Apocryphal inspiration is used to give everyone in team 100% up time on all big recovery buffs, thus freeing up potion slot for heroism or armor potion (armor potion gives ≈10% dmg mitigation for players not at armor cap). Also covers potential downtime on potions from delayed use, forgotten use or cant use because just got resurrected.
For higher survivabilty; Orzorga's Tripe Trifle Pocket can be swapped in to get to 25k hp.
Before battle
- Recuperative Treatise
- Flames of oblivion
In battle
- Stampede
- Traveling knife
- Fulminatinc rune
- Cephiarch flail (until 3 crux)
- Fatecarver
- Traveling knife
- Cephiarch flail (until 3 crux)
- Fatecarver…
Use ultimate: standard of might when no other standards are up, they do not stack with eachother and should therefore be cast subsequently
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