Quantcast
Channel: Tamriel Foundry » All Topics
Viewing all articles
Browse latest Browse all 7385

The Magnus: Destro PVE DPS Build [2.2.X]

$
0
0

Replies: 199

In case any of you guys are interested in how I named the build and just reading my ramble about it open below.

[spoiler] First off want to give a big thanks to Teh Magnus for everything that hes done to help the DK in the last couple of patches.  Since I usually just leached off his thread and posted my new build tweaks in there and since its no longer being updated I figured its about time I started my own thread.  This wont be as fancy as his post nor as grammatically correct, however I will try my best to make it as easy to read as possible. [/spoiler]

========================
Changelog:
[spoiler]9/16: Made everything look fancy. Added a lot more info as well as the scathing mage build.
9/17: Added in the parses section and added the adjucator parse.
9/22: Updated the Adjucator parse and added in some AA parses.
10/2: Added in the scathing destro/2h setup as well as the bar setup to go along with it. Also removed rearming trap from the trials build for the time being.
10/30: Updated with the Maelstrom build as well as incorporating the new gear from 2.2. Also updated the CP breakdown to the new cap.[/spoiler]

-= PLayer Versus Environment Build: The Devo DK =-

Difficulty/skill needed: Hard, requires a lot of focus on keeping dots of and properly medium weaving in order to pull top DPS. A sloppy rotation can pull decent dps with this build but will be 5k+ DPS behind a perfect rotation.

Gear dependence:
High, Requires 3 different sets that need to be farmed in different locations and all are a percent chance to drop and an even lower percent chance to drop in the correct trait.

Gear, Skills, Mundus and Champion Points

Gear:

More than 360 CP (Julianos): Armor sets: 5 x Julianos + 3 x Willpower + 2 x Nerien’eth or Kena and 1 x Maelstrom inferno staff
In terms of Weights and Traits in the table below you can see what im running The reason for the precise staff on the back bar is because for AoE its going to be better to have the higher crit than the penetration boost since trash mobs dont have much resist.  All divines because the crit boost you are going to get for each piece of divines is going to outweigh the extra little bit of magicka you get from running infused on the big pieces.

Less than 360 CP (Twice Born): Armor sets: 5 x Twice Born Star + 3 x Willpower + 2 x Nerien’eth or Kena + 1 x Maelstrom Inferno Staff


The reason we use twice born star if you are lower than 360 cp is because the shadow stone is actually more efficient than when you have more cp because you have no points into elfborn to boost your crit damage higher before the shadow so its going to be less of a % of that bonus rather than the base 1.5x multiplier.  It’s more important on this setup have full divines since you are relying on the 2nd mundus to boost your dps.

- = Mundus = –

For the Julianos setup you are going to want to use the Thief mundus because if you have 360+ CP to run that you will have enough points into elf born where the crit boost will outweight the crit damage boost from shadow.  For the Twice Born Star setup you will be running thief and shadow.  Due to the lack of points into elfborn to boost your crit damage the shadow will replace that.  When youre doing Maelstrom Arena at least at the start you’re going to want to run atronach mundus for the magicka regen and increased sustain even though w/ the destruction expert and ele drain you shouldnt have any magicka issues its better to be safe than sorry.

- = Skills = –

Trials

Note: you should be using Flames of Oblivion instead of Sea of Flames if you’re gonna be doing trials. For VDA Sea is still worth it but when it comes to single target DPS, FOO does more :).

Still pretty much the same stuff as before. Main difference is the use of blockade and rearming trap. For pretty much all trials fights now I use Rearming trap but then when we fight trash I swap that out for fire ring.

Bar 1: Flames of Oblivion, Engulfing flames, Burning embers, Molten whip, Inner light, Shooting star

Bar 2: Flames of Oblivion, Eruption, Rearming Trap/Fire Ring, Elemental Blockade, Inner light, Standard of might

Maelstrom Arena


Bar 1: Structured Entropy/Draw Essence, Ele Drain, Dragon Fire Scale, Crushing Shock, Pulsar/Engulfing/Clench, Shooting star/Magma Armor

Bar 2: Mutagen, Eruption, Healing Ward, Harness Magicka, Combat Prayer, Standard of Might

Many of these skills depend on the round and stage.  On stages where you can sit there and AoE down a bunch of mobs you’ll want to run draw essence and pulsar and shooting star.  For Bosses where you have to be ranged youre going to want structured and clench and shooting star and for fights where you can be melee range you’ll want structured, engulfing, and shooting star.  For the daedroths on stage 9 use magma armor whenever you have to fight one make sure you have ult up and as soon as he does his fire breath pop ult and just focus on dps.  The reason for mutagen over rapid is because it acts as a nice burst heal if you slip up and get low health.

Dungeons

For single target I swap out proximity detonation for rearming trap and draw essence for ele drain.

