The Immolator
Health, Magicka, Stamina
HEALTH | MAGICKA | STAMINA |
0 | 64 | 0 |
Skills
Bar 1
Weapon 1: Destruction Staff
Mages Guild Skill
Inner Light
Dragonknight Skill
Eruption
Dragonknight Skill
Burning Embers
Destruction Staff Skill
Elemental Blockade
Dragonknight Skill
Flames of Oblivion
Mages Guild Skill
Shooting Star
Bar 2
Weapon 2: Destruction Staff
Mages Guild Skill
Inner Light
Dragonknight Skill
Engulfing Flames
Dragonknight Skill
Molten Armaments
Light Armor Skill
Dampen Magic
Destruction Staff Skill
Elemental Drain
Vampire Skill
Devouring Swarm
Armor Types
Light Armor | Medium Armor | Heavy Armor |
5 | 1 | 1 |
Gear and Item Set Info
5 Piece Elegant Set:
- Infused jerkin/robe and breeches
- Divines gloves, shoes, and sash
- All enchanted for magicka
- Provides decent spell damage, and adds to your pool of magicka
- Adds 20% to light and heavy attacks, which will greatly add to damage with the way this build is played
3 Piece Willpower:
- All arcane
- All enchanted for spell damage (won't need the regen/cost reduction)
2 Piece Torug's Pact:
- Heavy head infused (magicka enchant)
- Inferno staff for the front bar
- Lightning staff for the back bar
- Staves can be precise, sharpened, or nirnhoned.
- 2 Piece gives extra spell damage bonus
Molag Kena Arm Cops:
- Medium, preferably divines
- Magicka enchant
- Gives extra spell damage with the 1-piece set bonus
General Info
This build is set up in a very common style with the back bar being the "buff bar", and the front bar being the "kill bar".
Rotation goes as follows:
Back Bar:
- Molten Armaments > Dampen Magic > Elemental Drain (priority goes to the "tankiest" mob if you're fighting a group, i.e. miniboss, atronachs, etc.) > Engulfing Flames > Switch Bars
Front Bar:
- Elemental Blockade > Eruption > Flames of Oblivion > Burning Embers (if fighting a group, try to target this on the same target you used Elemental Drain on)
After this it becomes situational. If you are fighting a group, switch bars back to the lightning staff and use your heavy attack. Otherwise stay with the inferno staff and use its heavy attack.
I'm really bad at remembering to refresh back bar abilities, so the way I visualize it is as follows
- Molten Armaments - Well MA is pretty obvious. If your weapon isn't on fire, make it so.
- Elemental Drain - You'll need to refresh when you need to refresh Eruption
- Engulfing Flames - You'll need to refresh the debuff from Engulfing flames when you refresh Elemental Blockade
- Dampen Magic - Whenever you need a shield
The whole point of this is to use the Dark Elf and Dragon Knight passives, as well as Elemental Drain and Engulfing Flames to maximize the flame damage. As well as using the Elegant 5-piece and Molten Armaments to maximize heavy attack damage, and stacking that with the fire DoT's you stack.
Champion Point Tips
Green:
- 100 into Magician
- 67 into Arcanist
Blue:
- 50 Elemental Expert
- 12 Elfborn
- 75 Staff Expert
- 30 Thaumaturge
Red:
- 56 Elemental Defender
- 56 Hardy
- 55 Thick Skinned
I'm still a little iffy about Blue, but most of the damage is going to come from Elemental Expert, but 75 points into "The Atronach" tree gives increased damage to low health opponents.
Two major prophecy buffs on the same bar wastes a skill slot. Inner light/flames of oblivion.