Best Weapon Magic Dmg Tos
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- Best Weapon Magic Dmg Tos 2017
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Necromancer Class
Build Overview
Necromancer is the newest playable class in Elder Scrolls Online which is part of the Elsweyr major expansion. They are fearsome fighters and the true masters of death and life. Necromancer utilizes dark magic and resurrects the dead to fight for his cause. This class offers a new and unique playstyle which is highly dependant on nearby corpses, which requires you to add some extra thought to your rotation and playstyle, on top of the regular Resource Management. The class offers very good sustain and terrific DPS. With the increased survivability and extra Health Passive, Necromancer is one of the most durable spell-caster classes in the game.
Apr 24, 2017 His test stam attack did 3250 and 3100 damage between the weapons, and his test magic attack did 1848 and 1790. so it follows that more damage equipped is better all around. Meaning that even disregarding the passive buff of two swords, two 1100 damage swords will outperform sword and board or a staff w 1300 damage.
Below you will find our recommended Skills and Sets for our Magicka Necromancer PvE DPS build. Keep in mind this guide is still in Betastage which will be updated after the actual content is on the live server
Pros | Cons |
New and unique playstyle | Requires corpses for various abilities which induce extra tweaks in your rotation |
Very high single-target damage | Mediocre mobility |
Very good self-sustain and self-healing | |
Solid defenses | |
One of the best AoE | |
Versatility |
- 30 Dec 2017 11:46. After testing multiple weapons with this spell and carthus flame arc using R1 R2 and even L2 all for paired and unpaired if weapon is pairrable the following conclusions hold: 1) Magic weapon dmg is not affected by wether or not you can actually weild the weapon i had a 27 dmg buff for straight swords and UGS and Axe wether i had the att needed or not.
- Feb 15, 2013 The two T3 blunt weapons are quite similar; the PoM one has mana tap, the ToS one has health tap and -hate. The T3 ToS talisman is very nice as it provides you not only with good magic damage but also hit rating and crit rating. One of its few downsides is the lack of -hate.
- Staves and wands. Staves are two handed, slower weapons, while wands are main hand weapons and typically have higher attack speed. Wands cannot be dual-wielded, but most come with a book or orb of the same.
- Magic weapons are weapons which are used in medium- to long-ranged combat. The defining trait of magic weapons is their consumption of mana upon every use. Due to their unusual and unique forms of attack, the majority of magic weapons can hardly be categorized into different types. Note that summon weapons, which also consume mana, are not considered magic weapons due to the secondary.
- Nov 30, 2016 Skyrim Best Weapon & Armor – 10 MILLION DAMAGE in Special Edition (Fast Skill Levelling, No Mods, Unlimited Health, Magicka, Stamina Guide)!
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Attributes Priority
Key level hp dmg difference bfa. Need a good 10 to 15 levels more to feel even. Slightly powerful damage wise as shadow, can feel the difference night and day on my 375 shadow Vs 360.
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Primary Skillset
[Fire Staff - primary DPS]Deal dmg with clingers stinkbomb and gernades fornite.
