Check out how to build the best Healer in Elder Scrolls Online
Spell Power (also Ability power) Modification increases or decreases the Spell Damage, Healing and Shields done by a Hero's Abilities. Summoned creatures (Zagara Roaches, Azmodan Demons, etc.) deal ability damage which can be enhanced by the Hero’s Spell Power in real-time. A Spell Power value greater than 0% effectively increases the damage dealt or healing provided by the same percentage.
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Templar Class
Build Overview
Templars, the Holy Warriors of the Elder Scrolls Universe, wield very potent Healing abilities in addition to their very respectable offensive arsenal. Magicka Templars who have devoted themselves to the art of mending are able to Heal, Cure, and Empower their allies like none other Healing Class can. They have very potent AoE and Single Target heals, and very strong harmful effect Dispel abilities in their arsenal. This makes the Healer Templars one of the most desired additions to every Dungeon and Trial group. Important note: Argonian and Breton are currently the best two races for Healer Magicka Templars.
We have decided to feature only one item set based on the best items for general usage. There are better setups for certain encounters and tweaks for either Boss fights or AoE clearing. If you would like alternative gear options included please let us know in the comments section below.
![Deal Deal](/uploads/1/2/5/8/125821962/639214570.jpg)
Pros | Cons |
Strong Single Target Heals | Templar's Group Utility spells were nerfed recently |
Good AoE Heals | |
Great Group Support | |
Doesn't run out of resources easily |
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Attributes Priority
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Primary Skillset
[Restoration Staff - Primary Healing Bar]
[Restoration Staff - Primary Healing Bar]
Rapid Regeneration (Weapon: Restoration Staff, morphed from Regeneration) - heals You or up to two friendly Targets for 5115 Health over 16.5 seconds. This is a great Heal over Time spell great for negating sustained incoming Damage. This could be swapped for the Mutagen if an encounter warrants it. |
Breath of Life (Templar: Restoring Light, morphed from Rushed Ceremony) - arguably the best Healing spell in the game. It heals a friendly Target for 1236 Health and the other injured friendly Target for 397. As it often happens, high Magicka cost is the balancing factor of this spell, and it should be used cautiously because of that. |
Healing Springs (Weapon: Restoration Staff, morphed from Grand Healing) - heals you and all friendly Targets around for 248 Health, and an additional 744 Health over 3 seconds. Every friendly Target healed causes you to regain 260 Magicka; this effect is capped at three Targets healed. Solid AoE Healing ability paired with a resource regeneration mechanic. |
Combat Prayer (Weapon: Restoration Staff, morphed from Blessing of Protection) - heal yourself and all friendly Targets in front of you for 617 Health, all healed Targets also gain 8% increase to Damage Done and 1320 increase to Physical and Spell Resistance. Great offensive and defensive buff combined with a minor AoE Heal, which helps your group in two very important aspects: Damage Output and Survivability. |
Extended Ritual (Templar: Restoring Light, morphed from Cleansing Ritual) - cleanses up to 5 harmful effects from the caster, and heals all friendly Targets within a 12m radius for 138 Health every 2s for 18s. Allies can also activate the Purify synergy, healing themselves for 667 Health and cleansing all negative effects currently active on them. This is a great AoE healing and cleansing ability, with a minor drawback of relying on your Allies to dispell negative effects themselves, and we all know how much attention a statistical DPS player pays to things other than dealing Damage... |
Ultimate: Solar Prison (Templar: Dawn's Wrath, morphed from Nova) - you call down a fragment of the Sun itself, dealing 414 Magic Damage to all Enemies in range every second for 8 seconds; every damaged Target deals 30% less damage. Allies can also activate the Gravity Crush, Stunning all enemies in the affected area for 5 seconds, and dealing 1613 Damage to them. Very strong damage mitigation and emergency stun cooldown, great for AoE encounters and Damage-heavy boss phases. |
Secondary Skillset
[Lightning Staff - Support/Buff/Offensive Bar]
[Lightning Staff - Support/Buff/Offensive Bar]
