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	Build Planer is on Patchlevel 11.1.5
	Elemental Sorc
Alliance
			 
		Race
			 
		Class
			 
		Mundusstone
			 
		Skill points
       0 / 541
      Champion points
       0 / 3600
    User
			 Kimirik
		Likes
			 016255
		Patch level
Patch 4.3.9
- 	Class- No Class selected
 
- 	Weapon- Two Handed
- One Hand and Shield
- Dual Wield
- Bow
- Destruction Staff
- Restoration Staff
 
- 	Armor- Light Armor
- Medium Armor
- Heavy Armor
 
- 	World- Legerdemain
- Soul Magic
- Werewolf
- Vampire
- Scrying
- Excavation
 
- 	Alliance War- Assault
- Emperor
- Support
 
- 	Guild- Thieves guild
- Dark Brotherhood
- Fighters Guild
- Mages Guild
- Undaunted
- Psijic-Order
 
- 	Racial- No Race selected
 
- 	Craft- Alchemy
- Blacksmithing
- Clothing
- Woodworking
- Provisioning
- Enchanting
- Jewelcrafting
 
Build description
						Build is a theoretical one I am working on, using the Elemental Succession set along with a Concentrated Force staff in order to keep a high uptime (perhaps 80%? more?) on the Elemental Succession buffs, as the buffs can now proc for 4 seconds every 4 seconds, by using Force Pulse as the primary attack.
Additionally, it should allow me to apply a TON of buffs to my group, and debuffs to enemies.
I know the Elemental Succession used to be a crap set, but I believe it is now not just a viable choice, but a good choice, when utilized as fully as possible as it provides 550 Spell Damage to all of your damaging abilities. And of course, it is adding 550 Spell Damage to EACH element used by Force Shock (or specifically, the Force Pulse morph) before any other damage math is done (I believe). Additionally, Force Shock should be providing even more AoE/cleave damage, as there should always be targets that are debuffed in a multi-target fight. Additionally, it should ensure increased uptime on 2 of the monster sets I'll use, as I will either use Ilambris for AoE or Iceheart for extra survivability (I'll use Zaan's for single target as I normally weave light attacks in between abilities).
My other set will be False God's Devotion or Mantle of Siroria once I can get them. In the meantime, I'll keep my BSW, Julianos, or Mother's Sorrow.
Rotation will be something like this.
JUST before combat, buff Channeled Acceleration (CA) -> Power Surge (PS) -> Dark Conversion (DC) (to refill mana really quickly)
then Elemental Drain (ED) the boss or miniboss, if there is one (not worth it for most normal mobs, I think)
After this, I use a priority system to determine what to cast. My priorities are:
1. Reapplying CA and PS (conditional, see not below)
2. Applying ED (also conditional, see below)
3. Crystal Fragments (CF) (ONLY when instant)
4. Drop Liquid Lightning (LL) and Elemental Blockade (EB)
5. Force Pulse (Rotating targets to max debuffing)
*With Light Attacks (LA) between damage abilities
The reason I say the buffs and debuff are all conditional is because they may be a dps loss if used when enemies are dying quickly - for now, I'm going by gut feeling, but basically I mentally weigh the benefits of the buffs against the dps loss of taking 2 seconds to apply them. When I play, I typically lose somewhere between 30-75k damage by pausing to buff and debuff. I have not done the math, but I assume I want to be able to use around half of my buff uptime to make up that damage.
Basically, the rotation winds up typically looking like this:
*Note: Using abbreviations from above, and arrows are just implying the next ability. E.g. FP>LA>CF = Force Pulse, then Light Attack, then Crystal Fragments
CA>PS>DC - Tank Engages >ED
LL>LA>EB>LA> (FP>LA>FP>LA>CF) until LL&EB expire (x2)
Reapply ED and DC
LL>LA>EB>LA> (FP>LA>FP>LA>CF) until LL&EB expire (x1)
Reapply CA and PS
LL>LA>EB>LA> (FP>LA>FP>LA>CF) until LL&EB expire (x1)
Reapply ED and DC
LL>LA>EB>LA> (FP>LA>FP>LA>CF) until LL&EB expire (x2)
Reapply CA, PS, ED, DC
Repeat all of the above.
Of course, it should go without saying (for any semi-experienced sorc) that Crystal Fragments should only be used when proc'd. Hardcasting it often can ruin your dps.
Finally, Empowered Ward and Streak may not always be necessary, but I find their utility and defensive capabilities extremely beneficial very often. I think Dark Conversion is also an ability that can be swapped out, if you have a good healer, but I love being able to turn my typically useless stamina into Magicka and Health. Weaving in the occasional Dark Conversion also tends to make it so I almost never have to Heavy Attack for Magicka, as potions, food, Dark Conversion, and Minor Magickasteal (from Elemental Drain) usually generate sufficient Magicka for a decent length fight. Long fights obviously may require Heavy Attacks to regain Magicka.
					
