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Points

Tu peux obtenir 541 points dans le jeu (9.0.5. Nekrom)!
  • Eclats Célestes: 175
  • Niveau: 64
  • DLC: 149
  • Niveaux AvA: 50
  • Donjons Vétérans: 0
  • Donjons de groupe: 24
  • Donjons publics: 16
  • Quètes de l'histoire principale: 14
  • Quètes de Zones: 49
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Le planificateur de compétences a le niveau de correctif 9.3.5

The Cyclone - Stamina Sorcerer 35k DPS

  • Compétences / SortsCompétences / Sorts
  • Système ChampionSystème Champion
  • EnsemblesEnsembles
  • Copier le buildCopier le build
  • Voir la descriptionVoir la description
  • AideAide
Faction
Domaine aldmeri
Race
Rougegarde
Classe
Sorcier
Pierre de Mundus
L'Ombre - Augmente les dégâts critiques um 11%.
Points
0 / 541
Points Champion
0 / 3600
Utilisateur
dkd.tiger
J'aime
11
Mise a jour
Patch 2.6.0
  • Classe
    • Merci de choisir votre classe dans le menu en haut.
  • Armes
    • Arme à deux mains
    • Une main et un bouclier
    • Deux armes
    • Arc
    • Bâton de destruction
    • Bâton de rétablissement
  • Armure
    • Armure légère
    • Armure moyenne
    • Armure lourde
  • Monde
    • Escroquerie
    • Magie des âmes
    • Loup-garou
    • Vampire
    • Sondage
    • Excavation
  • Guerre d'Alliances
    • Assaut
    • Empereur
    • Soutien
  • Guilde
    • Guilde des voleurs
    • Confrérie noire
    • Guilde des guerriers
    • Guilde des mages
    • Indomptable
    • Ordre Psijique
  • Culturel
    • Merci de choisir votre Race dans le menu en haut.
  • Artisanat
    • Alchimie
    • Forge
    • Couture
    • Travail du bois
    • Cuisine
    • Enchantement
    • Joaillerie

Description du build

I've done my best to answer any and all questions below, so it's very long, I apologize. And while I've detailed a few alternative bars to what's shown, always adapt to the situation. A few times now I've had a bar that I switch one skil and turn a wipe into a quick kill.
Gear:
You'll be wanting to run your 5pc as either Hunding's Rage or Night Mother's Gaze. NMG is the better option for soloing, and it's great for group dungeons, but if someone else is running it the 5pc bonus is wasted as they don't stack. For this reason I recommend Hunding's Rage because a) it's better in PvP and b) it's always viable no matter what sets people are running. Or you can have both, it's just a lot of mats.

Your monster helm 2pc for PvE will be Valkyn Skoria or Velidreth. With 12-15 dots occurring per second on a single target, and many of these happening to many targets at a time, Skoria procs like crazy, Velidreth even more. Valkyn Skoria is great if you want to make sure it hits the target, but Velidreth is really the better option because it procs more and adds weapon damage and scales of Mighty and just does more damage in general.

Use all divines. You'll be criting most of the time, so boosting that damage as much as you can improves not only your damage immensely but also your healing, as that is based on your damage.

Your daggers in the end should be Maelstrom, and same with the bow. But until then run Leki's, and in PvP switch your monster helm for Leki's as well if you want more sustainability. The extra sustainability is more important than gambling some extra dps in my opinion though Velidreth is a great scare tactic and Skoria is great for surprise damage as they try to run away and haven't purged poison injection. Your bar in PvP doesn't proc Skoria or Velidreth much, anyway. The weapons must be precise. Criticals are how you survive as a stam sorc. It's also why you use two daggers rather than adding in a mace like usual.

Your jewelry should be robust agility. 'Nuff said.

Enchants should be all max stamina on armor, 1 stamina regen and max weapon power on jewelry, and on weapons its up for debate. I like stealing health on my main hand with crushing on my off, procing it via blood craze (the only skill that procs the off hand without weaving) because I don't weave. If you do weave, use glyph of rage on the off hand and crushing on the main. I like hardening on my bow so that I have some protection during my setup.