Luminous Shards (Templar: Aedric Spear, morphed from Spear Shards) - you bring down the Divine Wrath, dealing Magic Damage to all enemies within the area, and then more Magic Damage over 8 seconds. While active, allies can activate synergy of the Blessed Shard, and restore 3960 Magicka or Stamina (the highest percentage is always chosen), and 1980 of the lower attribute. Good support ability which helps with your group's Sustain; it is also quite helpful when a large group of mobs has to be dealt with quickly. |
Elemental Blockade (Weapon: Destruction Staff, morphed from Wall of Elements) - you create an Elemental Barrier with a help of your Staff. All enemies within it will take 198 Magic Damage every Second. This ability has bonus effects based on an Element: Fire blockade deals more Damage to Burning enemies, Frost blockade slows Targets and immobilizes chilled Enemies, and Storm blockade throws concussed enemies off balance. Use this to help your DPS friends deal with their Targets quicker; it will speed up your group's progress by quite a lot. |
Purifying Light (Templar: Dawn's Wrath, morphed from Backlash) - deals moderate Magic Damage to your Target, and accumulates all Damage received by the Target for 6 seconds; after the 6 seconds, 20% of the accumulated Damage is dealt to the Target (for a maximum of 4774 Damage). After the effect ends all nearby allies are Healed for 327 Health every 2 seconds for 6 seconds. Good support Healing ability combined with a nice DPS bonus, useful during Boss Encounters. |
Elemental Drain (Weapon: Destruction Staff, morphed from Weakness to Elements) - reduces the Spell Resistance of your Target by 5280 for 21 seconds and causes all friendly Targets to regenerate 300 Magicka every second for the duration when attacking the same Target. Very strong debuff and Sustain cooldown; just make sure to attack your Target after casting this in order to capitalize on the Magicka Regeneration. |
Channeled Focus (Templar: Restoring Light, morphed from Rune Focus) - you place a defensive rune on the ground. If you stay in its influence area, you will regenerate 240 Magicka every second and gain 5280 Physical and Spell Resistance; this effect persists for up to 8 seconds after leaving the rune. Physical and Spell Resistance buffs are 50% stronger while you remain within the Rune. This helps with your Sustain massively and makes you much harder to kill if you remain inside the Rune's area of influence. |
Ultimate: Aggressive Horn (Alliance War: Assault, morphed from War Horn) - increases Stamina, Magicka, and Health of all Group members by 10% for 30 seconds, and Critical Strike Damage by 15% for 8 seconds. Very strong Group-wide DPS cooldown, and one of the strongest Ultimates in the Game. This ability is especially great for execute phases because it increases your Group's Damage output massively. Do not forget that the 10% stat increase also greatly affects your Healing Done. |
Notable Passive Skills
Below you will find a list of the notable Passive Skills for this build. Please keep in mind that there are dozens of good passive skills for Magicka Builds available in the game, which provides a lot of space for customization, and tweaking. You should view the below-described passive abilities as rough guidelines that should be followed in order to optimize your character. | |
Prism (Templar: Dawn's Wrath) - your Dawn's Wrath abilities grant you an additional 3 Ultimate; this effect has a 6-second internal cooldown. This will help you increase the Aggressive Horn's uptime, and as such, it cannot be overlooked. | |
Illuminate (Templar: Dawn's Wrath) - your Dawn's Wrath abilities now also grant you and your group a 10% Spell Damage buff for the 20s. Very strong passive if you have other Magicka users in your Group. | |
Restoring Spirit (Templar: Dawn's Wrath) - Reduces the resource (Stamina, Magicka, and Ultimate) cost of all your abilities by 4%. This will increase your Sustain greatly. | |
Mending (Templar: Restoring Light) - your Restoring Light abilities Heal up to 12% more Health, depending on your Targets current HP amount. This passive will help you Heal severely wounded Teammates. | |
Evocation (Armor: Light Armor) - increases your Magicka recovery by 2% for every piece of Light Armor equipped, and reduces the cost of your Magicka-based abilities by 4%. Greatly increases your Magicka recovery, which lets you spam Heals more liberally. | |
Prodigy (Armor: Light Armor) - increases your Spell Critical by 2191 when you have at least 5 pieces of Light Armor equipped. This will let you Crit with Heals more often, which is very good. | |
Restoration Master (Weapon: Restoration Staff) - increases your Healing Done with Restoration Staff spells by 5%. Very good Heal increase for 3 of your main Healing abilities. | |
