Dark-Frost
Basics of the Dark-Frost Build:
> Dark-Frost is a ranged DPS "caster" build that focuses on utilizing the Siphoning skill line of the Nightblade class and the Destruction Staff weapon - specifically the Frost Staff. The build also makes use of the Mage Guild "Magelight" ability, its ultimate: Meteor. Lastly, the "default" build also uses the Soul Magic ultimate: Soul Strike.
Armor, Stats & Race:
+Primary Armor -- Light (5/7) : Full Passives, active skill optional.
+Secondary Armor -- Heavy (2/7 - Torso & Legs) : Passives optional, no active skill.
>In a "caster" build the light armor passive skills are simply too good to pass up. However, the added armor provided by the Torso and legs heavy armor aids survivability nicely. This point can be argued though so it is really up to personal preference.
+Stats -- M/H/S : 2/1/0 = 33/16/0
> Every ability in this build utilizes and/or scales off of Magicka and as such that is where you want to spend the bulk of your stat points. That said, even infinite Magicka won't do you any good if you're dead so spending points on Health isn't a waste. Ultimately, having your Magicka points double your Health is a safe setup.
> If you participate in PvP regularly you may want to consider allocating more points into Health.
> Racial passives can also potentially effect your choice in point allocation. See the race section below.
+Race -- Breton
> This is possibly the most subjective part of the build. If you're looking to min/max then the choices are fairly limited: Breton or High Elf. The racial passives for either race lend themselves much better to "Caster" archetypes than any other race. That said, depending on the type of content you most frequently participate in, and any tweaking to this build you may want to do and your level of care and concern for min/maxing... the choice of race may become less/more important. Luckily, in ESO you really can make the character you want to!
The Build: Weapons & Active Abilities:
+ Weapon 1: Destruction Staff (Frost)
>This weapon setup is for 1-3 targets. It provides good DPS and CC capability. 1-2 targets is optimal, but a third is still doable w/ the right spread of abilities. However, at 3 targets magicka will quickly become an issue.
1 -- Swallow Soul (DoT / Self-heal)
2 -- Prolonged Suffering (CC + DPS)
3 -- Destructive Clench (CC + DPS)
4 -- Crushing Shock (DPS w/ possible DoT/CC)
5 -- Crippling Grasp (DoT / CC)
U -- Soul Assault (Single-target High DPS)
+ Alternates:
2 or 5 -- Inner Light (Self-buff: +Spell-crit)
2 or 5 -- Consuming Trap (DoT, M/H/S Restore, Soul Gem filler)
> Swapping out either Prolonged Suffering or Crippling Grasp for Inner Light will be dependent on your target(s), the need for CC, and your overall DPS. The plus spell critical is nice, but sometimes CC can mean the difference between winning & resurrecting.
> Depending on if you are soloing, in PvE group content, you may find other alternatives are desirable. I would suggest sticking to replacing Prolonged Suffering and/or Crippling Grasp. Crushing Shock provides an interrupt, and Destructive Clench a solid, instant-cast, CC that can be applied against more than one target as necessary (provided you have the magicka).
+ Weapon 2: Destruction Staff (Frost)
>This weapon setup is 3+ targets.
1 -- Elemental Blockade (AoE DPS/DoT w/ Snare)
2 -- Pulsar (AoE DPS w/ Snare)
3 -- Power Extraction (DPS w/ Self-buff: +Weapon Damage)
4 -- Scalding Rune (DPS w/ DoT)
5 -- Inner Light (Self-buff: +Spell Crit)
U -- Ice Comet (DPS, AoE DPS, Knockback & Snare)
+ Alternates:
>There are a few ways you can adapt the AoE setup depending on the type of content you're doing. In these situation is may be beneficial to swap out the alternative ability for just about any of the designated slots. This will be highly subjective based on your character's build (guilds, world skills such as Vamp/Werewolf), and possibly group needs.
Passive Abilities & Crafting:
+ Class & Weapon Passives
-- Siphoning:
---- Catalyst (0/2)
---- Magicka Flood (2/2)
---- Soul Siphoner (2/2)
---- Transfer (2/2)
> The Siphoning passives are a little bit of a mixed bag in this build. While in the "single-target" mode they're fairly powerful, but no so much for the AoE build.
> Catalyst is an "all or nothing" situational passive. If you're al Alchemist or an Argonian then this passive is awesome. If you're an Argonian Alchemist using this build and you don't go 2/2 into Catalyst you're crazy. Stacking the potion bonuses can have some truly awesome results.
-- Destruction Staff (All/All)
> I'll keep this simple: go all in w/ the Destruction Staff passives. You're simply crazy not to.
+ Armor : See armor section above.
+ World
-- Soul Magic:
---- Soul Shatter (2/2)
---- Soul Summons (2/2)
---- Soul Lock (2/2)
> The Soul Magic passives are purely gameplay utility really. They're very optional, but useful. Granted, Soul Shatter is really more of a PvP-oriented "I'll take you with me" spite ability, but it's fun none-the-less.
