Tamriel Foundry

HatchetHaro's "Virulent Scourge" Stamina DK PvE DPS (DrB)

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A Stamina DK PvE DPS guide by HatchetHaro

Yes I stole that name off of Warframe.

There are many guides being thrown around for stamina DKs, and they're all pretty much the same stuff with slight variations between each one. Here's my take on the "meta" stam DK build and rotations.

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

 

Video Guide (CwC)

Spoiler:

 

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.

With our rotations, unless you are Redguard, you still wouldn't be able to sustain a 2-heavy rotation properly without Vicious Ophidian, so for our regular build I'd still suggest pairing Twice-Fanged Snake with Vicious Ophidian, or just switch to a 3-heavy rotation (noooo my brand). However, in fully optimized raids, VO armor and jewellery + Mechanical Acuity armor andw weapons seems to be BiS.

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 stam DKs, 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, +6% flame damage

Nord – +6% stamina

Altmer – +4% flame damage

Breton – jack shit

General rule of thumb is that a higher stamina pool is going to grant you more damage with your abilities, and a higher stamina recovery is going to allow you to sustain quick rotations for much longer.

On a stamina DK, 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, due to sustain issues, Khajiits will have to resort to more heavy attacks to sustain their rotations.

Based on these, you should try out and pick between varying rotations, because depending on your racial choice and your stats, you may need to heavy attack more to sustain your rotation, and based on the rotations you pick you'll also find that certain gear sets work better than others.

Sustain shouldn't really be a problem, no matter your race. A great part of a stam DK is that their rotations are extremely flexible, and you can put in as many or few heavy attacks as you like on your frontbar without a major loss in dps. This makes their sustain rather powerful, and recovering from a low-stamina situation becomes much easier without losing out much on damage. Still, this flexibility diminishes the less stamina recovery your chosen race has. 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 don't need the Dubious Camoran Throne for the stamina recovery. The reasoning behind this is that stam DKs can simply just rely on heavy attacks and not lose out on damage due to their extra heavy attack damage from Molten Armaments. The stamina sustain is enough even with only 2-3 heavy attacks in your rotations, and your passives make sure you get a lot of resources back from casting your ultimates.

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

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 - 61

Precise Strikes - 56

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, Mighty, and Master at Arms, in that order. Here's just my preferred setup.

Master at Arms - 28

Thaumaturge - 66

Precise Strikes - 66

Piercing - 16

Mighty - 64

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 VO (Vicious Serpent)

All armor - medium Divines - Stamina enchantment

All jewellery - Robust - Weapon Damage enchantment

Weapons

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

VO 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 VO (Vicious Serpent)

3pc Mechanical Acuity

All armor - medium Divines - Stamina enchantment

All jewellery - Robust - Weapon Damage enchantment

Weapons

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

MA Dagger/Sword - 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; Spriggans; Morag Tong

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.

There have been tests showing that Hunding's Rage sometimes performs better than VO for stam DKs. However, this damage difference is, in my opinion, negligible, and I prefer the stamina cost reduction from having 5pc VO. In actual trials situations, with the rotations I use, stamina will always be slowly depleted, and the 8% stamina cost reduction is very useful for sustaining fights longer without having to chow down on orbs and shards.

However, depending on your rotations, the more heavy attacks you use, the better Hunding's Rage is compared to VO due to the decreasing usefulness of the VO stamina cost reduction. My personal recommendation is VO if you're using 1-2 heavy attacks per rotation and Hunding's Rage if you're using 3-5 heavy attacks per rotation.

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.

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.

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 of the damage 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

Perfect Asylum dual wield

 

I can see stam DK 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.

The Asylum weapons aren't really on par with our current builds, but from my time with them in the PTS, they're actually pretty fun to use. Definitely not BiS, but it adds a nice new spice to our rotations.

 

Skills

None

DW bar:

Venomous Claw - one of your main DK DoTs; best to heavy weave into due to its low cast time

Rending Slashes - a good DoT; also great to heavy weave into due to the low cast time

Rearming Trap - mainly for the Minor Force; also good damage

Razor / Anti-Cavalry Caltrops - one of your main DoTs; high cost but high damage

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

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

 

Bow bar:

Molten Armaments - empowers your heavy attacks by 40%, therefore good to have

Poison Injection - one of your main DoTs

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

Noxious Breath - your weakest DoT; pretty good for AOE fights though; provides Major Fracture for solo parsing

Flames of Oblivion - good DoT, slot for Major Savagery, but you probably should be using potions for that anyways

Standard of Might - your main ultimate; drop it and watch your dps soar

 

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

Volatile Armor - great damage-mitigation for harder-hitting fights

Unimportant flex abilities:

Green Dragon Blood - great burst heal, but mainly for the healing received buff and stamina recovery

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

Unrelenting Grip - chains, for chaining stuff in; mainly for vMoL adds in the Twins fight

Deep Breath - AoE interrupt, pretty much only useful in vMoL Twins fight

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

 

Flex spots, in order from most disposable to least, are: Molten Armaments, Noxious Breath, Flames of Oblivion, Rending Slashes. Keep in mind, though, that you may be increasing your rotation length if you replace Molten Armaments with an ability that you use a lot. My recommendation is to replace Noxious Breath if you need to since you can easily work the flex skills into your rotations, or simply skip over it in case you don't need it.

