Tamriel Foundry

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

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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. 

 

Dragon Bones

Spoiler:

Right now for the Dragon Bones DLC (actually same for Clockwork City, but it never gained traction until the end of it), Mechanical Acuity seems to be quite potent, especially on weapons.

In fully optimized raids, Automaton armor and jewellery + Mechanical Acuity armor and weapons seems to be BiS. However, that build will also be something hard to sustain unless you're a Redguard, so in that case, I would suggest VO + Automaton.

I mean, I don't like it. I hate proc-reliant damage. :(

 

Stats

Spoiler:

None

 

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 in dungeons and trials

The Lover in non-group scenarios

 

Food

Health + Stamina

You shouldn't really need the Dubious Camoran Throne for the stamina recovery. While the sustain on stamsorcs is quite bad, you shouldn't have much trouble with the stamina sustain with the number of heavy attacks we have. 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.

One particular exception to this, however, is that you're going to want more stamina recovery on the final boss of vHRC; that fight is even more draining than the entirety of vHoF, so what I like to do there is switch to the Dubious Camoran Throne and put on a piece of armor that has a full health glyph on while running through the corridor to the final boss room.

Keep in mind that this does not cover vMA; that will be a different build all together.

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

Ironclad - 40

Spell Shield - 28

Medium Armor Focus - 20

Thick Skinned - 40

Hardy - 56

Elemental Defender - 56

Spoiler:

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

Thaumaturge - 56

Precise Strikes - 61

Piercing - 39

Mighty - 56

Spoiler:

In trials, based on your group composition and penetration, you may want to take points out of piercing and assign them to Thaumaturge, Precise Strikes, Master at Arms, and Mighty, in that order. Here's just my preferred setup.

Master at Arms - 37

Thaumaturge - 66

Precise Strikes - 66

Piercing - 15

Mighty - 56

GREEN TREE

Warlord - 20

Mooncalf - 100

Tenacity - 100

Shadow Ward - 20

Spoiler:

In CC-heavy trials/fights such as vHoF, vAA final boss HM, and vHRC final boss:

Warlord - 37

Mooncalf - 75

Tenacity - 75

Tumbling - 9

Shadow Ward - 44

300CP Setup:

Spoiler:

RED TREE

Ironclad - 20

Spell Shield - 6

Thick Skinned - 20

Hardy - 27

Elemental Defender - 27

BLUE TREE

Thaumaturge - 28

Precise Strikes - 28

Piercing - 17

Mighty - 27

GREEN TREE

Warlord - 2

Mooncalf - 37

Tenacity - 43

Shadow Ward - 18

 

Gear

Solo / Dungeons

Spoiler:

Armor / Jewellery

2pc Kra'gh's / Velidreth

5pc TFS (Twice-Fanged Serpent)

3pc Automaton / Mechanical Acuity

All armor - medium Divines - Stamina enchantment

All jewellery - Robust - Weapon Damage enchantment

Weapons

Automaton / MA Axe/Dagger - Nirnhoned/Infused - Poison/Prismatic enchantment

Automaton / MA Dagger - Infused/Precise - Weapon Damage enchantment

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

Trials (Full Damage)

Spoiler:

Armor / Jewellery

2pc Kra'gh's / Velidreth

5pc Automaton

3pc Mechanical Acuity / VO (Vicious Serpent)

All armor - medium Divines - Stamina enchantment

All jewellery - Robust - Weapon Damage enchantment

Weapons

MA / VO Axe/Dagger - Nirnhoned/Infused - Poison/Prismatic enchantment

MA / VO Dagger - Infused/Precise - Weapon Damage enchantment

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

Trials (Support)

Spoiler:

Armor / Jewellery

2pc Kra'gh's / Velidreth

5pc VO (Vicious Serpent)

3pc Sunderflame / Night Mother's Gaze / Morag Tong

All armor - medium Divines - Stamina enchantment

All jewellery - Robust - Weapon Damage enchantment

Weapons

Sunder / NMG / Morag Axe/Dagger - Nirnhoned/Infused - Poison/Prismatic enchantment

Sunder / NMG / Morag  Dagger - Infused/Precise - Weapon Damage enchantment

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

 

Full Gear List

Monster Set - Kra'gh's; Velidreth; Stormfist; Spawn of Mephala

Crafted sets (no jewellery) - Hunding's Rage; Night Mother's Gaze; Mechanical Acuity

Looted sets (has jewellery) - TFS; VO; Sunderflame; Automaton; Spriggans

Bow - Maelstrom / any of the above 5pc sets

 

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 one of the best sets to use, in my opinion.

