Replies: 23
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 Since I usually just leached off his thread and posted my new build tweaks in there and since its no longer being updated I figured its about time I started my own thread.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]
Difficulty: 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 dependance: 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: I’m currently between 2 gear setups. I originally thought the first was going to be the best but then after more Consideration it’s really tough to decide between the 2 right now.
Setup 1:
2 Nerien’eth Head and shoulders, at least one has to be heavy or medium for undaunted passives, Divines on the shoulders and Infused on the head.
4 Overwhelming: Can be any of the 5 remaining armor pieces. Use divines on the boots, sash, and gloves and infused on the chest and legs if possible. This can be swapped out for Martial Knowledge if you dont have 4 pieces yet.
2 Torugs pact: Last armor piece and staff. For the armor piece follow the same rule as above for trait and if you only have one different weight of nerien’eth then this needs to be the weight of armor that you dont have. Im not 100% positive on the staff trait yet as I havent tested and I think that the trait may be different depending on the amount of CP you have in elfborn. Use the same setup on both staves. Make sure theyre gold as you get 200+ spell damage at v16 when upgrading to gold.
3 Willpower: This will be in your 3 Jewelry slots. Youre going to want arcane on all 3 pieces if possible.
Setup 2:
2 nerieneth: a medium and heavy piece are must now due to the lack of the crafted armor piece
5 scathing mage: same traits as overwhelming
1 random Nirn staff
3 willpower jewelry same traits as above.
Enchants:
For armor youre going to want all magicka enchants. If you are worried about having slightly low health we will worry about that with attribute points rather than enchants.
For the staves youre going to want to use the flame enchant since we are no longer using valkyn so the extra dot from poison is useless.
For Jewelry you need all 3 enchants to be spell damage now. Its more important than ever with the changes they did to the way jewelry enchants and set bonuses work for damage. A gold v16 enchant will give somewhere around 170 or 180 spell damage where as in the last patch a gold v14 enchant would only give 64.
Attributes: If youre raid is good about mitigation and warhorns and you dont stand in stupid then I would suggest 64 points in magicka. This should put you around 18k health or so with food. If youre a little uncomfortable running that low health then I suggest putting a couple points into health until you reach 20k with food on.
Mundus: Currently using apprentice however I havent done any math/testing on if thief and shadow will be better. I believe once you get fairly high CP and can get a high % of increased crit damage from elfborn then it will probably be better to go to thief however with the buffs to both thief and shadow they may be more useful now than before.
Consumables: You still want to use detect pots for your spell damage buff since they havent fixed normal spell power pots and you can use detect pots mid attack unlike typical spell power potions. Food you want v15 magicka/health food. There isnt a huge difference between that and the v10 food but it is noticeable, however if you dont have the resources for v15 food then you can get away with the v10 stuff just fine.
Skills and bar setup:
Trials:
The trials skills and bars havent really changed much since the last patch. The only change is going to be the lack of molten armaments due to the nerf.
Bar 1: Flames of Oblivion, Engulfing flames, Burning embers, Molten whip, Inner light, Shooting star for ult
Bar 2: Flames of Oblivion, Eruption, Rearming trap, Fire ring, Inner light, Standard of might for ult
For dungeons:
Bar 1: Structured Entropy, Engulfing flames, Burning embers, Molten whip, Flames of Oblivion, Shooting star for ult
Bar 2: Proximity Detonation, Eruption, Draw essence, Fire ring, Flames of Oblivion, Standard of might for ult
For single target bosses in dungeons I like to swap draw essence for ele drain.
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 fire ring. 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<FR, MA<RT, MA<Er, Swap, Rinse repeat until boss is dead.
MA= Medium attack, EF=Engulfing Flames, BE=Burning Embers, MW= Molten Whip, FR= Fire ring, RT= Rearming Trap, Er=Eruption
Champion points:
The mage:
Spell erosion: 15
Elemental Expert: 100
Elfborn: 30
Staff expert: 5
The Thief:
Magician: 100
Tenacity: 5
Arcanist: 45
The Warrior:
Quick Recovery: 50
Hardy/ Elemental defender: 100 (Hardy for SO and Ele defender for AA)
http://tamrielfoundry.com/topic/pts-2-1-2-sorcerer-arithmagic/#post-619586 check out the bottom of the first page of that thread for more info on how is best to distribute cp between elf born and spell erosion.
Parses: Will be coming shortly once I start running trials again.
Why Flames of Oblivion over Sea of Flames? For some reason Flames of Oblivion gives an ever so slightly higher dps than Sea so its worth it to use that since the magicka return is meh anyway.
Why Nerien’eth over Valkyn? Valkyn not only seems to have its damage lowered by 25% but it also seems to have its proc chance lowered A LOT. In 80-90 dot ticks I was getting 1 valkyn proc and it was only giving 200-300 dps where as before it was usually over 1k.
Why Rearming trap? With the new 12% crit damage boost added onto this skill its going to increase your dps by over 5% if you have decent crit. That means if you are pulling 20k its going to be 1k+ dps and we are already using all of the dots that can do that so this is the next best thing.
Why not more points into spell erosion now that it’s fixed? Although I havent done any testing with penetration yet. Based on the graphs in the sorcerer arithmagic thread that was posted on both here and the official forums it seems that even w/ 25% penetration from champion points youre still only going to be getting a 3-4% dps boost from it while with 25% in elfborn youre going to see up to a 13% dps boost with that if you have high crit.
Why not scathing mage? Math time so estimating a 50% crit just for ease and because thats fairly close to what most players will have. Also assume that everyone weaves so theyre getting 2 attacks off per second. So on average they should get 1 crit per second. Scathing mage lasts for 6 seconds and has a 10% chance to proc so if you have 1 crit per second on average it will take 10s to proc so you will only get the 512 damage bonus 60% of the time. And 512*.6 is 307 which is less than the 3 spell damage bonuses you will be getting from 4 overwhelming and 2 torugs. Also you cant get v16 master staves so you would have a dead slot w/ that build.
Thanks all for reading and hopefully this helps. In the coming weeks I will be updating this post w/ test information as well as pictures and parses so its not as wall of text. Leave feedback and suggestions on anything that you see can be improved.
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This topic was modified 2 days, 16 hours ago by
asneakybanana.