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. At exactly 13 seconds, Anti-Cavalry Caltrops deal a tiny bit more damage than Razor Caltrops, but that damage difference is negligible. The damage difference between them in full is only about 3000 damage per rotation (about 200 dps), so it shouldn't matter that much either.

One more thing is the choice between Rearming Trap and Lightweight Beast Trap. While Lightweight Beast Trap deals more damage on its own, Rearming Trap provides more Minor Force uptime and results in a higher overall dps. However, the dps difference between the two are relatively negligible, and you may want to pick Lightweight Trap over Rearming due to its convenient ranged nature.

 

Rotations

Keep in mind that these are the rotations that I use and find work well for me. Rotations are going to stay relatively similar; changes are just going to be the number of heavy attacks you use.

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

DW:

>> Venomous Claw >> Rending Slashes > Rearming Trap > Razor Caltrops > Deadly Cloak |

Bow:

> Endless Hail > Poison Injection > Noxious Breath > Flames of Oblivion ( > Molten Armaments ) ( > Standard of Might ) |

Starting rotation:

- Deadly Cloak | - Flames of Oblivion - Molten Armaments - Endless Hail | - Rearming Trap | > Poison Injection > Noxious Breath | > Venomous Claw > Rending Slashes > Rearming Trap > Razor Caltrops >> Deadly Cloak | > Endless Hail > Poison Injection > Noxious Breath > Flames of Oblivion > Standard of Might | > Venomous Claw > Rending Slashes > Rearming Trap > Razor Caltrops >> Deadly Cloak | [Resume on Bow Bar]

This rotation length is ~12 seconds per rotation, which is the length of Razor Caltrops. Of course, this is where the heavy attacks come in. If you choose to only heavy attack once in the rotation, the rotation will take ~11 seconds. Heavy attacking four times will lengthen the rotation to ~14 seconds. Remember: heavy attack on your dual wield bar; it's much faster and deals more damage than heavy attacking with a bow.

One cool thing about stamina DKs is that their rotations are extremely flexible; you can swap skills and abilities around and change the order of your rotations in order to suit your playstyle. Seriously, this setup is pretty much "throw everything you have at them and toss in a few heavy attacks".

Redguards are the best at sustaining this rotation, followed by Argonians and Bosmer. If you're any other race, you might want to consider an extra heavy attack in your rotations or a stamina cost reduction glyph.

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.

(~250ms ping, ~12s rotation; ~100ms ping, ~11s 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

>> Steel Tornado >> Steel Tornado >> Steel Tornado >> Steel Tornado > Razor Caltrops > Deadly Cloak | > Endless Hail > Noxious Breath ( > Standard of Might ) |

 

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.

46 Replies
  1. #1

    Masel92

    Member226 Posts

    Hey, nice guide. Have you tested Spawn of MEphala? If you use at least one heavy atatck per rotation, this set should out-dps everything else by quite a margin, at least in rather stationary fights (Kragh is also likely to miss a lot in those). Also, Sunderflame is probably a very good replacement for TFS as well. the fire damage+debuff for everyone, why not?

  2. #2

    HatchetHaro

    Contributor52 Posts
    Masel92 wrote on July 27, 2017

    Hey, nice guide. Have you tested Spawn of MEphala? If you use at least one heavy atatck per rotation, this set should out-dps everything else by quite a margin, at least in rather stationary fights (Kragh is also likely to miss a lot in those). Also, Sunderflame is probably a very good replacement for TFS as well. the fire damage+debuff for everyone, why not?

    The thing with Spawn of Mephala is that its 1pc is for max health and 2pc only deals ~1000 dps, both of which are pretty sub-par when compared to both Kra'gh's and Velidreth. However, I can see its viability for people who need more health and still want some proc damage.

    Another thing is that since my rotations use two heavy attacks, Sunderflame would only result in ~1500 more damage per rotation, or ~125 dps, and missing 1560 armor penetration compared to TFS. That may be different for rotations that use more heavy attacks. However, it is a really good support set, and I can see it being used in place of VO/Hunding's, especially for the coming HotR update. I personally don't have a full set of Sunderflame up and ready to test, so I really can not say for sure.

    Only ever plays stam DK and stamsorc.

    Literally only good at stam DK and stamsorc.

  3. #3

    Masel92

    Member226 Posts
    HatchetHaro wrote on July 27, 2017

    Masel92 said on July 27, 2017 :

    Hey, nice guide. Have you tested Spawn of MEphala? If you use at least one heavy atatck per rotation, this set should out-dps everything else by quite a margin, at least in rather stationary fights (Kragh is also likely to miss a lot in those). Also, Sunderflame is probably a very good replacement for TFS as well. the fire damage+debuff for everyone, why not?

    The thing with Spawn of Mephala is that its 1pc is for max health and 2pc only deals ~1000 dps, both of which are pretty sub-par when compared to both Kra’gh’s and Velidreth. However, I can see its viability for people who need more health and still want some proc damage.

