Strongest Subclass Solo Build - ESO Guide
This build is capable of soloing every Veteran dungeon that doesn't have a specific mechanic that requires multiple people. It's also capable of soloing most Hard Mode dungeons, and with some adjustments even the more difficult ones.
In this guide I'll be regularly using the terms Regular and Difficult. Regular refers to content that is intended to be solo-ed (such as Maelstrom Arena or Vateshran Arena) and to any overland content such as World Bosses, Dolmens, Dragons, Volcanic Vents, Harrowstorms, Mirrormoor Incursions, etc. Majority of dungeon fights will also fall under that category. Difficult refers to extremely difficult dungeon fights.
This build uses the strongest Subclass combination available - Sorcerer's Storm Calling and Arcanist's Herald of the Tome, and it can be used with any base class. It achieves up to 67.6k DPS on the 6 million dummy with the Regular setup.
Looking for a simpler Solo build? Check out the One Bar Strongest Subclass Solo Build which can also solo Veteran Hard Mode dungeons with a single skill bar.
Subclassing
Base Class
You can use this build with any base class.
Always Use These Two
We will always use Sorcerer's Storm Calling and Arcanist's Herald of the Tome. Herald of the Tome gives us access to
Pragmatic Fatecarver and
Cephaliarch's Flail. Storm Calling provides
Hurricane for Major Resolve and damage, and
Critical Surge as a situational self-heal.
3rd Skill Line
Choose one of these as your 3rd skill line. If your base class is Sorcerer or Arcanist you can choose any of them, otherwise you're locked to a single possible combination
Final Combinations
The DPS numbers below come from 6 million dummy solo parses. Additional Benefits are bonuses that may not be fully reflected on a dummy parse, but can be useful in actual fights.
Additional Benefits
Cons
Cons
Cons
Additional Benefits
Cons
Additional Benefits
Cons
Skill Setups
Base Setup
A base setup that uses Assassination, Storm Calling and Herald of the Tome skill lines and which should be your starting point to which you'll later apply situational skills and class-specific changes
The base setup uses Assassination, Storm Calling and Herald of the Tome. This is the Nightblade version which should be your starting point
| Front Bar | Back Bar |
|---|---|
| Slot 1: Cephaliarch's Flail | Slot 1: Hurricane |
| Slot 2: Pragmatic Fatecarver | Slot 2: Soul Burst |
| Slot 3: Inspired Scholarship | Slot 3: Elemental Susceptibility |
| Slot 4: Quick Cloak | Slot 4: Elemental Blockade |
| Slot 5: Camouflaged Hunter | Slot 5: Barbed Trap |
| Ultimate: Soul Harvest | Ultimate: The Languid Eye |
Cephaliarch's Flail - an AoE spammable that generates Crux, heals you if you hit any enemy and increases the damage enemies take from you by 5%. It will also trigger the
Splintered Secrets passive, increasing your penetration by 1240
Pragmatic Fatecarver - extremely powerful Crux spender that deals full damage in AoE, has massive range of 22 meters and grants you a big damage shield while you channel it. It will also trigger the
Splintered Secrets passive, increasing your penetration by 1240
Inspired Scholarship - an ability that deals lots of damage and ensures you'll have at least 1 Crux when your beam ends. It will also trigger the
Splintered Secrets passive, increasing your penetration by 1240
Quick Cloak - an ability that grants a short burst of movement speed, Major Evasion buff which reduces your damage taken from AoE attacks and deals damage over 30 seconds. The damage it deals can proc your weapon enchantments, which is important because you can't proc them with Light Attacks while beaming
Camouflaged Hunter - this ability will passively grant you the Major Savagery and Major Prophecy buffs, which will increase your critical chance by 12%. It will also grant you the Minor Berserk buff which increases your damage done by 5% for 5 seconds after you deal Critical Damage from enemy's flank, which has a very wide radius and can be done by simply walking to the side. It will also trigger the
Slayer passive, increasing your Weapon and Spell Damage by 3%.
