This a showcase of a Magicka DK rotation, ready for Elsweyr. This was filmed on the PTS 5.0.4 but is good to go for full release.
This is a rotation performed on the new Raid Dummy. This means there are a selection of buffs and debuffs present, which allows easy comparison between different classes, and for other players to compare against each other, if they wish, as a 'solo' player, without the need of help from another player; a really valuable addition to the game.
Here I have made the decision to use the 'Ghastly Eye Bowl' food. This is so that we can compare more fairly with the Stamina classes where I used the equivalent food for Stamina classes. Also, to make up potential small sustain deficits from no availability from this dummy of Spell Absorption passive and resource return from extra synergies. The dummy also takes 4 minutes to kill. Considering very few fights need this type of sustained damage, and that my Magicka Drain is similar to that of the 6 Million Dummies I posted prior to this, I think this is reasonable. The DPS numbers for these dummies are mainly for comparison purposes.
Gear-wise I used Zaan, Spell Strategist and Siroria here, and I will do so for all the Magicka Class Comparisons (with the exception of Magicka Pet Sorcerer). The new False God's Devotion set, which drops from Sunspire, looks to be an excellent set. In many real encounters where Siroria is not optimal, I may well be using Spell Strategist (or Mother's Sorrow) paired with this set and use Double Bloody Mara (which is now the best Bi-stat food).
Summary of relevant MagDK PVE changes and my thoughts - overall all positive changes:
Increase of Engulfing Flames' initial hit damage by 200%. This is a really nice buff for MagDK. Pretty strong on its own but now a very respectable AOE spammable.
Flames of Oblivion damage increases by 5% and can now hit an additional enemy. This is another realy nice buff which gives MagDK some extra cleave damage.
Molten Whip had its cost reduced by 5%, and it now grants the Seething Fury passive. This gives a 33% bonus to the next Molten Whip cast, whenever you activate an Ardent Flame ability that isn't Molten Whip. This can stack up to three times, and lasts 5 seconds, with its duration refreshable. This is a really interesting change, and I will talk more about this in the rotation section later.
Eruption has had its initial hit increased by ~35%. Not too significant since it's a long DOT but still an improvement.
Build used in video -- https://i.imgur.com/OviuC8A.png
CMX Parse from Video -- (~90k) -- https://i.imgur.com/kbUFKQI.png
--- Rotation
I'll first mention an alternative rotation that keeps up the Seething Fury passive by using Chains as a spammable, with many empowered whips. It has shown to be pretty effective, since it has great sustain as well. For a static rotation, you could try a rotation shown in Nos' video here: • MagDk PTS Week 2
I've been meaning to try it out myself to see how it compares so I might post it later on.
This rotation here is the same that I posted in Murkmire. I don't do anything special here with Seething Fury, except allow it to be a free bonus.
Blockade of Fire, Burning Embers and Engulfing Flames are the three most prioritized dots. I treat Burning Embers and Engulfing Flames as a combined entity - to be always cast one after another because they are both 10-seconds long (order of these doesn't really matter). Blockade is treated as a separate component. At times, you will see that the Blockade will expire at the same time as either Embers or Engulfing. In this case, recast blockade early, and always allow Embers and Engulfing to see their full duration before recasting. If these three dots do not clash at certain phases, then simply reapply them on cooldown.
Next, we can deal with Eruption, Flames of Oblivion and Rearming Trap. These should simply be cast on cooldown whenever the three dots above have been handled for the time being. If there are any clashes, it's fine to recast Eruption or Trap a little early, or any three of them a little late. Flames of Oblivion is interesting in some ways because since it only ticks every 5s if you reapply it as soon as it runs out, you can get 2 consecutive ticks.
For the rest of the time, whip away.
One of the Magicka DK's fun and unique, but slightly cumbersome features is the resource return from ultimate usage. For some fights, you might want to gauge when is best to drop your standard. If sustain is a problem, then it might be beneficial to delay the usage of Standard at the beginning of the fight, so you have more resources to play with later on. However if doing this means that you'll drop 1 less Standard in an encounter, then it probably wouldn't be worth it.
Any questions or comments, do write them below.
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Track: Kris Cerro - Heartbreak (feat. SVMVNTHV)
Link: • Kris Cerro - Heartbreak (feat. SVMVNTHV)
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