    Another thing is that since my rotations use two heavy attacks, Sunderflame would only result in ~1500 more damage per rotation, or ~125 dps, and missing 1560 armor penetration compared to TFS. Thatmay be different for rotations that use more heavy attacks. However, it is a really good support set, and I can see it being used in place of VO/Hunding’s, especially for the coming HotR update. I personally don’t have a full set of Sunderflame up and ready to test, so I really can not say for sure.

    mephala got 1-piece changed to stam with HotR and 5% damage buff on two piece :) so that one is very nice

  4. #4

    HatchetHaro

    Contributor52 Posts
    Masel92 wrote on July 27, 2017

    HatchetHaro said on July 27, 2017 :

    The thing with Spawn of Mephala is that its 1pc is for max health and 2pc only deals ~1000 dps, both of which are pretty sub-par when compared to both Kra’gh’s and Velidreth. However, I can see its viability for people who need more health and still want some proc damage.

    Another thing is that since my rotations use two heavy attacks, Sunderflame would only result in ~1500 more damage per rotation, or ~125 dps, and missing 1560 armor penetration compared to TFS. Thatmay be different for rotations that use more heavy attacks. However, it is a really good support set, and I can see it being used in place of VO/Hunding’s, especially for the coming HotR update. I personally don’t have a full set of Sunderflame up and ready to test, so I really can not say for sure.

    mephala got 1-piece changed to stam with HotR and 5% damage buff on two piece so that one is very nice

    Oh, dang, I didn't notice. Thanks for pointing that out.

    The 1pc change to stamina is definitely nice, but the 2pc damage is still low, with only +~52 damage per tick over 10 seconds; it's still going to be behind Kra'ghs in terms of proc damage, but would probably be on par with Velidreth.

    Only ever plays stam DK and stamsorc.

    Literally only good at stam DK and stamsorc.

  5. #5

    Nosferatuzod

    Member2010 Posts
    Masel92 wrote on July 27, 2017

    HatchetHaro said on July 27, 2017 :

    The thing with Spawn of Mephala is that its 1pc is for max health and 2pc only deals ~1000 dps, both of which are pretty sub-par when compared to both Kra’gh’s and Velidreth. However, I can see its viability for people who need more health and still want some proc damage.

    Another thing is that since my rotations use two heavy attacks, Sunderflame would only result in ~1500 more damage per rotation, or ~125 dps, and missing 1560 armor penetration compared to TFS. Thatmay be different for rotations that use more heavy attacks. However, it is a really good support set, and I can see it being used in place of VO/Hunding’s, especially for the coming HotR update. I personally don’t have a full set of Sunderflame up and ready to test, so I really can not say for sure.

    mephala got 1-piece changed to stam with HotR and 5% damage buff on two piece so that one is very nice

    Its garbage on live...I doubt it will be much better next patch but you never know...

  6. #6

    HatchetHaro

    Contributor52 Posts
    Nosferatuzod wrote on July 28, 2017

    Masel92 said on July 27, 2017 :

    mephala got 1-piece changed to stam with HotR and 5% damage buff on two piece so that one is very nice

    Its garbage on live…I doubt it will be much better next patch but you never know…

    In the current patch, with the current rotations, you'll be looking at 14,090 damage per proc of Spawn of Mephala, and with my current rotations, it will proc every 12 seconds, giving us an overall dps of ~1174. The 5% buff to it from Horns of the Reach will buff that number up to ~1233. (Bring that up to ~1281 and ~1345 dps respectively with an 11s rotation.)

    Meanwhile, Velidreth's proc deals 13312 per proc every 9 seconds, resulting in ~1479 dps if it procs perfectly on cooldown.

    This means that Velidreth can result in a higher overall dps, but only by about ~240 dps. That is a pretty small number, and the nature of both procs are different. Spawn of Mephala is also an AoE, which can be beneficial for dealing damage to additional enemies by the boss.

    So I wouldn't say it's garbage right now, even with the 1pc health bonus; it can work for races that may require a bit more health in trial scenarios, such as Khajiit and Redguards. In fact, with the change of the 1pc bonus to stamina, I think Spawn of Mephala may very well be on par with Velidreth in the next update, given, of course, that the rotations remain at 12s or shorter.

    Only ever plays stam DK and stamsorc.

    Literally only good at stam DK and stamsorc.

  7. #7

    Nosferatuzod

    Member2010 Posts
    HatchetHaro wrote on July 29, 2017

    Nosferatuzod said on July 28, 2017 :

    Its garbage on live…I doubt it will be much better next patch but you never know…

    In the current patch, with the current rotations, you’ll be looking at14,090 damage per proc of Spawn of Mephala, and with my current rotations, it will proc every 12 seconds, giving us an overall dps of ~1174. The 5% buff to it from Horns of the Reach will buff that number up to ~1233. (Bring that up to ~1281 and ~1345 dps respectively with an 11s rotation.)

    Meanwhile, Velidreth’sproc deals 13312 per proc every 9 seconds, reesulting in ~1479 dpsif it procs perfectly on cooldown.

