Replies: 11
The Build
This build revolves around the idea of a hybrid spellsword specifically for small skirmishing and solo PvP in Cyrodiil. It has not gone unnoticed to me that all the classes of ESO utilize both magicka and stamina in combat which got me thinking about how I can maximize the potential of these two resource pools, both offensively and defensively. This brought me to my build, the Spellsword. A hybrid Sorcerer focusing on altering the tides of battle through CC, shielding, buffs, debuffs, mobility and damage. The best offense is a solid defense.
Spellsword Sorcerer Build
Pros
CC
Buffs
Debuffs
High Mobility(Gap closer, teleport, and speed increase)
Balanced between survivability and damage
Cons
Lacks heavy range options(still has some)
Lacks Critical Surge(for now)
Susceptible to CC except snares.
Race Choice
Altmer – Magicka bonuses plus spell damage % increase.
Breton – Magicka bonuses plus spell resistance
I am having a hard time choosing between these two, but both are solid choices for this build. The recent nerf to the Altmer passive has me leaning towards Breton, but it is really up to the player. I don’t think race choice will make as much of a difference in end game as everyone is making it out to be, but we will see. I will probably go with Altmer.
Weapon Choice
Primary
2-Handed Sword – The reason for choosing a 2-hand weapon is for the execute as well as the Momentum buff/snare breaker. This weapon set provides me with a good amount of Offense as well as some defense.
Dual Wield – Dual wielding is another good option however, I do not take Critical Surge which is what makes Dual wielding so potent as a Sorcerer. To go Dual Wield I would need 3 ability slots for Blood Craze, Rapid Strikes, and Critical Surge which I do not have room for. I may do a variation of this build with Dual Wield as the primary weapon set, but that will be in the future.
Secondary
Sword and Shield – The bread and butter of this build comes from S&S. Primarily because it is just as good defensively as offensively. Not through damage, but through mobility, debuffs, and blocking. I’ll explain more in the “Secondary Bar” section.
Armor Choice
This is probably the one thing that is still way up in the air for me. I can see positives from taking a 5/2 split with the primary being any of the armor types. However, if I don’t go 5 light armor then I will definitely take at least 2 in light. Any advice in this section would be much appreciated! Thinking possibly 5 Medium 2 Light.
Attributes
I will take 0/49/0 (Magicka/Health/Stamina) as currently this is the best option for maximizing the effectiveness of attribute points. This will probably be changed in the future.
Mundus Stone
These are a some of the best choices for this build:
The Warrior – Increases Power
The Mage – Increases maximum magicka
The Atronach – Increases magicka regeneration
The Thief – Increases critical chance
The Shadow – Increases critical strike damage
Other viable options:
The Apprentice – Increases spell penetration
The Lady – Increases armor
The Lord – Increases max health
The Tower – Increases max stamina
Primary Skill Bar | 2 Handed Sword
1. Executioner – This is your finisher skill. Once enemy is below 25% there is a high chance they will be dieing to a slash in the face from this skill.
2. Restraining Prison – Immoblizes and snares… wait are you kidding me? I don’t think kiting will be much of an issue with this skill slotted.
3. Ball of Lightning – Teleport in front of me and stuns all nearby enemies for 2 seconds. So good.. But wait theres more?!?! Absorbs incoming spell projectiles for 6.5secs as well. This spell can also be used to get away from an attacking target if you find yourself needing to reset the fight. I have a feeling this will be getting nerfed.
4. Critical Surge – This skill has great Synergy with Degeneration on secondary bar and Medium Armor passives(crit%) giving you quite a bit of sustain through heals on critical hits. Also a nice damage buff to go along with Forward Momentum and Flawless Dawnbreaker.
5. Forward Momentum – Another wtf are you kidding me skill.. Increases weapon damage by 10% for 23 seconds, and an addition 2% every 2 seconds. Ok damn will be keeping this up 100% of time. PLUS it removes 4 snare effects when activated. Once again, kiting me will be a big problem.
Ultimate. Flawless Dawnbreaker – Deals Aoe damage and passively increases weapon attack damage by 13%. This combined with Forward Momentum 10% weapon damage increase will bring your DPS quite a bit.
Secondary Skill Bar | Sword and Shield
1. Pierce Armor – Deals a good amount of damage plus debuffs target’s armor and spell resist by… what?! 43 Fing percent for what?! 12 seconds. Wow. just wow. Will keep this on the target 100% of time.
2. Invasion – Gap closer as if Ball of Lightning wasn’t enough on my primary bar, this one comes with a stun as well which increases based on the distance traveled. This is a stamina alternative to my other gap closer(Ball of Lightning).
3. Crystal Fragments – Magic damage to target plus knockback. Has 35% chance to become instant cast and cost 50% less when using any magicka ability. Mainly will only use this when proc is up, but there could be times when it is useful to take the time to cast.
4. Degeneration – DoT that also is a HoT for you player. And adds 15% chance on weapon hit to heal yourself for 115% damage done. Even more sustain = greatness. This will be great for kiting other players if needed. The only problem I am having with this spell is that it costs stamina to use. I don’t understand why Mage’s Guild skills cost stamina..