Bar 1:
Bloodthirst - An amazing dps skill that heals you at the end. All of the hits are a dot, giving 5 possible Skoria procs in less than a second. I can heal for 4k at the end of it on a double crit. Spam this once your setup is complete if it's single target or you need healing and critical surge isn't enough.

Bound Armaments - A nice toggle that gives a nice stamina boost (improving damage, which improves healing) and stamina and health regen due to the passives. It also gives a heavy attack boost, which is nice if you like to open the fight with a HA+Poison Injection like me.

Steel Tornadoe - Your aoe spam. Great range with decent damage that just gets better over time. With NMG it'll remove nearly everyone around you's armor by a decent amount.

Rearming Trap - An absolute beast of a skill. Deals amazing damage, boosts your critical damage, and passively boosts your weapon damage. Always keep this up by throwing it at the boss or in the middle of a group.

Blood Craze - A decent skill, but a necessary one. Applies another dot to proc Skoria and adds another nice heal. Using it also procs both weapon enchants so you don't need to weave.

Flawless Dawnbreaker - Super cheap, adds 8% weapon damage, adds a dot. Yup.

Bar 2:

Endless Hail - Oh, how I could go on and on about this skill. 2 dots per second that both do amazing damage in a 2 second aoe? The skoria procs are real.

Bound Armaments

Poison Injection - A psuedo execute that's also a dot. I get 20k crit ticks in execute phase with this thing. Just use the thing.

Hurricane - A great skill no matter how you look at it. Armor buff, speed buff, and it deals aoe damage THAT COUNTS AS A DOT. Another great thing is if you're low on health and stamina just stand back so you're out of hit range but they're in hurricane range, wait a second for a crit hit and get a 5k heal from critical surge.

Critical Surge - The lifeblood of the stamina sorcerer. Major brutality, and heals you for hitting with a crit, but only once per second. It procs of dots, so with at least 10 dots per second at a time, one of them is going to crit. I've gotten a 6k crit heal off this thing. It's an amazing skill.

Greater Storm Atronach, Suppresion Field, or Absorbtion Field - All of these are great. Atro gives another body for adds to target and does decent damage while giving your team access to 25% more damage. Suppresion field is my favorite for PvP, as it silences those pesky magicka users, especially healers. Absorbtion field is great for oh no buttons in dungeons.

Rotation - Crit Surge, Hurricane, HA+Poison Injection or just PI, Endless Volley+Bar Swap to Animation Cancel, Trap Beast+Block to Animation Cancel, Blood Craze, Bloodthirst or Steel Tornadoe Spam. Reapply Blood Craze after 5 spam attacks, then reapply your back bar buffs when Hurricane dissipates.

PvP Alternates:
While these bars work in PvP (I've murdered 531's as a 430), I prefer to switch bow out for two handed, and use the dual wield as my set up and aoe bar. Another setup would be bow and dual wield, but I haven't tried that one.

2 handed -
Dizzying Swing - Your main attack, I crit for over 20k and it knocks them back.

Reverse Slice - Execute that crits for 22k and damages everything around it for 75% of that damage.

Stampede - Gap closer that snares, allowing you to connect with Dizzying Swing easier.

Resolving Vigor - A nice oh no button.

Rearming Trap - An amazing PvP skill. It's warded off countless gankers as I go through the sewers, as I leave them in doorways and they lose the element of surprise and take a nasty dot. In cyrodiil it's nice to stop those people that like to circle trees, as it stops them and allows you to catch up and wreck their face.

Bound Armaments

Dual Wield - Note: Stay on this bar and keep reapplying your buffs. Your recovery keeps you at full and it makes it less likely for you to get one shot ganked.

Hurricane - Speed, armor, and aoe damage that removes invisibilty. Great.

Quick Cloak - Even more speed, reduces aoe damage (no more tether bombs), and more aoe damage. With this and Hurricane you move insanely fast, and when a Nightblade is trying to run away... well, they can't.

Steel Tornadoe - Use this for mobs and to execute someone you can't quite connect with on a single target execute.

Critical Surge

Flying Dagger - Your only long range ability, use this to, well, hit long range, and to proc a crit surge heal from afar.