    This means that Velidreth can result in a higher overall dps, but only by about ~240 dps. That is a pretty small number, and the nature of both procs are different. Spawn of Mephalais also an AoE, which can be beneficial for dealing damage to additional enemies by the boss.

    So I wouldn’t say it’s garbage right now, even with the 1pc health bonus; it can work for races that may require a bit more health in trial scenarios, such as Khajiit and Redguards. In fact, with the change of the 1pc bonus to stamina, I think Spawn of Mephala may very well be on par with Velidreth in the next update, given, of course, that the rotations remain at 12s or shorter.

    Its garbage for several reasons.

    1. DPS is garbage

    2. For the garbage DPS to even do its full amount the target has to stay within the proc's area.

    3. The proc can NOT be refreshed until the previous one falls off.

    4. Passive bonus is garbage.

    5. Velidreth can hit certain bosses multiple times, hence why you see it doing 4.5k dps on valariel with only 2 add phases.

    DK valariel https://imgur.com/gallery/bMdxg

  8. #8

    HatchetHaro

    Contributor52 Posts
    Nosferatuzod wrote on July 29, 2017

    HatchetHaro said on July 29, 2017 :

    In the current patch, with the current rotations, you’ll be looking at14,090 damage per proc of Spawn of Mephala, and with my current rotations, it will proc every 12 seconds, giving us an overall dps of ~1174. The 5% buff to it from Horns of the Reach will buff that number up to ~1233. (Bring that up to ~1281 and ~1345 dps respectively with an 11s rotation.)

    Meanwhile, Velidreth’sproc deals 13312 per proc every 9 seconds, reesulting in ~1479 dpsif it procs perfectly on cooldown.

    This means that Velidreth can result in a higher overall dps, but only by about ~240 dps. That is a pretty small number, and the nature of both procs are different. Spawn of Mephalais also an AoE, which can be beneficial for dealing damage to additional enemies by the boss.

    So I wouldn’t say it’s garbage right now, even with the 1pc health bonus; it can work for races that may require a bit more health in trial scenarios, such as Khajiit and Redguards. In fact, with the change of the 1pc bonus to stamina, I think Spawn of Mephala may very well be on par with Velidreth in the next update, given, of course, that the rotations remain at 12s or shorter.

    Its garbage for several reasons.

    1. DPS is garbage

    2. For the garbage DPS to even do its full amount the target has to stay within the proc’s area.

    3. The proc can NOT be refreshed until the previous one falls off.

    4. Passive bonus is garbage.

    5. Velidreth can hit certain bosses multiple times, hence why you see it doing 4.5k dps on valariel with only 2 add phases.

    DK valariel https://imgur.com/gallery/bMdxg

    1. I've just calculated that it's not garbage. It's slightly lower in a very specific single-target circumstance. Still doesn't mean it's garbage. Really, slightly lower numbers does not automatically invalidate its viability.

    2. That's the tank's job.

    3. I actually factored in the rotation lengths and cooldowns with my calculations. So, still not garbage, not by my standards.

    4. A health bonus isn't garbage; survivability is something that people should be aware of. It's going to be a stamina bonus instead in the coming update so even better.

    5. And Spawn of Mephala is an AoE, so it's going to be good in certain boss fights where adds are going to be stacked on the bosses, such as Zhaj'hassa and the cats.

    I mean, this is theorycrafting, but that doesn't mean you should just dismiss non-BiS stuff as being absolute garbage.

    Seriously, I'm trying to think up of good alternate gear, switch things around and keep things interesting, and perhaps provide people without access to DLCs with a way out. You're not really helping with that attitude.

    Only ever plays stam DK and stamsorc.

    Literally only good at stam DK and stamsorc.

  9. #9

    Nosferatuzod

    Member2010 Posts
    HatchetHaro wrote on July 29, 2017

    Nosferatuzod said on July 29, 2017 :

    Its garbage for several reasons.

    1. DPS is garbage

    2. For the garbage DPS to even do its full amount the target has to stay within the proc’s area.

    3. The proc can NOT be refreshed until the previous one falls off.

    4. Passive bonus is garbage.

    5. Velidreth can hit certain bosses multiple times, hence why you see it doing 4.5k dps on valariel with only 2 add phases.

    DK valariel https://imgur.com/gallery/bMdxg

    1. I’ve just calculated that it’s not garbage. It’s slightly lower in a very specific single-target circumstance. Still doesn’t mean it’s garbage. Really, slightly lower numbers does not automatically invalidate its viability.

    2. That’s the tank’s job.

    3. I actually factored in the rotation lengths and cooldowns with my calculations. So, still not garbage, not by my standards.

    4. A health bonus isn’t garbage; survivability is something that people should be aware of. It’s going to be a stamina bonus instead in the coming update so even better.

    5. And Spawn of Mephala is an AoE, so it’s going to be good in certain boss fights where adds are going to be stacked on the bosses, such as Zhaj’hassa and the cats.

    I mean, this is theorycrafting, but that doesn’t mean you should just dismiss non-BiS stuff as being absolute garbage.