Soul Harvest - a cheap ultimate that increases target's damage taken from you by 20%. This is the ultimate you should use in Single Target fights. You need it on your frontbar to trigger passives of the Assassination skill line. Having it slotted will also cause you to regain 10 Ultimate whenever you deal a final blow against an enemy
Hurricane - an ability which provides a crucial Major Resolve buff which provides 5948 armor and it deals very good damage. It also grants you a 15% movement speed buff during its duration
Soul Burst (
Shock,
Lingering Torment,
Courage) - an AoE DoT which grants you Minor Courage, increasing your Weapon and Spell Damage by 215
Elemental Susceptibility - an extremely loaded ability that does a multitude of things. It's completely free to cast so it'll help you sustain. It applies Major Breach, which reduces enemies' armor by 5948 which is a massive damage increase. It also applies Burning, Chilled and Concussed status effects at the beginning and then every 7.5 seconds. All of these Status Effects deal decent damage, but Concussed will also apply Minor Vulnerability for 4 seconds, increasing enemies' damage taken by 5%. Chilled will also apply Minor Maim for 4 seconds, reducing enemies' damage done by 5% and it will also apply Minor Brittle for 4 seconds if you were on your Ice Staff bar while the Chilled effect procced, which is always going to happen at the beginning when you cast
Elemental Susceptibility. Minor Brittle increase Critical Damage taken by 10%. The Chilled proc will also synergise with our
Elemental Blockade
Elemental Blockade - this ability will constantly apply your
Weapon Damage enchantment. It will also constantly apply Minor Breach to enemies who are Chilled, and they'll be Chilled thanks to
Elemental Susceptibility
Barbed Trap - a DoT that will also apply Hemorrhage status effect at the start and grant you Minor Force buff, increasing your Critical Damage by 10%
The Languid Eye - an extremely powerful ultimate that deals damage in a small AoE. Use it in AoE fights or when you start fights with high amount of Ultimate stored up
Quick Cloak is the first skill that has to go when you need to slot something situational, unless the situational skill specifically says that it's replacing something else
Resolving Vigor - use it for more difficult fights where the pressure is constant and thus you need the Minor Resolve. It can also be used as your main source of healing before you obtain the
Ring of the Pale Order Mythic or in fights with invulnerability phases where you can't heal with
Ring of the Pale Order
Critical Surge - ability that will heal you for 3300 whenever you deal critical damage, up to once every second. The heal itself can also be a critical heal. Use it whenever you need more healing
Silver Leash - a chain ability that you can slot in trash packs to stack enemies and get through them faster
Ulfsild's Contingency (
Bleed,
Gladiator's Tenacity,
Force) - a replacement for
Barbed Trap in fights where you need more damage mitigation. It's a delayed AoE damage that also grants you 8% damage reduction for 8 seconds and Minor Force for 22 seconds, which increases your Critical Damage by 10%. You should recast it every 8 seconds when under pressure and every 22 seconds otherwise
Revealing Flare - slot it for more difficult fights where you need more damage mitigation. It's a skill that passively grants Major Protection, reducing your damage taken by 10%. It will also trigger the
Magicka Aid passive, which increases Magicka Recovery by 10%
Consuming Trap - a very weak DoT which replenishes your resources when the affected target dies, it can provide you with a lot of sustain in fights which constantly spawn weak adds
Precognition - an ultimate that breaks you out of some otherwise unavoidable stuns, you'll need it to get around some mechanics which are otherwise impossible or very difficult to solo, like for example Inferno's Hold in Zaan the Scalecaller fight
Ball of Lightning - an ability that teleports you forward. Use it in fights where you need more mobility or in fights where this teleport allows you to invalidate some mechanic
Priority List
This is just a list of priorities. Simply recast abilities when they run out and follow this list of priorities when there are multiple things to refresh
- 1.
Elemental Susceptibility - 2.
Elemental Blockade - 3.
Barbed Trap - 4. If it's an AoE fight or you're starting at or close to 175 Ultimate, use
The Languid Eye - 5. If it's a Single Target fight, use
Soul Harvest - 6.
Hurricane - 7.
Inspired Scholarship - 8.
Quick Cloak - 9.
