Gift Deprixis Crates - Anti Zerg Build for PVP: One Bar (WIP) - Arcanist Construire - ESO

Super Easy to use anti group build. Just use the skills like the guide says for guaranteed removal of enemies. Hit and run: buff, ultimate, retreat then rinse and repeat. Potions optional.

By esobuilder   •  Updated il y a 1 jour

Seasons of the Worm Cult Part 2 PvP Damage Dealer Magie Arcanist A des configurations de sous-classement

Introduction

Super Easy to use anti group build. Just use the skills like the guide says for guaranteed removal of enemies. Hit and run: buff, ultimate, retreat then rinse and repeat. Potions optional.

Ensembles d'Armure

Toutes les armures équipées
Compétences actives équipées
Les lignes de compétences suivantes des autres classes sont utilisées. : Nécromancien -> Seigneur des tombes , Lame noire -> Assassinat
Pour en savoir plus sur les sous-classes, clique ici

Le Systèm Champion

Toutes les étoiles actives et passives

Personnage

Tout sur la configuration des personnages

Options raciales

Attributs

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

Pierre de Mundus, Malédiction

Nourriture, boissons et potions
Icon icon hachis de lapin à la banane de Mistral
Bananes (1) épices (1)
Petit Gibier (1)
Icon icon cuissot d'ours fumé d'Orzorga
Chapeau Blanc (1)
Caviar Parfait (1)
Givre Mirriam (1)
Tomate (1)
Viande Rouge (1)
Icon icon Bloody Mara purificateur
Cœur De Daedra (1)
Givre Mirriam (1)
Nirnrave (1)
Tomate (1)
Icon icon ambroisie aéthérienne mystique
Ambroisie Psijique (1)
Poussière Aéthérienne (1)
Icon icon joyaux du désordre
Ancolie (1)
Jus De Bervez (1)
Lotus (1)
Menthe (1)
Rose (1)
Icon icon Bloody Mara corrupteur
Belladone (1)
Sang De Dragon (1)
Cœur De Daedra (1)
Givre Mirriam (1)
Icon icon
Potion de triple restauration à Couronnes
Icon icon
Lampée de Santé d'alliance
Toutes les compétences passives

Lame noire

Nécromancien

Arcanist

Armes

Armure

Monde

Guilde

Guerres d'alliances

Culturel

Artisanat

Buffs & Debuffs

Les bonus accordés par les compétences, les objets et les potions
Gallop icon
Gallop
Increases Mounted Speed by 15%
Major Brutality icon
Major Brutality
Increases Weapon Damage by 20%
Major Defile icon
Major Defile
Reduces Healing Received and Health Recovery by 12%
Major Expedition icon
Major Expedition
Increases Movement Speed by 30%
Major Prophecy icon
Major Prophecy
Increases Spell Critical chance by 12%
Major Savagery icon
Major Savagery
Increases Weapon Critical by 12%
Major Sorcery icon
Major Sorcery
Increases Spell Damage by 20%
Major Vulnerability icon
Major Vulnerability
Increases Damage Taken by 10%
Minor Berserk icon
Minor Berserk
Increases all damage done by 5%
Minor Expedition icon
Minor Expedition
Increases Movement Speed by 15%
Minor Force icon
Minor Force
Increases Critical Damage by 10%
Minor Savagery icon
Minor Savagery
Increases Weapon Critical by 6%

Guide

Explication de la construction
Ce guide est écrit en Anglais.

|---HOW TO USE BUILD---|

To deal big damage to a group:

Gain minimum of two crux → Spot group → Mystic Siphon (if applicable) Proximity DetonationRace Against Time →  Recuperative Treatise → Drink Health potion → unnatural movement and run into group → Pestilent ColossusInevitable Detonation → Ulfsild's Contingency → Tentacular dread → Carve/Brawler → Drink invisibility potion and/or run away

The easier Version of this rotation for beginners: 

Gain minimum of two crux → Spot group Sacrificial Bones →  Race Against Time Proximity Detonation →  Recuperative Treatise → Drink Invisibility potion → unnatural movement and run into group → The Languid Eye→ Ulfsild's Contingency → Tentacular dread → Carve/Brawler → Drink invisibility potion and/or run away → While escaping turn around and Mystic Siphon to pick off stragglers(will remove invisibility effect from potion).