    Seriously, I’m trying to think up of good alternate gear, switch things around and keep things interesting, and perhaps provide people without access to DLCs with a way out. You’re notreally helping with that attitude.

    1. Did you actually test the set? Its at lwaat 500 dps less on a stationary dummy.

    2. I mean im not sure if youre trolling but you are aware that only a few fights in this game have no movement right? Most fights involve movement...

    3. Why are you mathing? Test the set and see how bad it is...math shows that on a magicka toon infused is the bis trait...good luck getting 80%+ uptime on it in a trial setting...math only goes so far.

    4. Weapon damage passive of velidreth is much better.

    5. Velidreth is also AoE and works a lot better in majority of the fights in this game when it comes to it hitting rhe target.

    I mean if youre trying to give alternative anything can work...you can slap on stormfist too...but its still doesnt change the fact that there is quite a large damage difference between the two sets especially when you factor in the passives...

  10. #10

    HatchetHaro

    Contributor52 Posts
    Nosferatuzod wrote on July 29, 2017

    HatchetHaro said on July 29, 2017 :

    1. I’ve just calculated that it’s not garbage. It’s slightly lower in a very specific single-target circumstance. Still doesn’t mean it’s garbage. Really, slightly lower numbers does not automatically invalidate its viability.

    2. That’s the tank’s job.

    3. I actually factored in the rotation lengths and cooldowns with my calculations. So, still not garbage, not by my standards.

    4. A health bonus isn’t garbage; survivability is something that people should be aware of. It’s going to be a stamina bonus instead in the coming update so even better.

    5. And Spawn of Mephala is an AoE, so it’s going to be good in certain boss fights where adds are going to be stacked on the bosses, such as Zhaj’hassa and the cats.

    I mean, this is theorycrafting, but that doesn’t mean you should just dismiss non-BiS stuff as being absolute garbage.

    Seriously, I’m trying to think up of good alternate gear, switch things around and keep things interesting, and perhaps provide people without access to DLCs with a way out. You’re notreally helping with that attitude.

    1. Did you actually test the set? Its at lwaat 500 dps less on a stationary dummy.

    2. I mean im not sure if youre trolling but you are aware that only a few fights in this game have no movement right? Most fights involve movement…

    3. Why are you mathing? Test the set and see how bad it is…math shows that on a magicka toon infused is the bis trait…good luck getting 80%+ uptime on it in a trial setting…math only goes so far.

    4. Weapon damage passive of velidreth is much better.

    5. Velidreth is also AoE and works a lot better in majority of the fights in this game when it comes to it hitting rhe target.

    I mean if youre trying to give alternative anything can work…you can slap on stormfist too…but its still doesnt change the fact that there is quite a large damage difference between the two sets especially when you factor in the passives…

    1. I just did. I've simulated the Horns of the Reach scenario with a health enchant on a Velidreth helm, because that's my main focus when it comes to Spawn of Mephala. The damage difference on the procs were ~200 dps. Note that overall dps difference is hard to calculate due to fluctuating and varying crit numbers.

    Velidreth parse:

    Spoiler:

    None

    Spawn of Mephala parse:

    Spoiler:

    None

    2. I'm not sure if you're aware of this, but the entirety of the Aetherian Archive and Sanctum Ophidia trials, several bosses in the Hel Ra Citadel and Maw of Lorkhaj trial, and even a small handful of bosses in the Halls of Fabrication trial remain stationary or have tanks that keep them mostly stationary. Even then, with the bosses that actually move, they do stay in one place for an extended period of time before moving elsewhere. The only truly mobile fights where the bosses move continually are in the Halls of Fabrication.

    3. Math gives me a good ballpark number on what to expect, and even then, I've just managed to prove my math to be right.

    4. I wouldn't say much better. Better, yes, but the added stamina pool isn't a bad thing either.

    5. Spawn of Mephala is an Endless Hail sized AoE directly underneath the target with any heavy attack. Velidreth isn't AoE; it's multi-target, and has to be aimed in the direction you're going. I mean, there are pros and cons to both.

    I'm not trying to completely dethrone Velidreth as the second-best monster set to use; I'm just trying to, again, provide options, and prove that certain sets aren't as bad as you make them out to be. Spawn of Mephala is definitely worth considering when Horns of the Reach comes along. Fact is that there's not a large damage difference between the two sets, even with the passives.

    Just because it's not BiS doesn't mean that it's not viable; you really should understand this.

    Only ever plays stam DK and stamsorc.

    Literally only good at stam DK and stamsorc.

  11. #11

    Nosferatuzod

    Member2010 Posts
    HatchetHaro wrote on July 30, 2017

    Nosferatuzod said on July 29, 2017 :

    1. Did you actually test the set? Its at lwaat 500 dps less on a stationary dummy.

    2. I mean im not sure if youre trolling but you are aware that only a few fights in this game have no movement right? Most fights involve movement…

    3. Why are you mathing? Test the set and see how bad it is…math shows that on a magicka toon infused is the bis trait…good luck getting 80%+ uptime on it in a trial setting…math only goes so far.