Restoration Expert (Weapon: Restoration Staff) - your Healing spells cast on Targets below 30% Health are 15% more effective. This will greatly help you in keeping your Group members alive. | |
Essence Drain (Weapon: Restoration Staff) - Completing a Heavy Attack with your Restoration Staff increases your Healing Done by 25% for 3 seconds. You also heal yourself or a nearby ally for the 30% of the damage inflicted by the final hit of a fully-charged Heavy Attack. This may be really good if you will find time for Heavy Attacks. | |
Cycle of Life (Weapon: Restoration Staff) - Completing a Heavy Attack with your Restoration Staff grants you 30% additional Magicka. Good in prolonged engagements, when you need to restore some extra Magicka. | |
Undaunted Mettle (Guild: Undaunted) - increases your Maximum Stamina, Health, and Magicka by 2% per type of Armor equipped. This will boost your Resource pool, and improve your Sustain by a bit. |
Gear
Recommended Items and Sets: | ||
Chest: Perfect Vestment of Olorime Set | ||
Type: Light | Trait: Infused | Glyph: Prismatic |
Legs: Perfect Vestment of Olorime Set | ||
Gloves: Light | Trait: Infused | Glyph: Prismatic |
Gloves: Perfect Vestment of Olorime Set | ||
Type: Light | Trait: Divine | Glyph: Magicka |
Boots: Perfect Vestment of Olorime Set | ||
Type: Light | Trait: Divine | Glyph: Magicka |
Belt: Perfect Vestment of Olorime Set | ||
Type: Light | Trait: Divine | Glyph: Magicka |
Head: Earthgore Set | ||
Type: Medium/Heavy | Trait: Infused | Glyph: Prismatic |
Shoulder: Earthgore Set | ||
Type: Heavy/Medium | Trait: Divine | Glyph: Magicka |
Necklace: Healing Mage Set | ||
Type: Jewelry | Trait: Arcane | Glyph: Spell Damage |
Ring 1: Healing Mage Set | ||
Type: Jewelry | Trait: Arcane | Glyph: Magicka Recovery |
Ring 2: Healing Mage Set | ||
Type: Jewelry | Trait: Arcane | Glyph: Magicka Recovery |
Weapon 1: Grand Rejuvenation Set | ||
Type: Restoration Staff | Trait: Decisive | Glyph: Absorb Magic Enchant |
Weapon 2: Healing Mage Set | ||
Type: Lightning Staff | Trait: Charged | Glyph: Shock Damage Enchant |
Sets used in this build: | ||
Perfect Vestment of Olorime: A Light Armor, Weapons, and Jewelry, bound on pickup Trial set, and a part of the Summerset Chapter. It comes in Imperfect and Perfect versions; Perfect gives additional Magicka Bonus, however, the 5-item bonus is exactly the same for both versions. The set can be acquired in the Cloudrest mini-Trial. Perfect Vestment of Olorime is regarded as one of the strongest Healer sets currently available because it lets you maintain a 100% uptime of the Major Courage.
Earthgore: A Helm and Shoulder Medium, Heavy, and Light Armor Monster set. It requires the Horns of the Reach DLC and can be obtained from the last Boss of the Veteran mode Bloodroot Forge in Craglorn (Helm), and from the Urglarg Chief-Bane's Chest by using Undaunted key on it (Shoulder). Weights and Traits of these set items are RNG-based. The set grants the following bonuses:
Healing Mage: a Light Armor, Jewelry and Weapons, bound on pickup Trial set which can be acquired from the Aetherian Archive. Regarded as one of the better Healer sets, it is a part of the One Tamriel. Wearing this set will grant you:
Grand Rejuvenation - this Master Weapon set is made up by a single piece and can be obtained from veteran Dragonstar Arena. All Master weapons are bound on pickup, and give bonuses unique to their type; the Master's Restoration Staff Staff will grant you:
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![Dmg Dmg](/uploads/1/2/5/8/125821962/415861555.jpg)
Champion Points
High priority |
The Apprentice: Blessed, Elfborn The Steed: Ironclad The Lover: Arcanist, Tenacity |
Medium priority |
The Apprentice: Elemental Expert The Lady: Elemental Defender, Hardy, Thick Skinned The Shadow: Shadow Ward The Tower: Warlord The Steed: Spellshield |
Low priority |
The Ritual: Thaumaturge The Apprentice: Spell Erosion The Shadow: Tumbling |
Buying ESO Gold with real money is a hassle-free way to get all the items you need for your character. |
END NOTE This is the initial version of the best Healer build in ESO - the Magicka Templar. If you would like to see more detailed information added let us know in the comments below. We plan to add customization options for certain encounters and alternative gear options in the foreseeable future. |
Pictures used in this article are the intellectual property of Bethesda Softworks
Home›Professions›Elementalist in Elementalist
Bringing this from the previous forum:
The build editor is up and running with the PoF elites and stats so its time to theoricraft...