Mechanical Acuity seems to be the new meta for both stamina and magicka for the Dragon Bones patch (actually also for Clockwork City though it never gained traction until much later). They really shine when used as weapons, due to their procs matching up with most of the damage on your frontbar and also letting you keep the other 5pc bonus on your other set full-time.

As a result, since the effects of Mechanical Acuity scales more the less crit you have, you may want to go with an axe/dagger setup when you're using it.

As for Mechanical Acuity versus Automaton when paired with TFS, they're pretty much on-par with each other. I personally prefer Mechanical Acuity since it is more damage and also synergizes really well with Ballista, but if you're low CP and can not put 61 points into Precise Strikes, Automaton may be better overall for you.

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

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.

 

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 - Sharpened - Poison enchantment

NMG Dagger - Infused - 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

None

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 - an amazing DoT and source of Minor Force; cast this twice in one rotation, and it even outdamages Razor Caltrops

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

Greater Storm Atronach - a decent ultimate with a great buff for a teammate

 

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

Ballista - one of the best ultis you can use; great burst damage, more dps than Storm Atro, perfect for selfish parsing or solo fights

Suppression Field - a great AoE ultimate that also happens to apply your Ruffian passive from Dual Wield; use on trash 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

Acid Spray - actually better than Shrouded Daggers, if you really want that cleave damage

 

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.

With Dragon Bones, the Greater Storm Atronach ultimate is currently the most-desired ultimate for both stamsorcs and magsorcs due to its decent damage and, more importantly, 8s 25% damage boost for whoever synergizes with it. It also has a really good range, so you don't have to summon it directly on top of a boss. In fact, it is encouraged that you place it where the melee damage-dealers are so the tank won't take it and the damage-dealers can synergize with it easily. However, Ballista is still the best ultimate you can use if you want pure damage for yourself.

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.

Just remember that heavy weaving into Lightweight Beast Trap requires a bit more timing finesse, same with Caltrops; a trick is to cast that ability when your weapons start swinging, not before they're finished winding up.

 

What about the cleave damage from Shrouded Daggers?

I understand if people prefer cleave damage (even though you might as well use Steel Tornado on trash and ignore the cleave on bosses). Here are some variants on the meta rotation most end-game stamsorcs use.

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

Spoiler:

DW v.1: 11.5s rotation, easy to sustain, current meta

>> Rending Slashes >> Deadly Cloak >> Shrouded Daggers >> Hurricane |

DW v.2: 12.5s rotation

>> Rending Slashes >> Deadly Cloak >> Shrouded Daggers >> Shrouded Daggers > Hurricane |

DW v.3: 12s rotation, most damage, hard to sustain

>> Rending Slashes >> Deadly Cloak >> Shrouded Daggers > Shrouded Daggers > Hurricane |

Bow:

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

If you really want that cleave damage and can not sustain the v.3 version of the rotation listed above, try Acid Spray. This also gives you room to frontbar Rearming Trap, so you get 3% more weapon damage on your frontbar. Only thing you'll lose out on is the execute damage and the spammability of Shrouded Daggers, but at this point you'll have dealt much more damage from Acid Spray already. Look at me, breaking the meta without even playing it.

Spoiler:

DW:

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

Bow:

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

Shout-out to BlackMamba19 for helping me test this!

Optimal raid blue CP for this setup: 66 Thuamaturge, 61 Precise Strikes, 64 Mighty, 15 Piercing, and 34 Master-at-Arms.

Based off of BlackMamba19's CP for this setup in CwC: 61 Thuamaturge, 56 Precise Strikes, 64 Mighty, 18 Piercing, and 31 Master-at-Arms.

