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Stam sorc, trialling - Sorcier Construire PvE - ESO

Trial loadouts for stamina sorcerer. These loadouts are meant to be able to compete with the magicka damage dealers without pressuring the support roles to provide additional penetration.

By Aaisoaho   •  Updated il y a 1 mois

Ascending Tide PvE Damage Dealer Vigueur Sorcier

Configurations

Différentes variantes de cette construction

Ensembles d'Armure

Toutes les armures équipées
Compétences actives équipées

Le Systèm Champion

Toutes les étoiles actives et passives

Personnage

Tout sur la configuration des personnages

Attributs

  • Icon icon
    Magie
    0
  • Icon icon
    Santé
    0
  • Icon icon
    Vigueur
    64

Pierre de Mundus, Malédiction

Nourriture, boissons et potions
Icon icon soupe de riz-de-sel de lave-alse
Farine (1)
Gelée De Scrib (1)
Pomme De Terre (1)
Riz-de-sel (1)
Icon icon trône camoran douteux
Appât De Rivière (1)
Appât Lacustre (1)
Cloaque De Scarabée (3)
Entrailles
Morceaux D'insecte
Viande Blanche (1)
Toutes les compétences passives

Sorcier

Armes

Armure

Monde

Guilde

Guerres d'alliances

Culturel

Buffs & Debuffs

Les bonus accordés par les compétences, les objets et les potions
Empower icon
Empower
Increases the damage of your Heavy Attacks by 70%.
Gallop icon
Gallop
Increases Mounted Speed by 15%
Major Berserk icon
Major Berserk
Increases all damage done by 10%
Major Brutality icon
Major Brutality
Increases Weapon Damage by 20%
Major Expedition icon
Major Expedition
Increases Movement Speed by 30%
Major Sorcery icon
Major Sorcery
Increases Spell Damage by 20%
Minor Force icon
Minor Force
Increases Critical Damage by 10%
Minor Prophecy icon
Minor Prophecy
Increases Spell Critical chance by 6%
Minor Slayer icon
Minor Slayer
Increases damage dealt in Dungeons and Trials by 5%

Guide

Explication de la construction
Ce guide est écrit en Anglais.

This build is based on the so called 522221 setup, where 5 means a complete set (relequen), 2pc monster set, 2pc frontbar arena set, 2pc backbar arena set, 2pc critical chance and a 1pc mythic. It is a superversatile and easy to adjust loadout, where choosing the 2pc critical chance set can help you get more light armor for penetration needs (to a mximum of 4 light armor), and the arena sets can be swapped if the fight requires you to do so. Melee and flanking? Vateshran dw+maelstrom 2h. Melee but cannot flank? Blackrose prison dw+maelstrom 2h. Ranged? Blackrose Prison bow+maelstrom bow or inferno staff. Cannot use a kilt? Slap a death dealer's fete ring then. 

 

Usually if I'm running with all magicka group with my stam sorc, I use 4 light armor on my bosmer, which helps me reach the penetration cap and compete with the magicka damage dealers. On more balanced groups with supports providing additional penetration, I use 5 medium, 2 light armor. 

 

The loadout to use depend on the upcoming fight. Most of the fights you can fight while flanking, and thus in those fights you can use the flank loadout that deals the most damage. When you cannot flank, you can use the no flank loadout (Sunspire dragons for example). I also added in a ranged option since some fights are really unfriendly to melee, like Saint Olms the Just in Asylum Sanctorium. Also by having a ranged option, you become a raid leader's pet that can fill any slot and not only hog the melee spots. ;) 

 

The trash loadout is meant to be used in the add pulls, or “trash fights”. It has a lot of AoEs making it good for dealing with a lot of enemies at once. 

 

The fifth loadout is an example of a setup I use to do portals with. (this loadout is more specifically the loadout I do Maw of Lorkhaj backyards with) It has the focus on doing as much damage as I can while I'm not in portals, while adding a little bit of healing when I'm in portals. The loadout also shows you how to swap your gear to use death dealer's fete. 

 

Rotations

Each loadout has their own set of skills to prioritise, and their own prebuff phase. I will go through each of the setups in order, starting from the default (flank setup) all the way to trash loadout. The portals loadout I just briefly go through. 

 

Each setup assumes you have summoned the pets already (if there are pets in the skills). 