					
					
					
				Additionally, it should allow me to apply a TON of buffs to my group, and debuffs to enemies.
I know the Elemental Succession used to be a crap set, but I believe it is now not just a viable choice, but a good choice, when utilized as fully as possible as it provides 550 Spell Damage to all of your damaging abilities. And of course, it is adding 550 Spell Damage to EACH element used by Force Shock (or specifically, the Force Pulse morph) before any other damage math is done (I believe). Additionally, Force Shock should be providing even more AoE/cleave damage, as there should always be targets that are debuffed in a multi-target fight. Additionally, it should ensure increased uptime on 2 of the monster sets I'll use, as I will either use Ilambris for AoE or Iceheart for extra survivability (I'll use Zaan's for single target as I normally weave light attacks in between abilities).
My other set will be False God's Devotion or Mantle of Siroria once I can get them. In the meantime, I'll keep my BSW, Julianos, or Mother's Sorrow.
Rotation will be something like this.
JUST before combat, buff Channeled Acceleration (CA) -> Power Surge (PS) -> Dark Conversion (DC) (to refill mana really quickly)
then Elemental Drain (ED) the boss or miniboss, if there is one (not worth it for most normal mobs, I think)
After this, I use a priority system to determine what to cast. My priorities are:
1. Reapplying CA and PS (conditional, see not below)
2. Applying ED (also conditional, see below)
3. Crystal Fragments (CF) (ONLY when instant)
4. Drop Liquid Lightning (LL) and Elemental Blockade (EB)
5. Force Pulse (Rotating targets to max debuffing)
*With Light Attacks (LA) between damage abilities
The reason I say the buffs and debuff are all conditional is because they may be a dps loss if used when enemies are dying quickly - for now, I'm going by gut feeling, but basically I mentally weigh the benefits of the buffs against the dps loss of taking 2 seconds to apply them. When I play, I typically lose somewhere between 30-75k damage by pausing to buff and debuff. I have not done the math, but I assume I want to be able to use around half of my buff uptime to make up that damage.
Basically, the rotation winds up typically looking like this:
*Note: Using abbreviations from above, and arrows are just implying the next ability. E.g. FP>LA>CF = Force Pulse, then Light Attack, then Crystal Fragments
CA>PS>DC - Tank Engages >ED
LL>LA>EB>LA> (FP>LA>FP>LA>CF) until LL&EB expire (x2)
Reapply ED and DC
LL>LA>EB>LA> (FP>LA>FP>LA>CF) until LL&EB expire (x1)
Reapply CA and PS
LL>LA>EB>LA> (FP>LA>FP>LA>CF) until LL&EB expire (x1)
Reapply ED and DC
LL>LA>EB>LA> (FP>LA>FP>LA>CF) until LL&EB expire (x2)
Reapply CA, PS, ED, DC
Repeat all of the above.
Of course, it should go without saying (for any semi-experienced sorc) that Crystal Fragments should only be used when proc'd. Hardcasting it often can ruin your dps.
Finally, Empowered Ward and Streak may not always be necessary, but I find their utility and defensive capabilities extremely beneficial very often. I think Dark Conversion is also an ability that can be swapped out, if you have a good healer, but I love being able to turn my typically useless stamina into Magicka and Health. Weaving in the occasional Dark Conversion also tends to make it so I almost never have to Heavy Attack for Magicka, as potions, food, Dark Conversion, and Minor Magickasteal (from Elemental Drain) usually generate sufficient Magicka for a decent length fight. Long fights obviously may require Heavy Attacks to regain Magicka.
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Attributes
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				Health
				 
				
			 
				- 0
				Stamina
				 
				
      
       
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Set parts
Here you can find the overview of the set parts that are suggested for this build.Slot
      Set
      Armor Type
      Quality
      Trait
      Enchantment
    Head
  No Set selected
  
  
  
  
Shoulders
  No Set selected
  
  
  
  
Hand
  No Set selected
  
  
  
  
Chest
  No Set selected
  
  
  
  
Waist
  No Set selected
  
  
  
  
Legs
  No Set selected
  
  
  
  
Feet
  No Set selected
  
  
  
  
Neck
  No Set selected
  
  
  
  
Ring
  No Set selected
  
  
  
  
Ring
  No Set selected
  
  
  
  
Slot
      Set
      Weapon Type
      Quality
      Trait
      Enchantment
    Main hand
   No Set selected
  
  
  
  
Offhand
  No Set selected
  
  
  
  
Poison
  No Poison selected
Main hand
   No Set selected
  
  
  
  
Offhand
  No Set selected
  
  
  
  
Poison
  No Poison selected
 
     
     
     
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