 

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

Bow:

> Endless Hail > Poison Injection > Caltrops ( > Storm Atronach ) |

Starting rotation:

Hurricane - Deadly Cloak | - Endless Hail | - Lightweight Trap | > Poison Injection > Caltrops > Storm Atronach | >> Rending Slashes >> Lightweight Trap >> Deadly Cloak > Hurricane > Lightweight Trap | [Resume on Bow Bar]

 

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 Automaton 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.

Spoiler:

 

AoE:

I like how I go into so much detail on the single-target parsing aspect of this build, but in trials, killing trash quickly is just as important. This is the setup I use for it.

None

Suppression Field is there due to it buffing the Ruffian passive from Dual Wield. However, keep in mind that Suppression Field does not work on elite enemies, such as the Sun-Eater in MoL. They do, however, work on smaller enemies, such as the spheres in HoF. In any case, if you are up against elite enemies, just use your Flawless Dawnbreaker instead.

>> Steel Tornado(/Flawless Dawnbreaker) >> Steel Tornado >> Steel Tornado > Steel Tornado > Deadly Cloak > Hurricane | > Endless Hail > Razor Caltrops ( > Suppression Field ) |

Right after casting Suppression Field:

> Steel Tornado > Steel Tornado > Steel Tornado > Steel Tornado > Steel Tornado > Steel Tornado >> Deadly Cloak >> Hurricane | > Endless Hail > Razor Caltrops |

 

Parses

Solo 6mil skeleton parse (TFS + MA + Kra'gh's, Solo CP setup)

Spoiler:

None

Raid parses

Spoiler:

NoneNone

 

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.

About HatchetHaro:

Only ever plays stam DK and stamsorc.

Literally only good at stam DK and stamsorc.

38 Replies
  1. #1

    Woodenplank

    Member22 Posts

    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).

  2. #2

    HatchetHaro

    Contributor50 Posts
    Woodenplank wrote 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. :(

    Only ever plays stam DK and stamsorc.

    Literally only good at stam DK and stamsorc.

  3. #3

    Nosferatuzod

    Member1996 Posts

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

  4. #4

    itsasecret

    Member1 Posts

    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!

  5. #5

    kinettic29

    Member42 Posts

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

  6. #6

    HatchetHaro

    Contributor50 Posts

    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 wrote 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 wrote 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.

    Only ever plays stam DK and stamsorc.

    Literally only good at stam DK and stamsorc.

  7. #7

    kinettic29

    Member42 Posts

    Is hundings much stronger than nightmothers gaze set with tfs

  8. #8

    HatchetHaro

    Contributor50 Posts
    kinettic29 wrote 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.

    Only ever plays stam DK and stamsorc.

    Literally only good at stam DK and stamsorc.

  9. #9

    kinettic29

    Member42 Posts

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

  10. #10

    HatchetHaro

    Contributor50 Posts
    kinettic29 wrote 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).

    Only ever plays stam DK and stamsorc.

    Literally only good at stam DK and stamsorc.

  11. #11

    HatchetHaro

    Contributor50 Posts

    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

    Only ever plays stam DK and stamsorc.

    Literally only good at stam DK and stamsorc.

  12. #12

    M4Y3R

    Member3 Posts

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

    Oh okay solved xD

  13. #13

    HatchetHaro

    Contributor50 Posts
    M4Y3R wrote 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.

    Only ever plays stam DK and stamsorc.

    Literally only good at stam DK and stamsorc.

  14. #14

    kinettic29

    Member42 Posts

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

  15. #15

    HatchetHaro

    Contributor50 Posts
    kinettic29 wrote 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.

    Only ever plays stam DK and stamsorc.

    Literally only good at stam DK and stamsorc.

  16. #16

    kinettic29

    Member42 Posts
    [quote author="HatchetHaro|post-689027|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.

  17. #17

    HatchetHaro

    Contributor50 Posts
    kinettic29 wrote 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.

    Only ever plays stam DK and stamsorc.

    Literally only good at stam DK and stamsorc.

  18. #18

    kinettic29

    Member42 Posts

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

  19. #19

    HatchetHaro

    Contributor50 Posts
    kinettic29 wrote 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.

    Only ever plays stam DK and stamsorc.

    Literally only good at stam DK and stamsorc.

  20. #20

    kinettic29

    Member42 Posts

    Thx also if im using nmg and vo is it worth replacing vo with automation on jewelry and 2 armor

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