    4. Weapon damage passive of velidreth is much better.

    5. Velidreth is also AoE and works a lot better in majority of the fights in this game when it comes to it hitting rhe target.

    I mean if youre trying to give alternative anything can work…you can slap on stormfist too…but its still doesnt change the fact that there is quite a large damage difference between the two sets especially when you factor in the passives…

    1. I just did. I’ve simulated the Horns of the Reach scenario with a health enchant on a Velidreth helm, because that’s my main focus when it comes to Spawn of Mephala. Thedamage difference on the procs were ~200 dps. Note that overall dps difference is hard to calculate due to fluctuating and varying crit numbers.

    Velidreth parse:

    Spawn of Mephala parse:

    2. I’m not sure if you’re aware of this, but the entirety of the Aetherian Archive and Sanctum Ophidia trials, several bosses in the Hel Ra Citadel and Maw of Lorkhaj trial, and even a small handful of bosses in the Halls of Fabrication trial remain stationary or have tanks that keep them mostly stationary. Even then, with the bosses that actually move, they do stay in one place for an extended period of time before moving elsewhere. The only truly mobile fights where the bosses move continually are in the Halls of Fabrication.

    3. Math gives me a good ballpark number on what to expect, and even then, I’ve just managed to prove my math to be right.

    4. I wouldn’t say much better. Better, yes, but the added stamina pool isn’t a bad thing either.

    5. Spawn of Mephala is an Endless Hail sized AoE directly underneath the target with any heavy attack. Velidreth isn’t AoE; it’s multi-target, and has to be aimed in the direction you’re going. I mean, there are pros and cons to both.

    I’m not trying to completely dethrone Velidreth as the second-best monster set to use; I’m just trying to, again, provide options, and prove that certain sets aren’t as bad as you make them out to be. Spawn of Mephala is definitely worth considering when Horns of the Reach comes along. Fact is that there’s not a large damage difference between the two sets, even with the passives.

    Just because it’s not BiS doesn’t mean that it’s not viable; you really should understand this.

    Hatchet...I mean no offense man, but you dont really know what you're talking about. The reason why is because Ive played a stam dk competitively in trials since they started being good. Ive used mephala on a dk when it actually was the BiS helm (prior to velidreth). I have used it in every single trial in this game and I know how ineffective it is in trials where there is movement, such as:

    AA - Lightning Attro

    HRC - Rakotu, Top Boss, Warrior

    SO - Serpent

    VMoL - first two bosses

    VHoF - First, Second bosses and Fourth (depending on the strat).

    But even on the bosses where the helm does work well velidreth outparses it quite a bit because on certain bosses it hits the boss with multiple hits. Between that and the passive bonus it offers I dont see much changing.

    Like I said man Ive ran both helms in all trials and the dps in a trial setting is shit from Mephala. The only way I think it could actually try to  compete with Velidreth for damage is if someone in group is wearing Morag Tong...but I think even then Velidreth would be better.

    As for your "alternatives" comment, you can run anything on stamdk as an alternative...just wont be nearly as good as Veli. Even on your parse you have velidreth hitting 9 times versus 71 hits for mephala, meaning that velidreth did a hit on cooldown, while mephala lost nearly a full 10 sec in damage and that was on a nonmoving target. At that rate the longer the fight the more descrepancy in damage there would be. I think if you tested on the 6 mil dummy (as you should anyway) you would find a much greater damage difference.

  12. #12

    HatchetHaro

    Contributor52 Posts
    Nosferatuzod wrote on July 30, 2017

    HatchetHaro said on July 30, 2017 :

    1. I just did. I’ve simulated the Horns of the Reach scenario with a health enchant on a Velidreth helm, because that’s my main focus when it comes to Spawn of Mephala. Thedamage difference on the procs were ~200 dps. Note that overall dps difference is hard to calculate due to fluctuating and varying crit numbers.

    Velidreth parse:

    Spawn of Mephala parse:

    2. I’m not sure if you’re aware of this, but the entirety of the Aetherian Archive and Sanctum Ophidia trials, several bosses in the Hel Ra Citadel and Maw of Lorkhaj trial, and even a small handful of bosses in the Halls of Fabrication trial remain stationary or have tanks that keep them mostly stationary. Even then, with the bosses that actually move, they do stay in one place for an extended period of time before moving elsewhere. The only truly mobile fights where the bosses move continually are in the Halls of Fabrication.

    3. Math gives me a good ballpark number on what to expect, and even then, I’ve just managed to prove my math to be right.

    4. I wouldn’t say much better. Better, yes, but the added stamina pool isn’t a bad thing either.

    5. Spawn of Mephala is an Endless Hail sized AoE directly underneath the target with any heavy attack. Velidreth isn’t AoE; it’s multi-target, and has to be aimed in the direction you’re going. I mean, there are pros and cons to both.

    I’m not trying to completely dethrone Velidreth as the second-best monster set to use; I’m just trying to, again, provide options, and prove that certain sets aren’t as bad as you make them out to be. Spawn of Mephala is definitely worth considering when Horns of the Reach comes along. Fact is that there’s not a large damage difference between the two sets, even with the passives.

