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Introduction
Hello, and welcome to my magicka nightblade guide designed for the shadow of the hist patch. I’ll start off with some information about myself, if you don’t know me, or haven’t read some of my previous content im a DPS player for Hodor, and have been now for about a year. I’ve been recognized by alot of people as one of the best DPS’ers in the entire game, nowadays I suck though, but I have alot of experience playing Magicka DK, and Magicka NB primarly. To speak a little bit about magicka nb, this patch it’s able to compete with magicka classes, I also think if you practice it really well there will be fights where you will beat good stamina builds. The build I will be presenting to you today, will be a really strong build, it will also be “easy” to play in terms of your resources, and it will still deliver some of the best results. I’d also like to thank @Selawa for giving me the idea of this build, I would of never have though of this without him. Enough nonsense, lets jump into the fun.
Changelog
[spoiler]
2.0 – Updated build for Orsinium/Wrothgar.
3.0 – Build updated for the Thieves Guild.
3.1 – Build updated with champion points from @Asayre
4.0 – Build updated for Darkbrotherhood patch!
4.1 – Removed rotations section as I felt it didn’t serve any purpose.
5.0 – Updated for shadows of the hist patch.
[/spoiler]
Core
*PICTURES TO BE ADDED LATER*
Alright, so. Let’s start talking about the health, I find it a very interesting subject in a matter of fact. You can, by all means do completely fine with lets say 16k ~ from personal experience, but it requires good movement, and it requires you to be aware of your surroundings. If you want to stay abit more safe, you can change attributes and pump it up to roughly 18k and you should be fine. If you still die from there, then you’re not aware enough about your surroundings, or your tank or your healer is doing something very bad :P.
I use blue magicka and health food, and I usually spam spell power potions regardless of where I go, but you only really need it in single target fights, where you won’t be using sap essence that actively.
Gear
The Setup
Alright, so here’s what we will be using with this build. Now, you might be looking at this sheet and wondering what on earth have I been thinking, well I’ll do some explaining. We’re gonna use two piece kena, if you can sustain it, it’s definetly best in slot. Combined with necropotence, this will make your time sustaining your magicka pool way easier. Now, you might argue, but Mashi we have siphoning attacks and force pulse, so sustaining your magicka is dirt easy! This is very true, as of late I’ve been spending alot of time with magicka DK, and alot of time doing vMoL HM so I’ve only played with funnel health, yet recieving very promising results. You could argue scathing mage would be better, however in the past I’ve run into the occational resource issues, and a single resource issue on a boss equals a useless DPS. If you can sustain Scathing Mage, then there’s another problem. Twisting Path. I hate this skill, I honestly find it so awful, everytime I use it I feel like my DPS just plumits. So I want to go away from this, another idea I’ve yet to test would be a TBS setup, which is something im looking into. For the jewelry, you can either use infallible aether or moondancer, spellcrit vs max magicka, I went with max magicka for higher magicka with necropotence, as it allows me to scale ridicolously well with inner light, mages guild passives, racials and warhorn.
To the weapons, I find what im running here very interesting, we will be using the destructive clench as a DoT. It hits like a truck, and it’s an 8 second DoT which is easily combined with our 8 second wall of elements, and 8 second crippling grasp, which allows for a smooth rotation.
For the offbar will be our DoT bar you could say, wall of elements will be here which will take use of the maelstrom’s enchant even on the mainbar. I’d like to say something very important though, which all of you should take notice off. If your group is capable of debuffing bosses, and you have enough cp into spell erosion, then I think you could go with precise as it would be better.
Mundu Stones
1. The Thief
No explanation needed, provides us with a solid boost of spell crit which is really handy.
2. The Shadow
The Shadow is an interesting choise. I need to test this further to say something about it though, but I can say for a fact it doesn’t beat the thief with the ideal gear setup.
Skills
Mainbar
- Destructive Clench
A really hard hitting DoT, nothing really further interesting about this. Combined with the master staff it can truly do wonders.
- Siphoning Attacks
Allows us to bend our resources abit more, also provides us with the siphoning magicka passive which will come in handy.
- Merciless Resolve
Our bread and butter, hits like a TRUCK, probably the hardest hitting single target spell in the game afaik. I’ve seen it go all the way up to 65k, keep this up all the time.
- Force Pulse / Funnel health
Force pulse will grant you more DPS, and proc siphoning attacks three times which is awesome. Funnel provides really good offheals though, so for hardmode content, or just content that you might struggle completing, I’d highly recommend going with funnel, if not go with force pulse.
- Inner Light
More magicka, spellcrit, everything a magicka nightblade could want and need.
- Shooting Star
We use shooting star on our mainbar for further more magicka, this will allow us to reach insane peaks.
Offbar
- Impale
Our executeable, on our offbar alongside with most of our DoT’s which makes for an easy execute phase whilst keeping all the DoT’s up.
- Elemental Blockade
Never let this run out, it hurts like a truck.
- Dark Shades
Procs necropotence, has a really high uptime and provides the shadow barrier passive for some seconds. Be aware though, these shades does steal spell power cure!
- Crippling Grasp
The hardest hitting DoT in the entire game, MUST BE UP ALL THE TIME.
- Inner light
Self explanatory.
- Soul Harvest
For more ulti regen, also spam this whilst executing.
Champion Points
*These champion points are subject to changes*
The Mage
– 100 Elemental expert
– 22 Elfborn
– 26 Spell Erosion
– 1 Staff Expert
– 28 Thaumaturge
The Thief
– 100 in Magician
– 77 in Arcanist
The Warrior
– 100 in Elemental Expert
– 67 in Hardy
I change these around all the time, use whatever you want for the warrior.
These CP’s are based on using PRECISE. I’ll try to get around to making a sharpened spread.
Races
1 – Dunmer
We have alot of fire damage, and with the champion point changes then this is even more appealing. Your meteor, wall of elements and light attacks will all be boosted by the increased fire damage passive. Also provides 9% max magicka which isn’t far off from the 10%.
2 – Highelves
They’re pretty good too, provides more regeneration than dunmers does, elemental damage and 10% max magicka. Overall solid choise.
Screenshots
To be added, doing vMoL HM atm, and im doing alot of backyard stuff so can’t really get something properly off, I’ll do my best to get something here asap though.
Last Words
Most of my parses that can be seen above is mostly outdated, I will update them on the fly every now and then.
If you like my work, and would like to contribute into me putting more time into testing, and more time in general into this guide, then please feel free to send me a donation on the EU mega server to @IWM, but please do not feel forced to.
I’d like to give a shoutout to the entire Hodor, who has shaped me into the player I am today, im very grateful that they took me in and taught me the things they did, I’d also like to give a shoutout to @Selawa who has done most of the work on this build, I just put some pieces together and tested it, it works really well. Also, a shoutout to everyone who has donated to me, I truly do appreciate it and it really helps me out, and last but not least, a shoutout to my girl @Hjelmi for being the best healer ever ;*
– @IWM.
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This topic was modified 6 days, 20 hours ago by
Mashinate.