnum Shot, so it's not quite as easy to adjust the distance-to-target. They're taking away the nockback, so I'm probably going to switch this to 2H&Shield after the Scalebreaker Patch, for Stamped.
It's a joke. "NoX Tank" refers to the pressurised bottles of Nitrus Oxide that make you "Gofasta" when you hold down the Shift button.
Hurricane, Shielded Assault, Power Slam, Dark Deal, Bound Armaments, Energy Overload.
This bar is a Pose, and a Counter to the "Melee" builds, so I appear to be tougher than I am. The main spammable, Power Slam lights up when I block an attack, from let's say a Dragon Knight. I'll even go so far as to say a Burning Embers/Engulfing Flames/Molten Whip Dragon Knight. He's going to see the bow, and want to rush in to "Melee me." I'm a kite, good luck with that, however I can hit them HARD.
Also, Power Slam is up for a big buff, when it already hits like a log trap. Basically, Sorcerers lack a good DoT (Bow) and a good instant Spammable (Like Power Slam.) Don't look at the sword, that's not the weapon, the Shield is.
Petrify. I don't believe in an unbeatable build, and this is my Kryptonite. Can't be blocked or dodged, and it kills me the same way I win most fights; Attrition, I can break free, and even streak away to survive, but not without taking a lot of damage, and depleting my resources before i can recover. Fortunately, it's not particularly Meta, and I have the same defense against Mezzes as everything else:
They can hit me, but they can't hit me Consecutively. Unless the first hit is a hard Mez, but "You got me." I lose, GG, WP. Okay, I'll be back in the battle in record time, but you have to land that Mez on me, and I'm a moving target. Not just sprinting, and Roll Dodging, but also Charging in (With a Stun, and a small overshield) and nocking back, depending on the bar I happen to have up. I could have CC/Snare resistance, cleanses, the whole shebang, but I give them a fighting chance. Hit me, if you can, catch me if you can, but don't try to run, because you can't escape me! That's the tradeoff.
Night Blade, or more specifically "See ya!" Invisibility. This is more of a soft counter, because it's like Sprinting. You can't permacloak, AND attack, or use other offensive abilities, just like you can't while Sprinting. So, they can Escape me with "Where'd he go?" but I still have the built-in evasion of moving too fast, and erratically to target, Consecutively.
That's the problem, their lethality is built around Burst, for Stealth. Hitting consecutively, and proccing enough Crits (Et-al) to kill me before i recover, if they can land them, consecutively. So, they cancel each other out, they can hide, and run, I can run, and they can't reliably burst me down before I escape.
This optimizes the "Selfish Sorcerer" but also counters organized coop play, on the largest map (Which I can cross, in record time.) I ground up my Alliance Points running Scout mission, among other things. For the Locked Campaign (Daggerfall Covenant, BTW) the ultimate winners aren't the ones that wrack up the most kills in Open World. They're the ones that beseige the right forts, at the same time, to win the Map, the most times in a month.
The organized players, in AvA. In tactical skirmishes, I win by Attrition (Or I lose) but all the time they're wasting, chasing me, even if they kill me without losing one, They Can Only Kill Me Once. I just took let's say 2, a Necromancer, and a Templar out of the fight, for how long? I target the Siege Engines. I get the first few hits in, Pull players off of them, 3 or 3 at a time, and waste as much time as I can, that they would be better used running those 3 Trebauchets. Or whatever, Ballistas, Door Knockers, standing on that there Resource, whatever they're there to do? I can make a lot more difficult, to coordinate, with any Strategy.
At least for the time-being...