Pretty easy to setup and use arcanist. Absolute top tier in terms of dmg, speed and survivability. For higher survivabilty; Orzorga's Tripe Trifle Pocket can be swapped in to get to 25k hp.
Build is meant to use beam as much as possible, everything else is just setup to make the beam stronger. Ulti backbar is main ultimate. Alternatively frontbar ulti can be used inb4 beam since it buffs it by 20%. All healing comes from dealing dmg with cephiarch flail and fatecarver through reaving blows cp. In a pinch, tripot potion can save you.
Before battle
- Banner
- Recuperative Treatise
- Solar Barrage
In battle
- Stampede
- Cephiarch flail (until 3 crux)
- Fatecarver
- Cephiarch flail (until 3 crux)
- Fatecarver…
My other builds in the series are:
Healer 1/2 & Healer 2/2
Tank 1/2 & Tank 2/2
DD 1/8 & DD 2-3/8 ( with group buffing setups)
DD 4-8/8 (with self-maximizing DMG setup)
Can be found here:
https://eso-hub.com/en/users/11017/snorctheorc
Everything in this series are built around the base stats of the “selfish” dds. The main base stats of the dds are:
Crit damage 90%
Crit chance 53%
W/S damage 4319
DMG modifier: 166%
Penetration 7948
After all groupwide buffs and debuffs, the dmg endstats of the selfish dds effectively become:
Crit damage 121%
Crit chance 76%
W/S damage 7600
DMG Modifier: 220%
Penetration 18200
How intial damage calculation works is: ((Max Resource / 10.5 + Weapon/Spell Damage)*Dmg multiplier)*((1+critchance)*critdmg)
Then after that, the opponents armor further mitigate the damage. Since enemies will effectively be at 0 armor from our penetration stat and tanks armor debuffs, there will be no mitigation.
Here are the group- buffs and debuffs which will/should always or mostly always be active:
Buffs:
Buffs provided by group as a whole, comes on top of base stats:
- Major Berserk: Increases all damage done by 10% (Storm Attronach synergy)
- Minor Berserk: Increases all damage done by 5%
- Major Courage: Increases Weapon Damage and Spell Damage by 430
- Minor Courage: Increases Weapon Damage and Spell Damage by 215
- Spaulder of ruin: Increases Weapon Damage and Spell Damage by 260
- Pearlescent ward: Increases Weapon Damage and Spell Damage by 180
- Major Brutality/Sorcery: Increases Weapon Damage by 20%
- Minor Brutality/Sorcery: Increases Weapon Damage by 10%
- Major Savagery/Prophecy: Increases Weapon/spell Critical by 12%
- Minor Savagery/Prophecy: Increases Weapon/spell Critical by 6%
- Major Slayer: Increases damage dealt in Dungeons and Trials by 10%
- Banner Bearer: Increases AoE dmg by 6%
Critical Damage Increases:
- Major Force: Increases Critical Damage by 20% (Low uptime, but doesnt matter much)
- Minor Force: Increases Critical Damage by 10%
- Lucent Echoes: Increase Critical Damage by 11%
Recovery Increases:
- Major Endurance: Increases Stamina Recovery by 30%
- Minor Endurance: Increases Stamina Recovery by 15%
- Major Fortitude: Increases Health Recovery by 30%
- Major Intellect: Increases Magicka Recovery by 30%
- Minor Intellect: Increases Magicka Recovery by 15%
Movement Speed Increases:
- Minor Expedition: Increases Movement Speed by 15%
- Marauders haste: Increases Movement Speed by 20%
Healing Increases:
- Minor Mending: Increases Healing Done by 8% (Active for Healer 1. Only)
- Minor Vitality: Increases Healing Received by 6%
Damage Taken Mitigation:
- Minor Aegis: Decreases Damage Taken in Dungeons & Trials by 5% (Up for tanks, not the rest)
- Minor Protection: Reduces damage taken by 5%
- Major Resolve: Increases Physical Resistance and Spell Resistance by 5948
- Minor Resolve: Increases Physical Resistance and Spell Resistance by 2974
- Ozezan the Inferno: Increases Physical Resistance and Spell Resistance 4272
Ultimate Generation:
- Minor Heroism: Grants 1 Ultimate every 1.5 seconds
AOE Damage Shields:
- Combat physician: 4300
- Igenous Shield: 1365
Debuffs:
Damage Reduction:
- Major Cowardice: Reduces Weapon Damage and Spell Damage by 430
- Minor Cowardice: Reduces Weapon Damage and Spell Damage by 215
- Glyph of weakening on infused ice staff: Reduces Weapon Damage and Spell Damage by 452
- Major Maim: Reduces damage done by 10%
- Minor Maim: Reduces damage done by 5%
Damage Taken Increases:
- Major Vulnerability: Increases Damage Taken by 10%
- Minor Vulnerability: Increases Damage Taken by 5%
- Minor Brittle: Increases Critical Damage taken by 10%
- Stagger: Increases damage taken by 65 per stack for 5 seconds
Resistance Reductions:
- Major Breach: Reduces Physical and Spell Resistance by 5948
- Minor Breach: Reduces Physical and Spell Resistance by 2974
- Runic sunder skill: Reduces Physical and Spell Resistance by 2200
- Crusher enchant ice staff: Reduces Physical and Spell Resistance by 2400