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Build Planer is on Patchlevel 10.3.5
Solo 2 Magicka-variant
Alliance

Race

Class

Mundusstone

Skill points
0 / 541
Champion points
0 / 3600
User
JackRackham
Likes
022605
Patch level
Patch 2.7.4
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- 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
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- Excavation
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- Craft
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Build description
This is an alternate to my other build.
In my last build I talked about considering these changes:
1) Switching Degeneration/Siphoning Attacks/Harness Magic out for:
- Invigorating Drain - In groups this ability is amazing because not only does it restore a large chunk of your health, it also stuns the target for three seconds. Your team can easily capitalize on this.
- Lotus Fan - The reason for this is that Sap Essence has a limited range, so teleporting in with Lotus Fan, doing some AoE damage, then doubling-down on that AoE damage while also healing yourself and giving yourself Major Sorcery with Sap Essence can be extremely devastating.
- Resolving Vigor - All around amazing healing ability.
- Blockade of Storms - to gain a damage boost from the Tri-focus and Ancient Knowledge passives.
- Impale - Amazing damage potential.
- Balance - Good way of getting back magicka, but risky.
- Elemental Drain - Safer alternative to Balance, but requires more work on your part.
- Dark Shades - procs Shadow Barrier, in addition to the benefits the ability itself grants.
- Crippling Grasp - Great DoT, plus good CC.
In this build I have made these certain changes, but it was definitely a struggle. I chose to keep Degeneration because despite its weak healing capabilities(it really depends on your luck though), and the superfluousness of using it in conjunction with Invigorating Drain, the Major Sorcery was too much to pass up. It's also a nice spammable ability.
I chose to add Elemental Drain after much consideration between it, Harness Magic, and Balance. I'm not entirely sure about my choice, but Harness Magic was too conditional and Balance too risky.
Invigorating Drain gets a spot because it's an amazing healing ability in addition to being a stun. Useless when soloing, but extremely valuable in groups.
The dual-wield hotbar also received a makeover. Noticing the presence of Whirling Blades, Shrouded Dagger and Sap Essence, I decided to add Lotus Fan both as a gap-closer but also as extra AoE. I got rid of Sanguine Altar because of Sap Essence, which also buffs my damage.
In my last build I talked about considering these changes:
1) Switching Degeneration/Siphoning Attacks/Harness Magic out for:
- Invigorating Drain - In groups this ability is amazing because not only does it restore a large chunk of your health, it also stuns the target for three seconds. Your team can easily capitalize on this.
- Lotus Fan - The reason for this is that Sap Essence has a limited range, so teleporting in with Lotus Fan, doing some AoE damage, then doubling-down on that AoE damage while also healing yourself and giving yourself Major Sorcery with Sap Essence can be extremely devastating.
- Resolving Vigor - All around amazing healing ability.
- Blockade of Storms - to gain a damage boost from the Tri-focus and Ancient Knowledge passives.
- Impale - Amazing damage potential.
- Balance - Good way of getting back magicka, but risky.
- Elemental Drain - Safer alternative to Balance, but requires more work on your part.
- Dark Shades - procs Shadow Barrier, in addition to the benefits the ability itself grants.
- Crippling Grasp - Great DoT, plus good CC.
In this build I have made these certain changes, but it was definitely a struggle. I chose to keep Degeneration because despite its weak healing capabilities(it really depends on your luck though), and the superfluousness of using it in conjunction with Invigorating Drain, the Major Sorcery was too much to pass up. It's also a nice spammable ability.
I chose to add Elemental Drain after much consideration between it, Harness Magic, and Balance. I'm not entirely sure about my choice, but Harness Magic was too conditional and Balance too risky.
Invigorating Drain gets a spot because it's an amazing healing ability in addition to being a stun. Useless when soloing, but extremely valuable in groups.
The dual-wield hotbar also received a makeover. Noticing the presence of Whirling Blades, Shrouded Dagger and Sap Essence, I decided to add Lotus Fan both as a gap-closer but also as extra AoE. I got rid of Sanguine Altar because of Sap Essence, which also buffs my damage.
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Set parts
Here you can find the overview of the set parts that are suggested for this build.Slot
Set
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Quality
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Enchantment
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Hand
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Waist
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Ring
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Ring
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Slot
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Weapon Type
Quality
Trait
Enchantment
Main hand
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Offhand
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Poison
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Main hand
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Offhand
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Poison
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