Ricochet Skull (Necromancer: Grave Lord, morphed from Flame Skull) - the core spammable skill which also has nice AoE thanks to the additional bounces. It deals high Flame Damage which is increased on every third cast |
Skeletal Arcanist (Necromancer: Grave Lord, morphed from Skeletal Mage) - Minion that deals additional Shock Damage and creates a corpse on death |
Stalking Blastbones (Necromancer: Grave Lord, morphed from Blastbones) - summons a Minion which chases your target and explodes on contact dealing high AoE damage. It creates an extra corpse and deals increased damage the longer it has to chase the enemy; up to 70% more |
Mystic Siphon (Necromancer: Grave Lord, morphed from Shocking Siphon) - deals Shock damage to all enemies between you and targeted Corpse. It restores Magicka while you are Siphoning and the ability passively increases all your damage done by 3% |
Inner Light (Guild: Mages Guild, morphed from Magelight) - used mainly for the passive increase to maximum Magicka and Spell Critical. No need to use it unless you need to reveal stealthed enemies |
Ultimate: Shooting Star (Guild: Mages Guild, morphed from Meteor) - your primary Ultimate. It deals very high initial damage in a wide radius, followed by a powerful DoT |
Secondary Skillset
[Lightning Staff - Damage over Time and buffs/debuffs]
Elemental Blockade (Weapon: Destruction Staff, morphed from Wall of Elements) - one of the best damaging abilities from the Destruction Staff school. It deals very high Damage over Time and grants a solid team utility |
Avid Boneyard (Necromancer: Grave Lord, morphed from Boneyard) - very high DoT spell which allows using synergy for additional damage and self-healing |
Elemental Drain (Weapon: Destruction Staff, morphed from Weakness of Elements) - very strong debuff which reduces your target's Spell Resistance and applies Minor Magickasteal for amazing sustain |
Channeled Acceleration (Guild: Psijic Order, morphed from Accelerate) - strong buff which increases your Movement Speed and Spell Critical Rating |
Inner Light (Guild: Mages Guild, morphed from Magelight) - slotted once again for the passive bonuses |
Ultimate: Glacial Colossus (Necromancer: Grave Lord, morphed from Frozen Colossus) - summons a powerful Colossus who smashes enemies dealing high Frost Damage and causing them to take 30% increased damage from all sources |
Notable Passive Skills
Below you will find a list of the most important Passive Skills for our Magicka Necromancer build. You should fill up the remaining skill depending on your personal preferences and how you end up playing your character. With such a flexible character composition in Elder Scrolls Online, we encourage you to experiment with your character and will appreciate your feedback if you do so :) | |
Corpse Consumption (Necromancer: Living Death) - generates Ultimate whenever you use an ability on a corpse | |
Undead Confederate (Necromancer: Living Death) - increases your Magicka Recovery while you have a summon active | |
Reusable Parts (Necromancer: Grave Lord) - when an enemy damaged by one of your Necromancer abilities dies, your next Blastbones or Skeletal Mage becomes a free cast | |
Death Knell (Necromancer: Grave Lord) - grants increased damage against low Health enemies for each Grave Lord ability socketed. Great 'Execute' passive | |
Dismember (Necromancer: Grave Lord) - increases your Spell and Physical Penetration | |
Last Gasp (Necromancer: Bone Tyrant) - increases your maximum Health by 2,000 | |
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% | |
Prodigy (Armor: Light Armor) - increases your Spell Critical rating when you have at least 5 pieces of Light Armor equipped | |
Concentration (Armor: Light Armor) - increases your Spell Penetration | |
Spell Warding (Armor: Light Armor) - grants increased Spell Resistance | |
Penetrating Magic (Weapon: Destruction Staff) - grants Spell Penetration with Destruction Staff Spells | |
Ancient Knowledge (Weapon: Destruction Staff) - increases your single-target DPS | |
Elemental Force (Weapon: Destruction Staff) - increases your chance to inflict elemental ailments | |
Undaunted Command (Guild: Undaunted) - restores 4% of your maximum Health and Magicka whenever you activate a synergy | |
Undaunted Mettle (Guild: Undaunted) - increases your maximum Magicka for each type of Armor you have equipped |
Gear
Recommended Items and Sets: | ||
Chest: False God's Devotion | ||
Type: Light | Trait: Divine | Glyph: Magicka |
Legs: False God's Devotion | ||
Gloves: Light | Trait: Divine | Glyph: Magicka |
Gloves: False God's Devotion | ||
Type: Light | Trait: Divine | Glyph: Magicka |
Boots: False God's Devotion | ||
Type: Light | Trait: Divine | Glyph: Magicka |
Belt: False God's Devotion | ||
Type: Light | Trait: Divine | Glyph: Magicka |
Head: Ilambris Monster Set | ||
Type: Medium | Trait: Divine | Glyph: Magicka |
Shoulder: Ilambris Monster Set | ||
Type: Heavy | Trait: Divine | Glyph: Magicka |
Necklace: Spell Strategist | ||
Type: Jewelry | Trait: Arcane | Glyph: Spell Damage |
Ring 1: Spell Strategist | ||
Type: Jewelry | Trait: Bloodthirsty | Glyph: Spell Damage |
Ring 2: Spell Strategist | ||
Type: Jewelry | Trait: Bloodthirsty | Glyph: Spell Damage |
Weapon 1: Spell Strategist | ||
Type: Fire Staff | Trait: Precise | Glyph: Fire |
Weapon 2: Spell Strategist | ||
Type: Lightning Staff | Trait: Infused | Glyph: Absorb Magic |
Sets used in this build: | ||
False God's Devotion: new set introduced in Elsweyr chapter, which will be possibly the BiS set for Magicka spellcaster classes. This is yet to be verified, but since it offers 8% Magicka cost reduction for Spell, it will surely help out with Resource Mangement. It provides much smoother gameplay. This set can be obtained from Sunspire and it's bound on pick up.