The other version of this build (May yield better results):

Gain minimum of two crux → Spot group → Blighted Blastbones → Race Against Time →  Recuperative Treatise → Drink Health Draught → unnatural movement and run into group → Freezing Colossus → Inevitable Detonation→ Ulfsild's Contingency → Tentacular dread → Carve/Brawler → Drink invisibility potion and/or run away → While escaping turn around and Blast Bones to pick off stragglers(will remove invisibility effect from potion). 

|---HOW TO GET CRUX EASY---|

REMINDER: CRUX LAST FOR THIRTY SECONDS AND THIS TIMER IS RESET FOR ALL WHENEVER YOU GAIN A NEW CRUX

The following abilities generate crux:   Recuperative Treatise , Ulfsild's Contingency , Torchbearer.  This means despite needing three crux to do maximum damage you only need to have two before you start your rotation since you will gain the third crux from Ulfsild's Contingency which you cast before Tentacular Dread. 

To ensure maximum ultimate uptime you should be spending most of your time on your backbar keeping your heroism buff refreshed by using torchbearer. This should mean you will have enough crux to activate at any time but if for whatever reason you don't just use torchbearer twice real quick.

Recuperative Treatise will only generate crux if you currently have zero crux. The other two can generate it whenever activated. 

|---EXTRA INFO FOR ADVANCED USERS---|

Languid Eye will persist even if you die (which is good for beginners) but has less range and (very slightly) longer time to kill. You also lose out on your Dismember passive unless you are able to use a mystic siphon if you aren't using Pestilent Colossus.

When you are on your main bar is when you get +3% damage buff from mystic siphon, Major Savagery and Prophecy from Camouflaged Hunter, +5% critical chance from Pressure Points (concealed weapon+ soul harvest) and Hemorrhage (10% increased critical damage) from concealed weapon so make sure you keep that bar active during your retreat to maximise the damage.

Concealed weapon/Camouflaged hunter is just for the damage boosts but you could use Concealed weapon after Brawler/Carve to deal with any stragglers

If you need more damage and are willing to rely more on potions for health or reduce vampire stage: Replace Healing torch with Banner Bearer (Shattering Banner + Multi Target + Class mastery/Sage's Remedy + Heroism). Switch to back bar and activate it during your retreat and remember to deactivate it after only after Inevitable Detonation has detonated. 

A reminder for vampire stage reduction: you cannot go below stage two or you lose your strike from the shadows buff. If you are not stage four you will need to use invisibility potions to activate this buff or be very sneaky.

If you want an escape skill: Replace Inevitable Detonation with Vault (Binding + Sage Remedy + Intellect and Endurance)

Brawler is good for survivability but carve increases the damage and helps prevent stragglers.

The Weapon potions are for added pressure and survivability but are completely optional.

Your base class needs to be arcanist so that your scripts can provide crux. Crux are essential to the build dealing big damage.

If you cannot afford full prismatic enchantments for the armour go three magic and three health with one stamina.

Soul Harvest is for ultimate generation only do not use it as part of your rotation.

To be fully honest with you this setup is overkill for going up against your standard ball groups since they rely on overwhelming numbers masking weakness instead of individual defences but it should in theory be able to take out even an emperor and his entourage in opportune conditions (group of more than 3 and getting all skills in at least once). 

I chose bow as back bar because it helps with keeping some pressure (the escapist potion makes for a nice way to assist team mates that are engaging the group by temporarily thinning the herd) while still avoiding being crunched by enemies. This build is a glass cannon and is NOT going to last in melee combat. But you could in theory replace the back with anything from Dark convergence as long as it has decisive (helps with ultimate generation from torch script). 

The reason why we are using Inevitable Detonation instead of Proximity Detonation is because A: it can be used to support team when you don't have ultimate ready and B: if your rotation is AIR TIGHT (like macro accusation levels of tight) the stun from your ultimate should cover your casting and the shortened timer should mean it activates just around the time your perform carve/brawler which should cover your escape. C: It allows you to perform a ranged variant if you are feeling lucky. If you want to learn getting the timing right I suggest using languid eye for a bit because it provides a longer stun.

 

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