-- Werewolf / Vampire:
> These two skill lines have actives and passives that are may or may not mesh with this build. They have been excluded b/c they're far more situational and personal-preference related than others.
-- Mages Guild:
---- Persuasive Will (1/1)
---- Mage Adept (0/2)
---- Everlasting Magic (2/2)
---- Magicka Controller (0/2)
---- Might of the Guild (2/2)
> The Mage Guild passives are highly subjective and dubious in usefulness... except Persuasive Will. You're nuts if you don't have Persuasive Will; enough said. The rest... take or leave as you adjust this build to fit your needs/wants/play style.
-- Fighter's Guild
---- Intimidating Presence (1/1)
> Intimidating Presence is the only passive I've included in this build currently. The other passives are very dependent on your play style and content preferences.
-- Undaunted
> Frankly, even if you're huge into PvE group content I'm not sure I would spend points on any of the Undaunted abilities. That, however, is just me. Use at your discretion.
+ Alliance War
> Like so much else beyond the basics of this build, all three skill lines of this section are 100% subjective to your play style and needs.
+ Racial : See above.
+ Crafting:
-- Alchemy
> If you went with Argonian as your race, I truly suggest you go full into Alchemy & the Catalyst passive for Siphoning. If you're not an Argonian... I'd pass.
> Either way, the "Keen Eye" trait is a good idea. You can save or sell based on your needs.
-- Provisioning
> If you have a few extra points to spend you might want to consider picking up the "Gourmand" and/or "Connisseur" passives. Alternatively, if you have the other craft skills covered by other characters then a "Provisioning Expert" character isn't a bad idea. It's up to you.
-- Enchanting
> It's a royal pain, but useful. Subject yourself to this crafting profession at your own risk.
> Picking up the "Keen Eye" passive, however, is a good idea. Even if you don't train Enchanting on this character (or at all) it never hurts to pick them up when you're out in the world. Either save them for an Alt or sell them off!
-- Clothing / Blacksmithing / Woodworking:
> Going full-on into Clothing and Woodworking would be my crafting suggestion for this build. I would, for the sake of time, focus on Light armor traits only for clothing and Frost staff traits for Woodworking. Once you've mastered 8/8 traits for those THEN move on to the areas you don't actively use yourself.
Hunter Build
This build is based on your Stamina. It's also a tanky build that fits in PVP very well (specialy against vampires ande werewolves). The race and class you choose actually don't really matters. I'm not a bow guy, but you can use it if you like (of course that you will have to change the build a little bit). A tip for PVP: you can play solo (scouting) and make embushes wile in stealth mode with the Critical Rush, or quicklly plant a Beast Trap on the middle of the road then jump on your enemy when he/she steps on it. In a big fight, always pay attention on your enemys skills. If you iddentify a vampire or werewolf, attack it without mercy and kill it as fast as you can. Vampires an Werewolves are OP and make a big difference in a team fight, so if you have adventege over them YOU can make defference for your team by killing the vamps wolves before they kill your team.
Life Steal Build (Funny)
This build is based on not die kkk. It's basiclly a build that you steal life from your enemy, dealing damage and healling your self. It also works very wll with High Elf, Dark Elf or an Argonian.
Dragonian
Well... I made this build with the objective to make a character looks like a dragon. So i choose some skills that feels "draconic" and put in an Argonian and... DONE! I have now a Dragonian xD. This build is a bit ballenced, so i have skills that uses magicka and others that uses stamina. It's also a tank build, so you can use 1H-shield if you want (i don't like shields... i prefer 2H swords!). Thats it... have fun!
Van Hellsing
This is a stamina build. Yeah, you are a werewolf that kill undead (vampire) and others wolves... Imperial, Wood Elf, Orc and Redguard works very well with this build.
Full Tank
The name says everytihng :v. If you don't have the Imperial Edition, i recomend Nord or Orc (i prefer Nord in that case).
Okay so there is no “Edit” option.. the “4th skill” meant to be “Ward Ally”, the tool mixed the order of skills up a bit :/
hello
i added 2 builds… well one and a half.
the NIGHT MAGE and the UNDYING BLADE.
i hope some of you like to comment on theese, since its not the old-fashioned and booring DW/Bow-sneaky-creepy-assasin-rouge-style-archetype.
I like my opponents see me comming and my fights long and rewarding.
maybe we find a way to improve it even more, or you see synergies/buffs/things/changes in rotation which i have not.
cheers
playerklaus
Some comments or thoughts on my build for pvp/pve would be great. Thanks!
It’s now the middle of 2017. With the newest content of Morrowwind coming out very soon. Anything for the new builds or monster sets?
Find out what you need to improve in yourself to become more effective!