The build editor is up and running with the PoF elites and stats so its time to theoricraft...
I've been wanting to try this since I saw the weaver and griever stats
The idea is to maximize burn duration with just food, trait and runes and use griever stats to improve direct dmg with air traits.
This will maximize your use of armor stats and food stats (As the single condi food and runes will provide maximum dmg bonus with condi duration than they could otherwise with base stats bonus).
This way you get the maximum of burn duration where it provides the maximum for the slot (runes, sigils, food, traits) while keeping all the big dmg boosts and ferocity boosts that stats and the traitlines can provide. Since with ele you can just use burns and big hits with fire/air combos you maximize your dmg potential and only need to go out of fire/air when doing a quick rotation to get the elite stance. This can be done on downtime of fights and during CC rotations (air/earth provide lots of cc).
This will maximize your use of armor stats and food stats (As the single condi food and runes will provide maximum dmg bonus with condi duration than they could otherwise with base stats bonus).
This way you get the maximum of burn duration where it provides the maximum for the slot (runes, sigils, food, traits) while keeping all the big dmg boosts and ferocity boosts that stats and the traitlines can provide. Since with ele you can just use burns and big hits with fire/air combos you maximize your dmg potential and only need to go out of fire/air when doing a quick rotation to get the elite stance. This can be done on downtime of fights and during CC rotations (air/earth provide lots of cc).
100% Burn duration: 20% on att swap, 15% from food, 20% from fire trait, 45% from runes. Burn applications all over the place (stance, crits, sigil, signet, fire attacks, fire dual attacks, heal stance)
Tons of direct dmg mods: 10% against burning foes, 10% while in fire, 30% against stuned foes (trait+sigil), 20% against foes under 50% hp, 10% on att swap, 5% from sigil.
Improved preci and crit chance to cover the lower prec stat from zerker: 7% against weakened foes, 120-240 for air attune (over 80% crit chance self buffed with fury)
Tons of bonus ferocity from weaver: over 220% cri dmg
On group scenarios the healing stance helps a bit with sustain and applies burns thanks to the runes of Balth.
Tons of direct dmg mods: 10% against burning foes, 10% while in fire, 30% against stuned foes (trait+sigil), 20% against foes under 50% hp, 10% on att swap, 5% from sigil.
Improved preci and crit chance to cover the lower prec stat from zerker: 7% against weakened foes, 120-240 for air attune (over 80% crit chance self buffed with fury)
Tons of bonus ferocity from weaver: over 220% cri dmg
On group scenarios the healing stance helps a bit with sustain and applies burns thanks to the runes of Balth.
You have good mobility to stay on target with air #2 and air #4 and elite stance speed
The rotation will be swaping between air-fire-fire, the dual attack on air/fire deals great dmg and the pure fire #3 and #5 deal massive dmg to burning targets. If your group can deal with breakbars well (you have tons of CC to help) this will make a massive burst.
On oponents without breakbars, air #2 folowed by fire #3 and #5 will deal massive burst.
Another option (in case dmg against stunned foes is not viable) is to swap impact sigil with smoldering and swap the runes with flame legion. This will give you further 7% dmg against burning foes and overcap burning duration for 5%
TL/DR: Get all the big numbers of zerker crits with the big ticks of viper burns in one build!
Comments
- The new stat is for what I know not worth it in any meta aspect, because condi-builds that over-cap with condition-duration are better of with just sinister gear instead. Maybe a build that would cap out on both precision and condi duration would make griever the best option. But currently I don't really see any use for it.At the end you will have build with low power and condition numbers and that will add up to a close to decent dps number, but it won't be worth it. Obviously this is only my prediction and I might be wrong.0
- @npmis.7860 said:
The new stat is for what I know not worth it in any meta aspect, because condi-builds that over-cap with condition-duration are better of with just sinister gear instead. Maybe a build that would cap out on both precision and condi duration would make griever the best option. But currently I don't really see any use for it.At the end you will have build with low power and condition numbers and that will add up to a close to decent dps number, but it won't be worth it. Obviously this is only my prediction and I might be wrong.Not only does it benefit all your attacks, all the time (even auto power attacks) and that's something vipers doesn't do well. But it also double benefits skills with split power/condi damage components, which almost all the condi attacks do ( Remember how Flame Walls damage was buffed by 200% last patch?) and that is another thing viper's doesn't do well. It will also be superior to Viper on any targets that don't live a long time, are cleansed or go invulnerable, because the duration is wasted when a target does any of those. - @npmis.7860 said:
The new stat is for what I know not worth it in any meta aspect, because condi-builds that over-cap with condition-duration are better of with just sinister gear instead. Maybe a build that would cap out on both precision and condi duration would make griever the best option. But currently I don't really see any use for it.At the end you will have build with low power and condition numbers and that will add up to a close to decent dps number, but it won't be worth it. Obviously this is only my prediction and I might be wrong.I disagree.