Soul Burst - 10. If not at 3 Crux,
Cephaliarch's Flail - 11. If at 3 Crux,
Pragmatic Fatecarver
Pre-buff
These abilities can be pre-cast before entering combat
Final Setups
These setups show what changes when your base class is a specific class
A setup with chains for dealing with trash packs
| Front Bar | Back Bar |
|---|---|
| Slot 1: Cephaliarch's Flail | Slot 1: Hurricane |
| Slot 2: Pragmatic Fatecarver | Slot 2: Soul Burst |
| Slot 3: Inspired Scholarship | Slot 3: Elemental Susceptibility |
| Slot 4: Silver Leash | Slot 4: Elemental Blockade |
| Slot 5: Camouflaged Hunter | Slot 5: Barbed Trap |
| Ultimate: Soul Harvest | Ultimate: The Languid Eye |
Changes compared to the Base Setup
Silver Leash replaces
Quick Cloak so you can chain enemies and cleave them down faster
A setup you should use when switching out
Ring of the Pale Order for
Velothi Ur-Mage's Amulet while your base class is Arcanist. If your base class is Sorcerer or Nightblade
Banner Bearer isn't worth it
| Front Bar | Back Bar |
|---|---|
| Slot 1: Cephaliarch's Flail | Slot 1: Hurricane |
| Slot 2: Pragmatic Fatecarver | Slot 2: Relentless Focus |
| Slot 3: Inspired Scholarship | Slot 3: Elemental Susceptibility |
| Slot 4: Camouflaged Hunter | Slot 4: Elemental Blockade |
| Slot 5: Banner Bearer | Slot 5: Banner Bearer |
| Ultimate: Soul Harvest | Ultimate: The Languid Eye |
Changes compared to the Base Setup
Velothi Ur-Mage's Amulet provides Minor Force which allows us to remove
Barbed Trap. If we also remove
Quick Cloak we have enough space to fit in
Banner Bearer, which is extremely strong if our base class is Arcanist as it allows us to use the
Class Mastery script which generates Crux every 5 seconds
A setup with lots of damage mitigation for bosses that hit very hard
| Front Bar | Back Bar |
|---|---|
| Slot 1: Cephaliarch's Flail | Slot 1: Hurricane |
| Slot 2: Pragmatic Fatecarver | Slot 2: Soul Burst |
| Slot 3: Inspired Scholarship | Slot 3: Elemental Susceptibility |
| Slot 4: Revealing Flare | Slot 4: Elemental Blockade |
| Slot 5: Camouflaged Hunter | Slot 5: Ulfsild's Contingency |
| Ultimate: Soul Harvest | Ultimate: The Languid Eye |
Changes compared to the Base Setup
Revealing Flare replaces
Quick Cloak as it provides 10% damage mitigation
Ulfsild's Contingency replaces
Barbed Trap as it's also a source of Minor Force and it provides 8% damage mitigation on top of that
A setup I've used when fighting Balorgh in the March of Sacrifices dungeon
| Front Bar | Back Bar |
|---|---|
| Slot 1: Cephaliarch's Flail | Slot 1: Hurricane |
| Slot 2: Pragmatic Fatecarver | Slot 2: Soul Burst |
| Slot 3: Inspired Scholarship | Slot 3: Elemental Susceptibility |
| Slot 4: Ball of Lightning | Slot 4: Elemental Blockade |
| Slot 5: Camouflaged Hunter | Slot 5: Barbed Trap |
| Ultimate: Soul Harvest | Ultimate: The Languid Eye |
Changes compared to the Base Setup
Ball of Lightning replaces
Quick Cloak for 2 reasons. It allows you to teleport away when Balorgh begins his breath attack, allowing you to outrange it. The second reason is that it helps a lot with kiting Shades of Balorgh during the fog phase
A setup for when your base class is Templar
| Front Bar | Back Bar |
|---|---|
| Slot 1: Cephaliarch's Flail | Slot 1: Hurricane |
| Slot 2: Pragmatic Fatecarver | Slot 2: Inspired Scholarship |
| Slot 3: Luminous Shards | Slot 3: Elemental Susceptibility |
| Slot 4: Quick Cloak | Slot 4: Elemental Blockade |
| Slot 5: Camouflaged Hunter | Slot 5: Barbed Trap |
| Ultimate: The Languid Eye | Ultimate: The Languid Eye |
Changes compared to the Base Setup
Luminous Shards takes
Inspired Scholarship's frontbar slot, and
Inspired Scholarship moves to backbar slot 2, replacing
Soul Burst- The additional sustain from
Luminous Shards allows you to use
Braised Rabbit with Spring Vegetables instead of
Orzorga's Tripe Trifle Pocket
The Languid Eye replaces
Soul Harvest
A setup for when your base class is Warden
| Front Bar | Back Bar |
|---|---|
| Slot 1: Cephaliarch's Flail | Slot 1: Hurricane |
| Slot 2: Pragmatic Fatecarver | Slot 2: Bull Netch |
| Slot 3: Inspired Scholarship | Slot 3: Elemental Susceptibility |
| Slot 4: Deep Fissure | Slot 4: Elemental Blockade |
| Slot 5: Camouflaged Hunter | Slot 5: Barbed Trap |
| Ultimate: Wild Guardian | Ultimate: Wild Guardian |
