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Magicka Sorcerer PVE DPS Build – Clockwork City

Magicka Sorcerer PVE Build is back and ready for Clockwork City. Featuring a double destruction staff setup for maximum damage and convenience, the build is extremely fun and easy to play. Not to mention that it packs quite a punch.

Weapons & Armor Selection

This build takes advantage of the new Perfected Asylum Staff.

This is easily one of the best weapons that you can use nowadays, thanks to the effect that it provides with one of our main DPS skills, Force Pulse.

In addition, I am using double damage over time poisons to bump up the damage even higher.

You will need to do the new Clockwork City Veteran Asylum Sanctorium trial to get this staff.

My backbar weapon is the classic VMA lightning staff.

And since this staff no longer provides a spell damage bonus, the overall DPS from it will be lower but the effect is nowadays active even if you have poisons on, which I do.

I use the magicka absorption poisons to complement the sustain a bit.

Both staves should be in Precise trait preferably.

This build also utilizes the Ilambris monster set, for added maximum magicka and AOE damage over time.

You need a light helmet/shoulders, preferably in divines trait to boost up the Mundus Stone effect.

The first set that this build employs is the Necropotence set.

You can get Necropotence in guild stores cheaply, or you can farm it in the Rivenspire zone.

It adds a bunch of maximum magicka, which helps with our damage, as well as our sustain and defense (shield strength).

I am using this set on the following pieces:

  • Chest (divines, light).
  • Legs (divines, light).
  • Waist (divines, light).
  • Hands (divines, light).
  • Feet (divines, light).

The second set that I am employing in this setup is the Master Architect set.

You basically want to get any magicka jewelry that adds minor slayer bonus, 5% extra damage as shown in the image.

There are a few sets that add this, so whichever you have – it will totally do.

Alternatively, you can use 3x of Willpower, it will be slightly less DPS but nothing much.

I am using this set on the following pieces:

  • Necklace (arcane, spell damage glyph).
  • 2 Rings (arcane, spell damage glyphs).

All gear should be in light armor for maximum sustain, and preferably divines trait for maximum Mundus Stone boost.

You will get 2% extra stats via the Undaunted passive with this setup.

Skills & Loadout

My Fire Destruction Staff bar has the following skills:

  • Hardened Ward, morph of Conjured Ward from the Daedric Summoning skill tree.
  • Inner Light, morph of Magelight from the Mages Guild skill tree.
  • Crystal Fragments, morph of Crystal Shard from the Dark Magic skill tree.
  • Volatile Familiar, morph of Unstable Familiar from the Daedric Summoning skill tree.
  • Force Pulse, morph of Force Shock from the Destruction Staff skill tree.
  • Shooting Star ultimate, morph of Meteor from the Mages Guild skill tree.

Shooting Star is one of my favorite ultimates (especially in PVE) since it not only does very decent damage on its own, but it also recharges itself very quickly when you fire it on a pack of mobs.

Hardened Ward is the main defensive skill, it also protects our pet so that’s great. Thanks to our sets and other skills, we have a very high maximum magicka pool, which means that our shield will be very strong.

Inner Light gives us 10% spell critical, a bit of extra magicka and boosts our overall stats via the Magicka Controller passive (Mage’s Guild).

Crystal Fragments is our main hard hitting skill, fire it off when it procs, otherwise do not use it. It will also give us a bit of extra spell critical via Dark Magic’s passives.

Volatile Familiar gives us the 5th bonus from Necropotence, as well as some AOE damage when activated. He can also take some pressure off of us in certain fights, which is beneficial in content like VMA (Maelstrom Arena).

Force Pulse will provide us with all 3 status effects thanks to the Asylum Staff. It’s also one of our main DPS skills overall.

My Lightning Destruction Staff bar has the following skills:

  • Liquid Lightning, morph of Lightning Splash from the Storm Calling skill tree.
  • Elemental Drain, morph of Weakness to Elements from the Destruction Staff skill tree.
  • Power Surge, morph of Surge from the Storm Calling skill tree.
  • Blockade of Storms, morph of Wall of Elements from the Destruction Staff skill tree.
  • Volatile Familiar, morph of Unstable Familiar from the Daedric Summoning skill tree.
  • Energy Overload ultimate, morph of Overload from the Storm Calling skill tree.

Energy Overload provides us with a 3rd bar in case that we want to run anything specific there but we don’t have space normally.

I like to use it in combination with Elemental Drain, to restore a lot of magicka quickly when I’m low, while also doing massive damage.

Liquid Lightning gives us a bit of long duration damage over time (AOE), which we’re pairing with another skill later on.

Elemental Drain provides us with constant 300 magicka per second when damaging opponents with it, which is an insane sustain bonus (equals to about 600 magicka recovery).

It also debuffs opponents and raises our overall damage. Must-have if no one else is running it.

Power Surge gives us self-healing on critical strikes, it gives us a spell damage buff, but in group content it is not required if you’re using spell power potions that provide this buff on their own.

Blockade of Storms provides us with a decent AOE damage over time effect, but it also sets enemies off-balance thanks to our constant Concussion status effect (Asylum Staff).

This gives us another 10% extra damage in the champion system, and it makes enemies vulnerable to heavy attacks, which is great.

Lightning damage is splash damage so you can inflict A LOT of it thanks to this debuff.

Volatile Familiar has to be repeated so that it doesn’t get unsummoned, and also don’t forget to put it on the Overload bar or it will unsummon when you activate it.

Consumables & Mundus

Witchmother’s Potent Brew is my preferred drink buff.

It adds overall stats but also a huge increase to our magicka recovery, which is very important nowadays.

The Lover Mundus Stone is used to complement our spell penetration values, along with Elemental Drain, making us bypass pretty much all resistances in PVE.

We already have over 50% spell critical so that’s totally sorted, all we need to do now is simply do more base damage and sustain well.

Essence of Spell Power potions are good if you want to free up a few skill slots like inner light, power surge and possibly elemental drain if no one is running it.

You can do that in trials when other members are definitely using it.

Otherwise, use basic magicka potions to save up gold, since you already have all the major buffs from the skills. Things are flexible in this department.

Race & Passives

I am a High Elf, for maximum sustain and damage in PVE, but any other race will be fine.

There is no need to be a vampire and I would recommend not to be, since certain PVE content has a lot of fire damage.

Champion Points

The Lover:

  • Arcanist: 100 points.
  • Tenacity: 100 points.

The Shadow:

  • Tumbling: 30 points.

The Apprentice:

  • Elemental Expert: 49 points.
  • Spell Erosion: 40 points.
  • Elfborn: 26 points.

The Atronach:

  • Master-at-Arms: 40 points.

The Ritual:

  • Thaumaturge: 75 points.

The Steed:

  • Ironclad: 51 points.

The Lady:

  • Hardy: 23 points.
  • Elemental Defender: 23 points.
  • Thick Skinned: 51 points.
  • Light Armor Focus: 10 points.

The Lord:

  • Bastion: 72 points.

Additional Notes

This build was created for the Clockwork City update. In the future it might require an update, but until then – check out the builds section for all other builds that I’ve done so far.

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