    Just because it’s not BiS doesn’t mean that it’s not viable; you really should understand this.

    Hatchet…I mean no offense man, but you dont really know what you’re talking about. The reason why is because Ive played a stam dk competitively in trials since they started being good. Ive used mephala on a dk when it actually was the BiS helm (prior to velidreth). I have used it in every single trial in this game and I know how ineffective it is in trials where there is movement, such as:

    AA – Lightning Attro

    HRC – Rakotu, Top Boss, Warrior

    SO – Serpent

    VMoL – first two bosses

    VHoF – First, Second bosses and Fourth (depending on the strat).

    But even on the bosses where the helm does work well velidreth outparses it quite a bit because on certain bosses it hits the boss with multiple hits. Between that and the passive bonus it offers I dont see much changing.

    Like I said man Ive ran both helms in all trials and the dps in a trial setting is shit from Mephala. The only way I think it could actually try to compete with Velidreth for damage is if someone in group is wearing Morag Tong…but I think even then Velidreth would be better.

    As for your “alternatives” comment, you can run anything on stamdk as an alternative…just wont be nearly as good as Veli. Even on your parse you have velidreth hitting 9 times versus 71 hits for mephala, meaning that velidreth did a hit on cooldown, while mephala lost nearly a full 10 sec in damage and that was on a nonmoving target. At that rate the longer the fight the more descrepancy in damage there would be. I think if you tested on the 6 mil dummy (as you should anyway) you would find a much greater damage difference.

    Except I do know what I am talking about. I mean, I've already taken offense to your high-and-mighty attitude.

    AA - Lightning Storm Atronach: typically does not move from his spawn point; tank usually makes sure of that.

    HRC - Ra Kotu: tank typically keeps Ra Kotu in place and survives through the spin phase; he doesn't move much in there.

    HRC - Yokeda Kai: agreed, it's less effective there

    HRC - The Warrior: tank typically keeps The Warrior in place. He may jump around occasionally, but he returns to his original position.

    SO - Serpent: typically does not move much from his pad, only tiny steps forward towards the tank from the center of his spawn pad due to World-Shaper in veteran hardmode

    MoL - Zhaj'hassa: tank keeps boss in place, either in the center or by tank's pad, whichever strat works for the group

    MoL - Twins: agreed on Vashai; S'kinrai, on the other hand, typically stays still enough on the tank

    HoF: agreed, was merely commenting on the Reclaimer and Assembly General; the AoE DoT proc does not work as well in there

    Really though, it's pretty much wherever Endless Hail works, Spawn of Mephala will work.

     

    Onto numbers: these numbers scale. Velidreth will proc every 9 seconds, Spawn of Mephala will proc every rotation. Sure, Velidreth can hit the same boss multiple times, but on others with a lot of running around you're going to miss some hits. Sure, Spawn of Mephala isn't going to work well on bosses that don't stay still, but on bosses that stay put for at least ten seconds, it's going to work fine. It's now just a difference between an aimed burst or a static DoT. All I'm saying is, it's not far behind, especially in Horns of the Reach, and different scenarios can net different results. Damage difference, sure, is going to add up, but when it comes to that it's merely a difference of 45k damage in total on a typical trial boss, which is pretty much just one more second of damage dealing.

    Also, it's much easier to farm for.

     

    The thing is, Nos, that while I respect your theorycrafting ability and individual skill, your very attitude towards theorycrafting and gameplay is "min-max damage or bust", which is the complete opposite of what I am trying to do in my guide here. It's quite showing of your elitist attitude towards the end-game community itself. While, sure, I'm not going to disagree that you're a good player, but dang you're quite full of yourself when it comes to what other people may use. Heck, I'm very certain that the very idea of my toon, an off-race damage-dealer, annoys you.

     

    Look, point is, it's a viable set, with numbers to prove it, and in light of the upcoming changes it can be a decent substitute to the other "meta" sets, and is therefore worth some consideration. In the end, it's not, as you call it, "garbage".

    I'm ending this debate here. I'd like to thank Masel92 for bringing this set to my attention; it slipped under my radar.

    Only ever plays stam DK and stamsorc.

    Literally only good at stam DK and stamsorc.

  13. #13

    Nosferatuzod

    Member2010 Posts

    Lol ok man go, ahead and use this set:) ill keep my Veli.

  14. #14

    HatchetHaro

    Contributor52 Posts

    I have (somewhat) updated the guide for Horns of the Reach!

    For now, many things remain untested, and the current changes only reflect what I've found during my couple of hours of testing. I'll have to do more research and experiment more with different builds, but for now this should suffice as a quick starting point for migrating your build from Morrowind to HotR.

    And yes, Spawn of Mephala is actually pretty good here.

    Only ever plays stam DK and stamsorc.

    Literally only good at stam DK and stamsorc.

  15. #15

    malamute_85

    Member4 Posts
    HatchetHaro wrote on August 14, 2017

    I have (somewhat) updated the guide for Horns of the Reach!

    For now, many things remain untested, and the current changes only reflect what I’ve found during my couple of hours of testing. I’ll have to do more research and experiment more with different builds, but for now thisshould suffice as a quick starting point for migrating your build from Morrowind to HotR.