Bound Armaments

Option 2 Bow Bar
Focused Aim - Your main attack, it can crit for crazy amounts of damage, buffed up with your weaving light attacks for animation canceling and by its own armor debuff.

Poison Injection - A pseudo execute that when your timing is right will hit at the same time as your focused aim and a light attack for an insane opening attack

Draining Shot - A great cc for anyone who gets to close that also heals you.

Defensive Rune - Cast this on yourself so as you're charging up a focused aim and someone decides to hit you they get cc'd and you get a free hit. It'll also help to avoid ganking.

Streak - Gotta get away? What better way than frickin teleportation.

vMA Bar - I've recently started running the Veteran Maelstrom Arena, and have developed a bar to help survive. It can also be used to solo dungeons and when your healer and/or tank sucks.

DW Bar-
Bloodthirst - Your life saving skill. You can be surrounded and spam this to survive (though I don't recommend it, get out instead). Does great damage, is entirely made up of dot damage, and has 5 chances to proc velidreth or skoria in .6 seconds.

Bound Armaments - Health and Stamina regen, max Stamina, little bit of protection. Very nice.

Resolving Vigor - Your oh no button. Cast this whenever you feel too vulnerable.

Razor Caltrops - Always keep this up. Nice damage and slows them down for better kiting.

Blood Craze - Another damage and another heal. With this you'll have four heals available.

Bow Bar
Poison Injection - Excellent execute and dot.

Endless Hail - Amazing damage and another dot.

Hurricane - Nice protection and another 'nother dot that deals nice damage.

Critical Surge - Awesome damage, better heal.

Bound Armaments - Double bar it so you never need to recast. Put it on a button you'll never accidentally hit.

Notes - Velidreth is even more important in the arena. The extra weapon damage buff and the more consistent proc is invaluable. Twice Born Star with theif and shadow is great, and so is night mother's gaze. Hunding's is the worst of the bunch but still viable, I've used it up until now and done just fine. Essentialy, TBS for more heals and sustainability, NMG for comparable damage to TBS, and Hunding's cause you have no other option. But of couse, Vicious Ophidian is the best in slot. It can't be compared to. Always use speed and health regen pots (unless you have VO). It's so nice. If I ever die in a dungeon or arena, I'll pot it and win. The extra 1000 health regen per second plus the 30% speed buff on top of the 10% from hurricane is absolutely amazing, even more so when paired with caltrops. You'll be healing like a boss while taking very little damage and making up for the lack of a gap closer.

Champion Point Notes:
While your main source of damage is critical damage, you put more points into Mighty and Thaumaturge because critical damage multiples your base damage, so a higher base damage improves your critical damage. Mighty is more important than Thaumaturge because it applies to all your damage, while Thaumaturge just applies to most of it. Elemental Defender is more important than Hardy because you'll be costantly healing in melee range, while you need more protection as you approach magicka users.

Mundus Stone - Warrior, Thief, or Shadow?
Warrior boosts your base damage, but it is a set amount rather than percentage. So once your damage is high enough, the percentage based Thief and Shadow beat it out. When your base crit is lower than 50%, use the Thief to be able to crit most of the time. Otherwise use the Shadow for an awesome 18% boost in critical damage at gold level divines.

Why not 5/1/1 armor for Undaunted?
Crit rate. It's how you live. More crit, more survivability and sustainability.

Race - Orc, Imperial, Redguard, or Khajiit
Redguard's have the best stamina sustainability, and in my opinion are best for vMA and solo because of it. Orc is my favourite for group play because it has the highest base damage and the best healing, with higher health recovery and just straight up more healing, as well as moving faster to catch up to those fleeing NB's. Or to run away. Khajiit have the highest crit rate, which means more damage and more healing, but anything higher than 50% is just a bonus and not a necessity. Imperial have great health and stamina, combining the Orc and Redguard, and have a chance to gain health on melee hits, which is very nice. In my opinion, Orc and Redguard are the best. But any of these four are competitively viable.
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  • Artisanat 0
  • Guerre 0
  • Dynamisme 0

Magie Magie
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Vigueur Vigueur
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Pièce d'ensemble

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