The build is caped on burn duration, wich is the only condi you will be using. It also has over 60% crit chance on its own (80% with fury), in a group scenario its over-caped.
By getting burn duration from food/sigil/runes you are getting way more dmg than you could with any stat food./sigil/rune.
Now if you dont need expertise, and since you have access to a lot of direct dmg mods from weaver, fire, and air, it is only beneficial to get a better distribution of dmg stats on your gear. You get a lot of dmg from power/crit as an ele and improving crit dmg with minimal loss to power and condi dmg is a great option. - In group scenario you precisely hit the cap using full zerk. The precision loss from using Griever over Berserker makes you lose about 15% crit chance. Even accounting for the 7% from Superior Elements you still end up with lower crit (and less than 100%). You need the burning damage to offset both this loss and the loss of power damage due to lower Ferocity (more than 20% lower crit damage). Could be possible, depending on the weapon set. For staff, which is the current power dps meta, it will be pointless. For the other weapons I can see it being worthwhile compared to the same weapon sets. Compared to the meta dps builds? I don't know, but I don't hold my hopes high.
- edited September 13, 2017@Feanor.2358 said:
In group scenario you precisely hit the cap using full zerk. The precision loss from using Griever over Berserker makes you lose about 15% crit chance. Even accounting for the 7% from Superior Elements you still end up with lower crit (and less than 100%). You need the burning damage to offset both this loss and the loss of power damage due to lower Ferocity (more than 20% lower crit damage). Could be possible, depending on the weapon set. For staff, which is the current power dps meta, it will be pointless. For the other weapons I can see it being worthwhile compared to the same weapon sets. Compared to the meta dps builds? I don't know, but I don't hold my hopes high.The thing is, with weaver you need to swap attunements (different ones) to keep weaver prowess up (20% condi duration, 10% condi dmg), and you need to double attune to keep elements of rage up (10% dmg).Compared to a condi weaver build
I don't think weaver will work with a single condition, like tempest do.
If you want a condi weaver you need to jump into earth between two fire attunes to keep the buffs and still deal condi. This means you will need to get viper gear to buff your bleed duration and get earth line and a bunch of defensive (minor)traits. I don't think this will (on a group/raid scenario) be better than all the bonus dmg and crit dmg from my proposed build.Compared to a full zerker build.
The build gets about 230% crit dmg with up to 80% self buffed crit chance.
On a group scenario, you should be nearly caped or caped on the crit chance (except maybe during the 4s when you are double tapped into fire loosing the prec bonus of air) the loss of 20% crit dmg should balanced by the 100% burn duration and all the condi dmg output.I'm not sure it will be higher (or competitive) dps than the current fire/arcane tempest, but I think it might be a competitive pve weaver build for group content.
This will depend if the higher power/crit dmg and all the dmg buffs in air/weaver will compare to the condi output of arcane/tempest.