5. Boundless Storm – Increases armor and spell resist by a large amount while dealing AoE damage to nearby enemies. Plus a 30% move speed increase. This skill is going to be a necessity to have up as much as possible when you find yourself being targeted. This plus blocking will mitigate a ton of damage. Not to mention it will proc Crystal Fragments a lot.
Ultimate. Absorption Field – Dispels enemy placed effects in area for 9.5secs, while silencing them. Sooo good for shutting down any enemy. On top of that restores 15% health and magicka for each dispel. This addition can be good if you time it correctly, otherwise it is meh.
Key Passives
Unholy Knowledge: Reduces Magicka and Stamina costs by 5%
Capacitor: Increases Magicka Regeneration by 10%
Expert Mage: Reduces cost of Storm Calling spells by 10%. This can be very good for Ball of Lightning and Boundless Storm spam.
Spellcharge(Altmer): Increases Magicka recovery while in combat for 9%
Gift of Magnus(Altmer): Increases max magicka by 10%
Elemental Talent(Altmer): Increases damage with Cold, Fire or Shock effects by 6%.
Assuming I go 5/2 Medium/Light
Evocation(Light Armor): Reduces magicka cost of spells by 3% per piece.
Recovery(Light Armor): Increases base Magicka regeneration by 4% per piece.
Spell Warding(Light Armor): Increases base Spell Resistance by 8% per piece.
Dexterity(Medium Armor): Increases Critical Strike chance by 3% per piece.
Wind Walker(Medium Armor): Increases Stamina Regen by 4% per piece.
Agility(Medium Armor): Increases attack speed by 10% with 5 pieces.
Forceful: Light and Heavy attacks with 2-Handed weapons deal 25% splash to 1 nearby target.
Heavy Weapons: 5% additional damage with 2-Handed Swords.
Balance: Reduces cost of 2-Handed abilities by 20%.
Battle Rush: Killing an enemy increases stamina regen by 50% for 6 seconds.
Fortress: Reduces cost of Blocking by 30% and reduces cost of S&S abilities by 10%.
Increases weapon damage by 5% and block mitigation by 20%
Rotation
The rotation for this build is completely situational. This build provides a lot of avenues that you can take depending on the target and situation. For theory purposes lets say it was a duel setting.
Open with your sword and shield out. Apply Degeneration while approaching.
Once in range use Invasion for gap closer/stun.
Pierce armor to apply armor/spell resist debuff.
Buff yourself with boundless storm
Use Crystal Fragment whenever procs happen.
Switch to 2-Hand bar. If they are trying to kite Ball of Lightning on top of them for 2 sec stun
Cast Restraining prison to keep them rooted and snared
Buff yourself with Critical Surge
Buff yourself with Forward Momentum whenever you need to get out of snare effect.
Use Executioner when target is below 25% for finisher
Don’t forget to fit in light attacks when you can. Use heavy attacks if the opportunity is right, but be mindful of stuns, range, or even missing.
Rinse and repeat back to S&S if buffs need to be reapplied.
This is just an example and will likely change in every fight.
Questions(please list the number that applies if you answer)
I have a lot of questions that I do not know the answer to. Would be great if anyone could clarify some of this stuff for me! I will put the answer next already answered questions to help others.
1. Why the hell do the Mages Guild skills take stamina instead of magicka?
A: Mages Guild Skills do use Magicka. As do vampire and staff skills. esohead.com is wrong.
2. Can Crystal Fragments proc while on inactive skill bar? For example can I proc it if I am on my primary skill bar, but the actual skill is on my secondary to where I could just switch and activate the skill?
A: No
3. Do you guys think it is vital that I have Critical Surge on my bar if I am going full physical damage with my weapon choices?
A: Up to you. You get 15% crit from MA and then whatever from debuffs/gear (assume 20% total, conservatively). That’s an alright return chance for the heals.
I slotted Critical Surge in v1.1
4. Does the passive Rebate in the Daedric Summoning tree apply if you have a Daedric Summoning skill slotted but not a summoned creature?
5. Do passives only apply to the the weapon or tree that it is under? For instance if I got the Ruffian passive from the Dual Wield tree(deals 8% more damage when attacking disabled targets) would that apply to any weapon even if I didn’t have Dual Wield on either of my bars?
A: Passives from weapon lines only apply when you have that weapon equipped.
6. Do passives from my primary bar apply even when my secondary bar is active? For instance would the passive from Flawless Dawnbreaker(Increases damage of weapon attacks by 13%) on my primary bar apply when I have my secondary bar active?
A: No, they do not apply
7. Do buffs that you put on yourself from one bar stay active when you switch to the other? For instance would the buff from Forward Momentum(increases weapon damage by 10% for 23 seconds) still be active if I switch to my S&S secondary bar?
A: Self-Buffs with durations: Yes
Toggles(i.e. Bound Armor): No
8. I really wanted to use the Ultimate ability Reviving Barrier from the Alliance war Support tree, but does this only affect allies around you and not yourself? Does your player not receive the damage shield?
Change Log
v1.0 03.21.14 – Initial Post
v1.1 03.22.14 – Swapped Hardened Ward out for Critical Surge in the primary bar. Swapped Shielded Assault out for Invasion in secondary Bar.
Thanks for reading and I hope everyone feels welcome to critique as that is the purpose of doing this!
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This topic was modified 2 years, 6 months ago by
Wolfaen. Reason: v1.1 updated build