Bar 1: Structured Entropy, Engulfing flames, Burning embers, Molten whip, Flames of Oblivion, Shooting star

Bar 2: Proximity Detonation, Eruption, Draw essence, Fire ring, Flames of Oblivion, Standard of might

Champion point Distribution:
  • The Mage
    • 3x Spell Erosion
    • 3x Staff Expert
    • 61x Elf Born
    • 100x Elemental Expert
  • The Thief
    • 100x Magician
    • 67x Arcanist
  • The Warrior
    • 10x Spell shield
    • 11x Hardy or Ele Defender (whichever you arent stacked into)
    • 100x Hardy or ele defender
    • 46x Quick Recovery

For my mage champion points there is a cycle that I do between spell erosion and elf born because of the way that elfborn it calculated. It has points that it will jump up and then the rest of the CP it does nothing instead of being linear where you get a little bit for each point you get a lot then nothing for the next couple then a lot again. So I put enough points in to hit one of those jumps then put the rest into spell erosion. When I get enough points to hit another jump i’ll redo my CP and put the points into elfborn and then slowly start adding back into spell erosion for each additional CP i get. @asayre pointed this out in his sorcerer arithmagic thread and has the amount of CP that it jumps at listed there as well. Here is a link to his thread. The part about elfborn and spell erosion is at the bottom of the first page. The entire thread is a good read though if you have the time and want to know about the math behind a lot of the mechanics that we use.

For my thief points I have very little base regen so the extra 25% added onto that if I were to add in 100 points would only give me ~ 160 regen so stacking into that and magician evenly didnt seem worth it for me. And then the 10 pts into tenacity is for the rare occasion that I run out of magicka getting a little extra magicka back for each heavy attack doesnt hurt.

Then the warrior points change quite frequently depending on what im doing. In places like SO and ICP I stack into hardy to help reduce the main type of damage there. In places like AA and White-Gold I use all my points into ele defender since its mainly fire and lightning and stuff

Rotation

For single target fights you want to start out on bar 2 and drop an eruption where the boss is going to move to, then do a full charged heavy attack as the boss is being pulled and walk towards the boss while charging it and animation cancel a Elemental Blockade.  Next do a medium attack weave and drop rearming trap.  Swap bars.  Then your rotation should look like: MA<EF, MA<BE, MA<MW x6, Swap, MA<BL, MA<RT, MA<Er, Swap, Rinse repeat until boss is dead.

If you are running Kena then every 6 seconds you will need to replace 2 medium weaves with a light attack weave.  If you are ever having a tough time sustaining with kena then just do medium weaving so that Kena doesnt proc until you have some resources back.

For dungeons the only thing to note is for AoE I do a draw essence then 2 more casts whether its prox det or fire ring or whatever and doing this you have pretty much infinite sustain.

MA= Medium attack, EF=Engulfing Flames, BE=Burning Embers, MW= Molten Whip, BL= Ele Blockade, RT= Rearming Trap, Er=Eruption

Consumables

We will still be using detect pots that have magicka return and major sorcery on them. This is because they still have not fixed regular spell pots to be used without triggering the global cooldown. It is necessary to use these pots on cooldown because they are our only source of major sorcery when running both flames of oblivion and inner light. It does not matter whether these pots are v10 or v15 I dont think since they both provide pretty much 100% up time. Only difference is going to be slightly less magicka return,
For food we are going to be using v15 blue magicka/health food. If you can’t acquire this then the v10 stuff will suffice but in order to truly minmax you’re going to want the v15 stuff since more magicka=more damage.

Attributes

For Attributes you are going to want to run 64 points into magicka if possible. However, if you are uncomfortable running such low health if you’re running 2 kena then I suggest putting a couple points into health until you reach around 18k. In most experienced groups that keep warhorn up the entire fight then you should be able to get away with low health as long as you know the mechanics and avoid them.

Parses

All parses are currently done with 4 martial, 2 valkyn, 2 torugs, 3 willpower as well as combat prayer.
The Adjucator
[spoiler][/spoiler]
AA
[spoiler]Varlariel
Mage LOOK AT THAT VALKYN DPS!!!!!!!!!!! I looked at the mage only parse and it only hit the mage 9 times in 3:35 seconds and with over 1k dot ticks on the mage alone. Thats less than a 1% chance a second to make it proc. Cant wait until I get nerieneth or kena.[/spoiler]

Questions & Answers

OMFG Why no Valkyn!: Valkyn has been nerfed several times in the past and with update 2.1 it pretty much had the nail put in the coffin. It had a 25% damage reduction on the tooltip and then on top of that it also seems to have had a stealth proc chance nerf. Where as before I could get 6 procs in 45s now in 1:10 I only get 4 so it seems they’ve cut the proc chance in half which is pretty crap.
How to get the gear?: Overwhelming surge set drops randomly from the bosses in White-Gold Tower. Scathing Mage drops randomly from the bosses in Imperial City Prison. Willpower drops randomly from the Imperial city trophy vaults. Molag Kena drops from the last boss in vet White-Gold tower and the shoulders drop from the undaunted dailies. Nerien’eth drops from the last boss of Crypt of Hearts vet and the shoulders drop from the undaunted dailies as well.
What can I run until I get the new gear? From my testing Sun works the best until you get your new gear. Running 5 sun, 2 torugs, 2 cyrodiil light and 2 nerieneth/kena will be your best bet until you get overwhelming/scathing and willpower. Even with sun it doesnt make valkyn worth running over the other 2 sets though.
Where’s the parses? They will be coming shortly once I start to run trials again and get the new gear.  I think once I get all my v16 gear we will see DKs pulling 30k+ on manti, possibly close to 35k.

  • This topic was modified 3 days, 14 hours ago by Profile photo of asneakybanana asneakybanana.

Viewing all articles
Browse latest Browse all 7385

Trending Articles