Veneficus – Magicka Sorcerer PvP Build

Build Written By: BadonkaGronk862 – XB1 NA

Role: Damage Dealer

Patch: Murkmire

Table of Contents

  1. Introduction
  2. Setup
    1. Gear
    2. Attributes
    3. Skills
    4. Vampire vs. Mortal
    5. Champion Points
    6. Other Important Info (Food, Mundus, Race, Potions, Poisons, Passives)
  3. Resource Management & Rotation
  4. Tips & Misc
  5. Contact Info
  6. Update Log

Introduction

Welcome to DottzGaming.com’s Magicka Sorcerer PVP build, Veneficus, for the Elder Scrolls Online! If you are interested in huge damage spikes, great survivability, and a fast-paced playstyle that can be molded to solo, small group, and large group PVP, then this build is exactly what you’re looking for.

MagSorc took a slight hit this patch with everything being dodgeable and the shield nerfs, however the class can still be as fun and devastating as before if you adapt! As inspired by fellow streamer SpeedKillz, this sort relies on strong heals and fast paced consistent attack rather than the old face-tanking shields.

Setup

Gear

Magicka Sorcerer PvP Build
Gear Slot Set Weight Trait Enchant Acquisition
Head Engine Guardian Heavy Impenetrable Prismatic Vet Darkshade Caverns 2
Shoulders Engine Guardian Medium Impenetrable Magicka Undaunted Chest
Gloves Necropotence Light Impenetrable Magicka Rivenspire or Guild Trader
Legs Necropotence Light Impenetrable Prismatic Rivenspire or Guild Trader
Chest Necropotence Light Impenetrable Prismatic Rivenspire or Guild Trader
Belt Necropotence Light Impenetrable Magicka Rivenspire or Guild Trader
Boots Necropotence Light Impenetrable Magicka Malabal Tor or Guild Trader
Necklace Spinner's Garments Jewelry Arcane Spell Damage Malabal Tor or Guild Trader
Ring Spinner's Garments Jewelry Arcane Spell Damage Malabal Tor or Guild Trader
Ring Spinner's Garments Jewelry Arcane Spell Damage Malabal Tor or Guild Trader
Weapon 1 Spinner's Garments Fire Sharpened Shock Malabal Tor or Guild Trader
Weapon 2 The Maelstrom's Restoration Staff Restoration Defending Weapon & Spell Damage Veteran Maelstrom Arena

Attributes

All points into Magicka.

Skills

gronk-veneficus

Click here to view in calculator.

Main Bar – Inferno Staff: Degeneration, Haunting Curse, Crystal Frags, Destructive Reach, Endless Fury, Dawnbreaker of Smiting

Back Bar – Restoration Staff: Boundless Storm, Mutagen, Dark Conversion, Hardened Ward, Streak, Light’s Champion

Vampire vs. Mortal

This patch, I would NOT recommend being a vampire. Damage is simply too high and with the popularity of magDKs and destructive reach on all mag classes, i don’t find vamp is worthwhile. Its not impossible, but adds more difficulty than is needed.

Champion Points

CHAMPION POINT 810 SETUP

THE MAGE (BLUE)

  • Master At Arms: 66
  • Staff Expert: 37
    • This is due to empowerment and heal from degeneration being our weave to proc frags, so makes up a large part of damage.
  • Elemental Expert: 56
  • Spell Erosion: 48
  • Elfborn: 31
  • Blessed: 32

THE THIEF (GREEN)

  • Tumbling: 40
  • Mooncalf: 43
  • Arcanist: 75
  • Sprinter: 16
  • Siphoner: 56
  • Warlord: 40

 

THE WARRIOR (RED)

  • Bastion: 13
  • Expert Defender: 19
  • Quick Recovery: 32
  • Light Armor Focus: 10
  • Thick Skinned: 20
  • Hardy: 43
  • Elemental Defender: 43
  • Iron Clad: 40
  • Resistant: 50

Other Important Info

Buff Food

Longfin Pasty with Melon Sauce (Max Health, Magicka and Stamina)

Mundus

Apprentice (increased spell damage)

Race

1: High Elf: I currently run a high elf. The damage increase to all elements makes a noticeable difference in your burst, and the recovery is enough so you can run full spell damage glyphs.