    And yes, Spawn of Mephala is actually pretty good here.

    I'm actually looking forward to trying Mephala! Something different for a change lol. I don't have twice fang yet, but I was thinking of pairing Mephala with sunderflame and VO/Hundings. What are your thoughts on that set? With the Nerf to TFS, Sunderflame is looking pretty decent.

    Also I don't have a precise vma bow but I do have an infused and a nirnhorned so im guessing either of those two will work.

  16. #16

    HatchetHaro

    Contributor52 Posts
    malamute_85 wrote on August 14, 2017

    HatchetHaro said on August 14, 2017 :

    I have (somewhat) updated the guide for Horns of the Reach!

    For now, many things remain untested, and the current changes only reflect what I’ve found during my couple of hours of testing. I’ll have to do more research and experiment more with different builds, but for now thisshould suffice as a quick starting point for migrating your build from Morrowind to HotR.

    And yes, Spawn of Mephala is actually pretty good here.

    I’m actually looking forward to trying Mephala! Something different for a change lol. I don’t have twice fang yet, but I was thinking of pairing Mephala with sunderflame and VO/Hundings. What are your thoughts on that set? With the Nerf to TFS, Sunderflame is looking pretty decent.

    Also I don’t have a precise vma bow but I do have an infused and a nirnhorned so im guessing either of those two will work.

    That setup sounds pretty good! I'd like to point out that Sunderflame benefits a full heavy attack build more though, so you may be better off using Spriggans or NMG instead. You can also use TBS with the Lover and the Warrior. In case you want to stick with Sunderflame, I'd suggest you allocate a heavy attack to the end of your front bar so the armor debuff lasts while you're on your backbar.

    With the reverting of the buff on precise, both infused and nirnhoned seem to be better than precise. While I don't have that tested properly (vMA RNG pls), a friend of mine does have those, and put them on par with each other. Here's the link to his post about it.

    Only ever plays stam DK and stamsorc.

    Literally only good at stam DK and stamsorc.

  17. #17

    malamute_85

    Member4 Posts
    HatchetHaro wrote on August 14, 2017

    malamute_85 said on August 14, 2017 :

    I’m actually looking forward to trying Mephala! Something different for a change lol. I don’t have twice fang yet, but I was thinking of pairing Mephala with sunderflame and VO/Hundings. What are your thoughts on that set? With the Nerf to TFS, Sunderflame is looking pretty decent.

    Also I don’t have a precise vma bow but I do have an infused and a nirnhorned so im guessing either of those two will work.

    That setupsounds pretty good! I’d like to point out that Sunderflame benefits a full heavy attack build more though, so you may be better off using Spriggans or NMG instead. You can also use TBS with the Lover and the Warrior. In case you want to stick with Sunderflame, I’d suggest you allocate a heavy attack to the end of your front bar so the armor debuff lasts while you’re on your backbar.

    With the reverting of the buff on precise, both infused and nirnhoned seem to be better than precise. While I don’t have that tested properly (vMARNG pls), a friend of mine do have those, and put them on par with each other. Here’s the link to his post about it.

    Oh yeah I'm at the very least doing one heavy attack on my from bar rotation. Looks like I'm going to go with infused on my bow. From that post nirn starts off strong but infused is consistent. Thanks for that link! I really appreciate it! Right now with my current set up using VO, NM and Kragh I'm sitting at 38k so I'm hoping to be able to get past that 40k mark!

  18. #18

    joejudas

    Member25 Posts

    Warrior out dpses Lover. You shouldnt need all that pen and testing it Warrior out dpses Lover with several different gear setups. Also im still getting better dps using sharpened dagger instead of precise. Might want to look at both of those things. Also Mephalas is still like 300-400 dps behind kraughs.

  19. #19

    HatchetHaro

    Contributor52 Posts

    I've updated the guide with a rotation/parse video, for the people who have been asking for it. I've also updated the CP setup.

     

    joejudas wrote on August 15, 2017

    Warrior out dpses Lover. You shouldnt need all that pen and testing it Warrior out dpses Lover with several different gear setups. Also im still getting better dps using sharpened dagger instead of precise. Might want to look at both of those things. Also Mephalas is still like 300-400 dps behind kraughs.

    In my own testing, I actually found that the Lover out-damages the Warrior in solo or non-buffed scenarios, but it is true that it is undesirable when compared to the Warrior in raid-buffed scenarios. I'd suggest picking between both depending on the content; good thing both of those stones are pretty close to wayshrines.

    I don't have a sharpened VO dagger to test things out with, but I can say that a sharpened vMA bow outperforms a precise one (when not overpenetrating, off course).

    I've also tested with Spawn of Mephala, and it is a little behind Kra'gh's and Velidreth, but it's a relatively negligible damage difference. I've updated the guide to make that clear.

    Only ever plays stam DK and stamsorc.

    Literally only good at stam DK and stamsorc.

  20. #20

    HatchetHaro

    Contributor52 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.

    Only ever plays stam DK and stamsorc.

    Literally only good at stam DK and stamsorc.

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