 

Flank setup rotation

 

You begin the combat with casting bound armaments, twilight tormentor and volatile familiar. While waiting for the countdown, you cycle these and refresh them. After the countdown is done, summon storm atronach where the dds are supposed to stack, then stampede the target. After the stampede, start weaving carve, barbed trap, daedric prey and bound armaments. Then you keep refreshing the dots and using spammable when no dots needs refreshing. 

 

You should prioritise the skills as follows from highest to lowest priority skill:

 

Carve. The stacks must not drop! Weave it a bit too soon if you have to, but make sure their timer never reaches 0. Nothing is as important as this in the rotation. 

 

Stampede

 

Barbed trap

 

Daedric prey

 

Volatile familiar

 

Shrouded daggers

 

 

Remember to cast bound armaments as your every 4th skill (only exception is if you need to refresh carve, then you refresh it instead of casting the armaments as your 4th skill). Basically you cast bound armaments when 3 daggers are up, since weaving the skill brings the fourth dagger. The magicka skills are there to help you sustain the shrouded dagger spammable, which would otherwise eat too much of your stamina. 

 

You can stop refreshing volatile familiar at boss health of 40% or lower. If you happen to have a storm atronach up, keep refreshing daedric prey til the health reaches 30%. After it, you should only refresh stamina skills. 

 

No flank setup rotation

The beginning is the same as the flank setup, bound armaments, twilight tormentor, volatile familiar. Cycle and refresh. Open with storm atronach. Stampede, carve and barbed trap, then onto the frontbar. The difference comes from the deadly cloak that has taken the place of daedric prey. You do not need to drop it at lower HP percentages. On the priority list, it takes the place of daedric prey too. 

 

Ranged loadout rotation

Here the rotation gets spicier. Now, as you might imagine, the opening stays the same. Cycle and refresh the 3 skills. Open with storm atronach. After the opening, you start with unstable wall of elements, caltrops, prey and then bound armaments and magnum shot. Daedric prey is a supershort dot that you keep refreshing from the backbar. You do want to let the wall hit 0 for the final boom, so it needs to take a lesser priority. 

 

Priority list from the highest to lowest:

 

Magnum shot

 

Daedric prey

 

Caltrops 

 

Volatile familiar 

 

Unstable wall of elements

 

Snipe

 

 

 

Here you need to remember once again the bound armaments as your every 4th skill. Now there's nothing competing against this rule, so keep at it! 

 

Snipe will be hard skill to barswap after, and you should not barswap instantly after the magnum shot, so swapping from frontbar to back requires some planning. If you barswap instantly after the barswap, the virulent shot dot won't apply, because magnum shot has a travel time. Use a skill after the magnum shot to ensure the dot gets applied. 

 

Trash setup

Now this is a completely different beast to anything else in the build. It is almost completely made from prebuff pieces, like endless hail, caltrops and liquid lightning can be precast as they are targetted ground AoEs. Deadly cloak, hurricane and proximity detonation can be precast. You always cast Channeled Acceleration before the trash fight and never refresh it in the middle of the trash fight. Refresh ground aoes and selfbuffs as needed and keep spamming spin to win until no adds are alive. 

 

Portals

The main difference between portal setup and the flank setup, is the fact that we are using hurricane. Hurricane does not have the priority of carve, and you actually want to recast it as soon as it reaches 0 since the last ticks of it are the strongest. Also the camoflaged hunter is slotted only for its passive effects, so you never cast it in fights. Vigor does no damage, so only use it in portals to get the most oomph out of your skills while fighting. Trust the healers even tho you have a selfheal now. 

 

Flex slots

As you might have guessed, the pets are the firdt thing to go when you need additional skills. So, how to choose which pet to drop? Twilight tormentor is a beast when it comes to single target dps, while volatile familiar is a good AoE pet. If thr fight needs more single target dps, drop familiar and vice versa. 

 

Afterword

 

A new update and a metashake is just behind the corner. At the moment it looks like stamina sorcerers gets a new skill minigame to play with, and most of this guide will be outdated. If you are planning on doing a build, be wary, the vateshran dual wield one will most likely be left behind, and a more traditional kinras+relequen+mythic+1pc slimecrsw will take its place with crystal weapon being used as a semispammable. The 522221 with blackrose prison dualwield will most likely stay powerful, as on the PTS it was not far behind the kinras+relequen according to my testing. 

Aaisoaho

Aaisoaho

Mise à jour il y a 1 mois