Ilambris: Monster Set which increases your Maximum Magicka and has a 10% chance to create a powerful Meteor whenever you deal Shock or Flame Damage. It can be found in Veteran mode Crypt of Hearts. It is bound on pick-up.
Spell Strategist: another extremely powerful Set. It grants increased Magicka and Spell Damage, and the five-set bonus allows you to Mark your target which increases the Spell Damage it takes by 500. The bonus applies to all sources of damage including your allies, giving an immense team bonus. It can be obtained from Cyrodiil and it's bound on equip which makes it possible to be obtained from other players via trading.
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Optional sets that can be used in this build: | ||
Mantle of Siroria: currently the BiS set for spellcasters which grants the highest possible DPS. It will supposedly still be better than False God's in term of raw power after the update goes live, but it grants less Magicka-related bonuses. It can be obtained from Cloudrest mini-trial in Summerset and it's bound on pick-up.
Mother's Sorrow: very solid spellcaster set which is also easier to obtain than the previously mentioned ones. It is the recommended option for beginners and players that are just starting higher tier content. It can be obtained from Deshaan or other players via trade since it's bound on equip.
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Champion Points
High priority |
The Lady: Hardy, Elemental Defender The Lover: Arcanist, Tenacity The Ritual: Thaumaturge |
Medium priority |
The Apprentice: Elemental Expert, Elfborn The Atronach: Staff Expert, Master-at-Arms The Lady: Thick Skinned The Lover: Mooncalf |
Low priority |
The Tower: Warlord, Sprinter The Lover: Healthy The Shadow: Shadow Ward, Tumbling, Befoul The Apprentice: Spell Erosion The Steed: Ironclad, Spellshield The Lord: Quick Recovery |
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END NOTE This is the beta version of our Magicka Necromancer build. It will be updated as soon as we have more details about the upcoming update. We would also love to hear your feedback about this build and we would love to hear suggestions on how to improve it (or any other builds we have). If you feel like, please leave your thoughts in the comments below. |
Pictures used in this article are the intellectual property of Bethesda Softworks
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Simple | Martial | Exotic | |
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Unarmed Light One-handed Two-handed Ranged Ammunition | — Light One-handed Two-handed Ranged Ammunition | — Light One-handed Two-handed Ranged Ammunition | Mundane Weapon Modifications |
Weapons from 3rd Party Publishers
Simple Weapons
(Simple) Unarmed Attacks | Cost | Dmg (S) | Dmg (M) | Critical | Range | Weight1 | Type2 | Special | Fighter Weapon Group3 | Source |
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(Simple) Light Melee Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range | Weight1 | Type2 | Special | Fighter Weapon Group3 | Source |
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Dagger, stone | 2 cp | 1 | 1d3 | x4 | — | 2 lbs. | S | — | 4W:LLGT |
(Simple) One-Handed Melee Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range | Weight1 | Type2 | Special | Fighter Weapon Group3 | Source |
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Sword, Cutlass | 15 gp | 1d4 | 1d6 | 19-20/x2 | — | 3 lbs. | S or P | — | 4W:LLGT |
(Simple) Two-Handed Melee Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range | Weight1 | Type2 | Special | Fighter Weapon Group3 | Source |