The main advantage over the fire tempest, I see is the higher mobility and utility (without loosing so much dps) in fights (cc, heal stance), and more 'viable' dps on moving targets. - edited September 13, 2017Precision:
Full berserker gear with the current power meta traits / runes / sigils / food has 2140 precision (65.28% crit chance), which goes to 2460 precision (100.5%) with spotter, banner of discipline and fury. If you switch the berserker gear to griever, you end up with 1813 precision (49.71%), so you lose 327 precision. Conversely, you get back 7% from Superior Elements, you gain 70 precision from Bowl of Fire Meat Chili, 120 precision from Elemental Polyphony as long as at least one of your attunements is air. I probably expect the attunement rotation to go fire - fire - air - air to maximize Elements of Rage uptime, so that means you get the 120 precision from Elemental Polyphony 75% of the time. That leaves us with 1883 (53.05%) / 2003 (58.76%) precision, + the 7% from Superior Elements, which adds up to (roughly) 95.5% / 101% with buffs depending on whether you're dual fire or at least one of your attunements is air.Ferocity:
The current meta power dps build has 1280 ferocity (235.33% crit damage). While you lose quite a lot (445) by changing to griever stats and another 70 by not using the power / ferocity food, this is mostly compensated by the immense 14% power to ferocity conversion from Elements of Rage (which is a constant bonus, as opposed to the 10% damage bonus being only applied when you attune to a single element) - resulting in 1107 ferocity (223.8%), or a 11.5% reduction compared to berserker.Power:
There's no way going around it, you lose quite a lot in this department: 175 from runes, 100 from food and 227 from changing berserker to griever, and only regain 120 due to Elemental Polyphony while one of your attunements is fire (again, 75% of the time), so you end up going down from 2948 to 2566 (assuming fire attunement -> 120 from Elemental Polyphony in the latter case + 150 from Empowering Flames in both cases).Conditions:
Do I even need to? 0 compared to 1348 condition damage with 100% burning duration.Other stuff:
10% damage while over 90% health (Scholar runes) replaced by 10% damage for 8 seconds when attuning to a single element (Elements of Rage).With these said however, I completely agree with @Feanor.2358 that this hybrid build won't be viable with staff, there's simply not enough burning available to make it work. For the above calculations, I used the first build posted by @lLobo.7960, with swapping Sigil of Impact to Accuracy as the only difference. - @Niriel.5490 said:
With these said however, I completely agree with @Feanor.2358 that this hybrid build won't be viable with staff, there's simply not enough burning available to make it work. For the above calculations, I used the first build posted by @lLobo.7960, with swapping Sigil of Impact to Accuracy as the only difference.Nice analysis. I never know how much precision you get from spotter and banners...
Just want to add a few things:
- I think best weapon set is sword/dagger to get the most of burning and dmg.
- I haven't tested rotations yet, but fire->fire->air->repeat should keep you with all the buffs to a maximum time. This will depend if elements of rage starts its CD when you leave the single attunement or when you enter it. The rotation should aim to maximize direct dmg and burn application. Fire grab and fire/fire #3 deal massive dmg against burning foes, fire/air #3 deals a lot of dmg and burn. It will need some fine tunes to see where autoattacks will fit among combos and where you get the elite going, how alacrity interacts with the elite and attunement swaps and how to get that magma skin when you are quickly going to earth to get the perfect weave...As I mentioned, there is a lot to test and fine tune, but I think it has potential. - @lLobo.7960 said:
As I mentioned, there is a lot to test and fine tune, but I think it has potential.Definitely agree on this part, basically this build concept was the first thing that came to my mind when I first saw the griever stat combo, and I really hope it's going to be viable to break the current binary berserker - viper meta. - edited September 21, 2017The new dmg boost for fire and air sword attacks is making this look even nicer.Call Lightning: Increased lightning damage by 12.5%. Slightly reduced the aftercast of this ability.
Quantum Strike: The cooldown of this ability has been increased from 15 to 18 seconds. Physical damage has been increased by 10%.
Cauterizing Strike: The physical damage of this ability has been increased by 17%. - edited September 21, 2017Just need to normalize the auto attack chain timing and we may have something here.
- Hey there, I've been eyeing this build for a long time, any feedback now that PoF is actually running?
- @17212612-199D-483E-9B99-C9E6E725D050 said:
Hey there, I've been eyeing this build for a long time, any feedback now that PoF is actually running?I got the griever armor and weapons from the start with pvp/wvw and legendary gear, trinkets/ammy/rings are still a mix of zerker and sinister.
With this I've been able to push around 27k to 30k dps on the test area.
I still have to improve my rotation as interrupting your auto chain is a massive dps loss and managing CD of fire#2 and fire/air #3 badly can be a huge dps loss too.
I haven't tested much on the area and am quite sure it can do better with more practice.
I haven't tested with focus instead of dagger yet. It might get better numbersI don't know if that is the build qT used for their condi d/d weaver but I had a glimpse on their rotation and it was fire/air.It's not the 50k of staff, but its quite reliable as you are more mobile and depend less on fields.
I've played it on the story some fractals and open world and guild missions... Im usually top dps in those scenarios along with condi revs...
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