Changes compared to the Base Setup
Bull Netch replaces
Soul Burst
Deep Fissure replaces
Quick Cloak
Wild Guardian replaces
Soul Harvest and
The Languid Eye- You can keep using
The Languid Eye instead of
Wild Guardian in AoE fights - The additional sustain from
Bull Netch and
Flourish allows you to use
Braised Rabbit with Spring Vegetables instead of
Orzorga's Tripe Trifle Pocket
A setup for when your base class is Dragonknight
| Front Bar | Back Bar |
|---|---|
| Slot 1: Cephaliarch's Flail | Slot 1: Hurricane |
| Slot 2: Pragmatic Fatecarver | Slot 2: Shatterspike Mantle |
| Slot 3: Inspired Scholarship | Slot 3: Elemental Susceptibility |
| Slot 4: Quick Cloak | Slot 4: Elemental Blockade |
| Slot 5: Camouflaged Hunter | Slot 5: Barbed Trap |
| Ultimate: The Languid Eye | Ultimate: The Languid Eye |
Changes compared to the Base Setup
Shatterspike Mantle replaces
Soul Burst
The Languid Eye replaces
Soul Harvest
A setup for when your base class is Necromancer
| Front Bar | Back Bar |
|---|---|
| Slot 1: Cephaliarch's Flail | Slot 1: Hurricane |
| Slot 2: Pragmatic Fatecarver | Slot 2: Skeletal Archer |
| Slot 3: Inspired Scholarship | Slot 3: Elemental Susceptibility |
| Slot 4: Detonating Siphon | Slot 4: Elemental Blockade |
| Slot 5: Camouflaged Hunter | Slot 5: Barbed Trap |
| Ultimate: The Languid Eye | Ultimate: The Languid Eye |
Changes compared to the Base Setup
Skeletal Archer replaces
Soul Burst
Detonating Siphon replaces
Quick Cloak
The Languid Eye replaces
Soul Harvest
Passives
The only passive you specifically have to skip is
Tri Focus
Class - Storm Calling
Capacitor - High Priority
Energized - High Priority
Amplitude - High Priority
Expert Mage - High Priority
Class - Assassination
Master Assassin - High Priority
Executioner - High Priority
Pressure Points - High Priority
Hemorrhage - High Priority
Class - Herald of the Tome
Fated Fortune - High Priority
Harnessed Quintessence - High Priority
Psychic Lesion - High Priority
Splintered Secrets - High Priority
Class - Aedric Spear
Piercing Spear - High Priority
Spear Wall - Low Priority
Burning Light - High Priority
Balanced Warrior - High Priority
Class - Animal Companions
Bond with Nature - Low Priority
Savage Beast - High Priority
Flourish - High Priority
Advanced Species - High Priority
Class - Earthen Heart
Heart of Stone - Medium Priority
Landslide - High Priority
Blessing at the Peak - High Priority
Mountain Giant - Low Priority
Class - Grave Lord
Reusable Parts - Low Priority
Death Knell - High Priority
Dismember - High Priority
Rapid Rot - High Priority
Weapon - Dual Wield
Slaughter - High Priority
Dual Wield Expert - High Priority
Controlled Fury - High Priority
Ruffian - Medium Priority
Twin Blade and Blunt - High Priority
Weapon - Destruction Staff
Tri Focus - Do Not Unlock
Penetrating Magic - Low Priority
Elemental Force - Medium Priority
Ancient Knowledge - Medium Priority
Destruction Expert - Low Priority
Armor - Light Armor
Grace - Low Priority
Evocation - Low Priority
Spell Warding - Low Priority
Prodigy - High Priority
Concentration - High Priority
Armor - Medium Armor
Dexterity - High Priority
Wind Walker - Low Priority
Improved Sneak - Not needed
Agility - High Priority
Athletics - Low Priority
Armor - Heavy Armor
Resolve - Medium Priority
Constitution - Low Priority
Juggernaut - Medium Priority
Revitalize - Low Priority
Rapid Mending - Low Priority
Guild - Fighters Guild
Intimidating Presence - Medium Priority
Slayer - High Priority
Banish the Wicked - Medium Priority
Skilled Tracker - Medium Priority
Bounty Hunter - Not needed
Guild - Mages Guild
Persuasive Will - Not needed
Mage Adept - Low Priority
Everlasting Magic - Medium Priority
Magicka Controller - Low Priority
Might of the Guild - Low Priority
Guild - Psijic Order
Clairvoyance - Low Priority
Spell Orb - Not needed
Concentrated Barrier - Low Priority
Deliberation - Not needed
Alliance War - Support
Magicka Aid - Medium Priority
Combat Medic - Not needed
Battle Resurrection - Not needed
Race - Your Race
Get all of your racials, no matter which race you are
Craft - Alchemy
Solvent Proficiency - Not needed
Keen Eye: Reagents - Not needed
Medicinal Use - High Priority
Chemistry - Not needed
Laboratory Use - Not needed
Snakeblood - Not needed
Gear
Example of a beginner setup made with just crafted gear.