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(Simple) Ranged Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range | Weight1 | Type2 | Special | Fighter Weapon Group3 | Source |
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Musket | 300 gp | 2d4 | 2d6 (Large 2d8) | x3 | 50 ft. | 12 lbs. | B and P | see text | TOS | |
Musket, double-barreled | 650 gp | 2d4 | 2d6 (Large 2d8) | x3 | 50 ft. | 12 lbs. | B and P | see text | TOS | |
Pistol | 150 gp | 1d6 | 2d4 (Large 2d6) | x3 | 20 ft. | 5 lbs. | B and P | see text | TOS | |
Pistol, double-barreled | 500 gp | 1d6 | 2d4 (Large 2d6) | x3 | 20 ft. | 8 lbs. | B and P | see text | TOS |
(Simple) Ammunition | Cost | Dmg (S) | Dmg (M) | Critical | Range | Weight1 | Type2 | Special | Fighter Weapon Group3 | Source |
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Firearm ammunition (musket), flechette (5) | 15 gp | — | — | — | — | 1 lb. | — | see text | TOS | |
Firearm ammunition (musket/pistol), ball – normal (5) | 5 gp | — | — | — | — | 1 lb. | — | see text | TOS | |
Firearm ammunition (musket/pistol), ball – quickshot (5) | 100 gp | — | — | — | — | .5 lb. | — | see text | TOS | |
Firearm ammunition (musket/pistol), ball – thunder (1) | 100 gp | — | — | — | — | .5 lb. | — | see text | TOS |
Martial Weapons
Best Weapon Magic Dmg Tos 2
(Martial) Light Melee Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range | Weight1 | Type2 | Special | Fighter Weapon Group3 | Source |
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(Martial) One-Handed Melee Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range | Weight1 | Type2 | Special | Fighter Weapon Group3 | Source |
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Shield, serrated | 150 gp | 1d4 | 1d6 | 19-20/x2 | — | 20 lbs. | S | — | RGG:GGA | |
Sword, broad (broadsword) | 20 gp | 2d3 | 2d4 | x2 | — | 5 lbs. | S | — | 4W:LLGT | |
Macuahuitl | 5 gp | 1d6 | 1d8 | 19-20/x2 | — | 2 lbs. | S | fragile | LRG:PZO9456 |
(Martial) Two-Handed Melee Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range | Weight1 | Type2 | Special | Fighter Weapon Group3 | Source |
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Macuahuitl, great | 20 gp | 1d10 | 2d6 | 19-20/x2 | — | 4 lbs. | S | fragile | LRG:PZO9456 | |
Maul | 45 gp | 1d10 | 2d6 | x3 | — | 10 lbs. | B | — | TM:AFD | |
Tepoztopilli | 20 gp | 1d6 | 2d4 | 19-20/x2 | — | 8 lbs. | S or P | fragile | LRG:PZO9456 |
(Martial) Ranged Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range | Weight1 | Type2 | Special | Fighter Weapon Group3 | Source |
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(Martial) Ammunition | Cost | Dmg (S) | Dmg (M) | Critical | Range | Weight1 | Type2 | Special | Fighter Weapon Group3 | Source |
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Arrow(s), armor piercing (20) | 20 gp | — | — | — | — | 3 lbs. | P | — | UE1 | |
Arrow(s), barbed (20) | 10 gp | — | — | — | — | 3 lbs. | P | — | UE1 | |
Arrow(s), broad (20) | 15 sp | — | — | — | — | 4 lbs. | P | — | UE1 | |
Arrow(s), fire (1) | 15 gp | — | — | — | — | — | P | — | UE1 | |
Arrow(s), fishing (20) | 4 gp | — | — | — | — | 3 lbs. | P | — | UE1 | |
Arrow(s), game (20) | 3 gp | — | — | — | — | 1 lb. | P | — | UE1 | |
Arrow(s), thunder (1) | 50 gp | — | — | — | — | .5 lbs | P | — | UE1 | |
Arrow(s), tracer (10) | 2 gp | — | — | — | — | 3 lbs. | P | — | UE1 |
Exotic Weapons
(Exotic) Light Melee Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range | Weight1 | Type2 | Special | Fighter Weapon Group3 | Source |
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Claw bracer | 20 gp | 1d4 | 1d6 | 19-20/x2 | — | 1 lb. | S | — | 4W:BoDM | |