2: Argonian: Obviously the master-race of PVP, the potions passive (almost 5K to all resources in addition to whatever resource is returned from potion) makes Argonians a really strong choice. The increased healing and healing received, combined with the increased health, will make you significantly more “tanky” in pvp, at the expense of some damage. I would strongly recommend Argonian to anyone new to the class, or not comfortable with sustain in PVP.

3:Breton: Another good choice, especially due to increased spell resistance. I personally go with High elf because the difference in resistances, at a certain point, isn’t going to help against the zerg and spin to win meta. Recovery and bigger damage makes for better defense, but this is personal preference.

Potions

Any magicka potion will do. No need for anything fancy as you get your major prophecy/intellect and minor beserk from your skills.

Argonians should run exclusively tri-stat potions: 6066 health/mag/stam + Argonian potions passive = near 11K to ALL resources when you consume a tri-stat.

Passives

  • Class: All
  • Destruction Staff: All
  • Restoration Staff: All
  • Light Armor: All
  • Heavy Armor: Resolve, Constitution, Juggernaut
  • Medium Armor: Wind Walker, Athletics
  • Undaunted: All
  • Mages Guild: All
  • Fighters Guild: Skilled Tracker
  • Assault: All
  • Support: Combat Medic, Battle Resurrection
  • Alchemy: Medicinal Use
  • Racial: All

Resource Management & Rotation

Offensive rotation: Always the same offensive combo for Magsorc: set up curse, fury, destructive reach, crystal frag. that combo nukes anything that isnt a full tank if you get it all to hit. Further, you’ll notice your spammable degen empowers light attacks and has a 15% chance to heal you for 15% of light attack damage done. That makes it more valuable than spamming destructive reach, rather saving the CC for your burst windows. Also adds a juicy heal 15% of the time.

Ultimate Rotation: RIP the days of rune cage making sure meteor hits. If you like meteor, still run it. however, i find the AoE CC and quick burst is more useful. Also with bloodspawn you will be cranking out DBs quite often. You should always curse, fury, then either DB or Destructive reach into a DB for maximum burst. Always line up your burst windows when you have a curse about to hit and your execute slotted.

Group Ultimate Rotation: If running in a group? Negate. Sorcs have enough burst to 1v1 without an ultimate, so in group play ALWAYS slot negate.

Defensive Rotation: Defense is a lot harder this patch. You now have to kite, streak, and consistently dark conversion in order to heal and sustain. Ironically, due to offensive burst, I find myself using light’s champion quite often as my go-to heal. Without ultimate, the best defense is to shield, streak through opponent, then dark conversion for the 6-7k heal and mag return. That with your passive degeneration heals and mutagen is enough healing to get by if you are smart in how you approach. Thatbeing said, burst healing is exclusively done through potions and lights champion, which some people might not like. Sucks to suck, but theres no space for the pathetic matriarch heal, and healing ward is useless, leaving conversion and mutagen as your only heals.

Tips & Misc.

Nerfmire is all about kiting and speed for the sort. as long as you stay on top of your streaks and dark conversions, sustain will never be an issue, and, as is the case for the weaker classes in every patch, the best defense in kiting and fast-paced offense. Keeping your target on the defensive is the best way to stay alive, and sort has such an easy burst rotation, you’ll find it isn’t as bad as many make it out to be for us this patch.

Contact

If you have any questions about the build, join our discord server and ask @BadonkaGronk862 about the build!

Update Log

9/7/2017 – Build created.
11/13/2017 – Updated for CWC: CP allocation edited for new cap and Force Pulse changed to destructive clench.
3/10/2018 – Updated CP for dragon bones
5/23/2018 – Build overhauled for summerset isles
9/4/2018 – CP Updated for Wolfhunter
11/19/2018 – build writer changed and completely overhauled for murkmire
12/2/2018 – Gear overhauled after testing