Replies: 8
I have not played Sorcerer in quite a while, on account of me generally not being very interested in Magicka based builds and Stamina Sorcerer seems to have been largely missing for the most part. However, having looked over the notes a lot and seen some ideas by others(like the 5k weapon damage one), I have decided I wanted to give my (low-level) Stamina Sorcerer a go and level him a bit. This is a build idea I have in mind for endgame-ish PvE, and I would welcome any suggestions for it.
Armor
5/2 medium/heavy or 7 medium. Not yet decided.
Hunding’s Rage(5) for the critical hit chance, max stamina and weapon damage
Night Mother(3) for the critical hit chance and weapon damage. Possibly Night’s Silence for max stamina and stamina regen.
This is not the best in-set settup I can think of, but I am working on a budget.
Mundus Stone
The Serpent – With all my armor being geared to weapon damage and critical his chance, I don’t feel I need the Warrior stone and the regen from the Serpent helps maintain my stamina in prolonged fights.
<b>Jewelry</b>
Any set recommendation are welcome. Enchantments are:
1x Stamina Regen
2x Stamina Cost Reduction
Weapon
Bar 1: 2-handed hammer(just personal preference, I like the armor penetration)
Rally – I like Rally over Surge because it provides a constant health regen irrespective of whether or not I trigger critical hits, and can be used for a larger heal should I fall low on health. Is Surge actually better though?
Wrecking Blow – Very simple really. A strong single target ability with CC effects. If the upcoming fight calls for it I might temporaily swap in Brawler.
Thundering Presence – Stamina morph of Lighting Form. The Major buffs to defense helps me stay alove and its 200% additional damage the first 2.5 seconds gives is a nice little addition to melee fighting. And it gives me a small damage bonus from Expert Mage now. Also, Major Expedition for 2.5 seconds. Not awful, though not antastic.
Bound Armaments – The bonus to max stamina and heavy attack damage is very welcome, and so is its synergy with Daedric protection, giving me a 20% regen bonus to health and, more importantly, stamina.
Last slot here is more up for debate. I am unsure of what to primarily use, Critical Rush for Gap Closing or Executioner as an executioner. Thoughts?
Ultimate – Flawless Dawnbreaker for the 8% additional weapon damage and it is a decent damage dealer than can be used often. However, mainly used for the passive, while the other ultimate will be meant to be activated. Alternatively, might try to become a werewolf for the 15% stamina regen. Thoughts?
Bar 2: More difficult, but I have a few ideas. Bow, Dual Wield or another 2-handed?
Dark Deal – Obvious choice, giving me both health and stamina.
Bound Armaments – Mostly to not have to recast it all the time. And it is nice to have its bonuses at all times.
2-handed option: Critical Rush or Executioner, whichever I am not running on my main bar. Restraining Prison for CC. Missing a slot here. Suggestions?
Dual Wield option: Steel Tornado as an AoE executioner. Quick Cloak for AoE damage reduction, speed and a little extra damage. Restraining Prison for CC.
Bow option: Poison Injection for ranged single target damage, and DoT(with execution behavior). Bombard for AoE damage and CC. Focused Aim for high damage and armor reduction.
Ultimate – Not yet decided, but Storm Atronach seems the most relevant one to me, at least until I get the Mages Guild one.