Claw razors | 305 gp | 1d3 | 1d4 | 19-20/x2 | — | 1 lb. | see text | monk | close, monk | PFU:WF13 |
Gnome pindagger | 3 gp | 1d3 | 1d4 | 19-20/x2 | — | ½ lb. | P | see text | SMG:QN | |
Gunstock Club | 5 gp | 1d6 | 1d8 | x3 | — | 3 lbs. | B or P | see text | LRG:PZO9456 | |
Tomahawk | 3 gp | 1d6 | 1d8 | x3 | — | 3 lbs. | S | deadly | LRG:PZO9456 |
(Exotic) One-Handed Melee Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range | Weight1 | Type2 | Special | Fighter Weapon Group3 | Source |
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Buzzblade, boggle | 80 gp | 1d8 | 1d10 | x4 | — | 4 lbs. | S | see text | AP:RR | |
Chainsword | 225 gp | — | 2d6 (L) | 19-20/x2 | — | 13 lbs. | S | disarm, reach, trip | SBS:DOT | |
Elven songsword | 35 gp | 1d6 | 1d8 | 19-20/x2 | — | 4 lbs. | S | see text | SMG:QN | |
Giant’s Mitt | 82 gp | — | 1d6 (L) | x2 | — | 9 lbs. | B | see text | SBS:DOT | |
Halfling silverspike | 25 gp | 1d6 | 1d8 | 18-20/x2 | — | 2 lbs. | P | see text | SMG:QN | |
Riding club | 5 gp | 1d6 | 1d8 | x3 | — | 6 lbs. | B | see text | LRG:PZO9456 | |
Scourge | 3 gp | 1d3 | 1d4 | x3 | — | 3 lbs. | S | nonlethal | 4W:LLGT | |
Scourge, barbed | 6 gp | 1d4 | 1d6 | x3 | — | 4 lbs. | S | — | 4W:LLGT | |
Vardatch | 4 gp | 1d8 | 1d10 | x3 | — | 3 lbs. | P and S | — | axe, tribal | SSD:BoMT |
Wrench, boggle | 25 gp | 1d6 | 1d8 | x3 | — | 10 lbs. | B | disarm, trip | AP:RR |
Best Weapon Magic Dmg Tos Download
(Exotic) Two-Handed Melee Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range | Weight1 | Type2 | Special | Fighter Weapon Group3 | Source |
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Axe, Mighty | 40 gp | 2d6 | 2d8 | x3 | — | 18 lbs. | S | — | TM:AFD | |
Dwarven thunderhammer | 150 gp | — | 1d12 + 1d6 (fire) | 19-20/x2 | — | 8 lbs. | B | see text | TOS | |
Maul, Dread | 80 gp | 2d6 | 2d8 | x3 | — | 15 lbs. | B | — | TM:AFD | |
Spear, Boar | 12 gp | 1d6 | 1d8 | x3 | — | 13 lbs. | P | brace, reach | TM:AFD | |
Sword, Mighty | 100 gp | 2d6 | 2d8 | 19-20/x2 | — | 12 lbs. | S | — | TM:AFD |
(Exotic) Ranged Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range | Weight1 | Type2 | Special | Fighter Weapon Group3 | Source |
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Crossbow, boggle | 200 gp | 1d4 | 1d6 | 19-20/x2 | 120 ft. | 3 lbs. | P | — | AP:RR | |
Warbow | 150 gp | 1d8 | 2d6 | x3 | 120 ft. | 5 lbs. | P | — | TM:AFD |
(Exotic) Ammunition | Cost | Dmg (S) | Dmg (M) | Critical | Range | Weight1 | Type2 | Special | Fighter Weapon Group3 | Source |
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1 Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
2 A weapon with two types is both types if the entry specifies “and,” or either type (wielder’s choice) if the entry specifies “or.”
3 For the purpose of the fighter class’s weapon training ability.
Mundane Weapon Modifications
There are a range of non-magical modifications that can be made to mundane weapons. The listed costs are for including these modifications on nonmagical weapons.
Rifled Barrels
Best Weapon Magic Dmg Tos 2017
Source: Tome of Secrets
Rifling is the process of grooving a gun barrel to cause the bullets to spin in a tight spiral. A pistol or musket with a rifled barrel has a range increment double a normal weapon of its type. A weapon with a rifled barrel is always a masterwork weapon, and costs an additional 450 gp (which includes the 300 gp masterwork cost). Rifling must be applied during the item’s creation; it cannot be added later.
Best Weapon Magic Dmg Tos 1
Cost: +450 gp (includes masterwork weapon cost).