Mondus Stone:
The Thief
The Thief: Increases critical chance for spell crit and weapon crit.
Other buffs:
Food with Magica / Health.
Potion of Spell Power (Incresee Crit on spells, Increase your spell damage, Restor Magica and recover X magica over 10 sec)
Also if your able to use one of these (Prefer The Snake):
Snake : increase damage done by 5%, reduce damage taken by 5%.
Wolf : increase movement speed by 4%, increase damage done by 5%.
Tiger: increase movement speed by 4%, decrease damage taken by 5%.
In Grahtwood you can complete a quest called Bosmer Insight, you can find it in the southeast of the map. During the quest you will be able to choose your spirit animal and at the end of the quest each of these will give you a different buff that last for 1 hour.
If you die, you have to run back the the shire and get a new buff, this buff is very good for speed runs.
Gear:
7 pieces with light armour.
Restoration Staff With fire damage enchantment.
3 pieces of Willow's path.
4 pieces of Trial Light armour set (Alternativ 3 pieces of Magnus Gift if you haven't got the set yet).
3 pieces of Jewelery with spell damage enchantment.
Off-Hand
Fire staff with Rage enchantment (Increse power with X for 5 sec)
I would recomend following traits:
Infused on:
Helm/hood
Chest
Legs
Divines on:
Shoulder
Gloves
Belt /waist
Boot's
Single Target
Okey for singel target damage I use a setup like this:
* Always have Inner Light toogle on (ability number 5)
* Alway have you'r ultimate (ability number R/6) ready before we start a boss fight, you can do this by spamming restoration staff ability's like:
Healing Springs
Heals all allies in the area every 1 second for 3 seconds.
Player gains 100 magicka for each ally affected (130 at rank IV)
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Rapid Regeneration
Heals two nearby wounded allies over 16.5 seconds
Heal ticks faster and more times
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I would recomend to use Wykked's Outfitter to be able to switch abilitys really fast, becuase you don't get so much time to charge before the fights start.
http://www.esoui.com/downloads/info52-WykkydsOutfitter.html
When we engage a boss fight always start in a sneak position becuase you get incresee damage while sneaking as passiv. Start With Spell symmetry for the 20% more damage on next cast and open with funnal health (Ability number 3). After this you need to try to light attack once and cast grippling grasp (ability number 4). Then finally put down ur ultimate at the boss and start doing Light attack -> funnal Health ---> Light attack --Funnal health and so on. Always keep ur grippling grasp up on the boss.
You should always use potion of magica if ur under 70% magica. When you'r geting low on magica and got your magica potion on cooldown, you need to cast Spell Symmetry (ability number 1) and follow up with light attack -> funnal health / Impale depending on the boss health.
Always cast you'r ultimate when it's ready so you can start charging a new one.
When the boss is reaching 20% hp or less and someone calls out "Excecute", swap out the funnal health ability with the impale (ability number 2) in ur rotation.
This Rotation should give you atleast 800+, someone even get to 1,2k depending on how well you preform it.
Sorry If I spelled something wrong. :P
Off hand AOE Build
For Aoe Damage I use a setup like this:
When we engange a group of mobs, you wanna switch to this build at your off bar.
* Always have Inner Light toogle on (ability number 5).
This ability should alway's be toogle ON since you got it on both of you'r bars.
For the rotation you need to open with Spell Symmetry (ability number 1) and then cast Elemental blockade (ability number 4). Try to light attack to get the 5 sec power incresee and then move inside the mob group and cast power exctraction (ability number 3) once while blocking. Now start casting Elemental ring (ability number 2) 1-2 times then cast a new elemental blockade. Repeat casting elemental ring until ur elemental blockade is gone, then just cast a new blockade and repeat. Cast power extraction once every 20sec for increase damage on the elemental ring/blockade). Also try to get in a light attack every 5 sec if you'r able to. But honestly you should block ALL the time becuase you'r dealing so much damage you probably have all the agro from the mobs (Learned this from experience).
Also cast your ultimate Viel of blades (ability number 6/R) when it's charged. If you need you'r ultimate up really fast for a reason, stack inside alot of mobs(up to 9) and spam power extraction, you should fill it from 0 to 100% under 2-3 sec.
Depending on how many mobs you should deal mimimum 2k damage when there is atleast 4 mobs. and maybe 3k+ when there is 9 or more.
More info:
Elemental Blockade
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- Creates an elemental wall that deals Magic Damage every 0.9 seconds to enemies in the area of effect.
- Wall lasts for 3.5 seconds.
- Increase size and duration.
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Elemental Ring
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- Deals Magic Damage to nearby enemies and additional Magic Damage over 10 seconds to nearby enemies
- 40% chance to apply concussion/chilled/burning, based upon element used.
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Power Extraction
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- Deals Magic Damage to nearby enemies and increases weapon damage by8% for each enemy damaged, for 20 seconds (11% at rank IV).
- Max number of targets increased from 6 to 9.
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Spell Symmetry
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- Trades health for magicka.
- Reduces the magicka cost of the next ability activated by 25% if cast within 5 seconds (28% at rank IV).
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Impale
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- Deals Magic Damage.
- Low Health targets take 300% additional damage.
- Ability may be used at range.
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Funnal Health
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- Deals Magic Damage and heals player and two nearby allies for 25% of the damage inflicted, every 2 seconds for 10 seconds (33% at rank IV).
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Crippling Grasp
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- Siphons movement speed from enemy and gives it to player while dealing Magic Damage over 8 seconds.
- On impact, deals Magic Damage and immobilizes target for 1.5 seconds.
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Veil of Blades
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- Creates an area of darkness for 15 seconds.
- Enemies in this area are snared 70% and take Magic Damage every 0.5 seconds.
- Nearby allies take 30% less damage and caster gains an additional +100% of this value.
- Grants allies in the area Slip Away, granting them invisibility.
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Inner Light
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- Summon a light that reveals hidden and invisible enemies within 12 meters.
- Reduces maximum magicka by 5% and increases spell critical strike chance by 17% (20% at rank IV).
- Toggle to activate.
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