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
Head |
Medium | |||
Shoulders |
Medium | |||
Chest |
Heavy | |||
Hands |
Medium | |||
Belt |
Light | |||
Legs |
Medium | |||
Boots |
Medium | |||
Necklace |
Jewelry | |||
Ring |
Jewelry | |||
Ring |
Jewelry | |||
Frontbar Main Hand |
Dagger | |||
Frontbar Off Hand |
Mace | |||
Backbar Main Hand |
Ice Staff |
The setup in the table uses only crafted gear, but if you already own parts of the Regular setup like
Ring of the Pale Order you can start using them immediately
If you want to Solo some difficult content without
Ring of the Pale Order you'll have to add
Critical Surge or
Reaving Blows to your setup, but for the easier stuff the healing from
Cephaliarch's Flail and shielding from
Pragmatic Fatecarver will be enough
The weight distribution of the setup from the table is 1 Heavy 5 Medium 1 Light so that you can start leveling up all your armor skill lines. Once you transition to Regular setup you'll be using 6 Medium 1 Light most of the time, switching to 1 Heavy 5 Medium 1 Light only against more difficult fights
You don't need to start with crafted gear, simply pick 2 sets from the Alternative section that are easiest for you to obtain
The strongest gear combination without any trial gear is
Deadly Strike combined with
Tide-Born Wildstalker
Gear that might be easier to obtain and can be used while you work towards the best gear
Dungeon gear isn't always an upgrade to Crafted/Overland gear. It's listed in case you already own some of it
Crafted:
All of these are tradable and can be bought from other players
Overland:
All of these are tradable and can be bought from other players
Mother's Sorrow (Light) - Deshaan
Back-Alley Gourmand (Light) - Galen and Y'ffelon
Dragonguard Elite (Medium) - Southern Elsweyr
PvP:
All of these are tradable and can be bought from other players
Deadly Strike (Medium) - Bruma Elite Gear Vendor
Dungeons:
Tzogvin's Warband (Medium) - Frostvault
Pillar of Nirn (Medium) - Falkreath Hold
Essence Thief (Medium) - White-Gold Tower
Leviathan (Medium) - Crypt of Heart 1 & 2
- Use
Training traits if you're still leveling. If you're already max level and have enough Champion Points you can instead use
Divines and
Reinforced on the chest piece - For overland content, you don't need as much penetration so you can replace Maces with Daggers
- For overland content, you don't need as much penetration so you can replace Ice Staff with Inferno Staff
This is my suggested setup for regular content, such as Solo Arenas, World Bosses, Dolmens, Dragons, Volcanic Vents, Harrowstorms, Mirrormoor Incursions and majority of the dungeons.
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
Head |
Medium | |||
Shoulders |
Medium | |||
Chest |
Medium | |||
Hands |
Medium | |||
Belt |
Light | |||
Legs |
Medium | |||
Boots |
Medium | |||
Necklace |
Jewelry | |||
Ring |
Jewelry | |||
Ring |
Jewelry | |||
Frontbar Main Hand |
Dagger | |||
Frontbar Off Hand |
Dagger | |||
Backbar Main Hand |
Ice Staff |
If you want to switch to a situational set it's best to replace
Ansuul's Torment if the situational set you're getting has a Minor Slayer line, and replace
Tide-Born Wildstalker otherwise. When replacing
Tide-Born Wildstalker with a Medium armor set, change your
Slimecraw head-piece to Light armor type.
For example, a default setup for trash packs would replace
Ansuul's Torment with
Sul-Xan's Torment
The strongest gear combination without any trial gear is
Deadly Strike combined with
Tide-Born Wildstalker
Gear that can be stronger than the setup from the table in specific situations or when specific circumstances are present
Sul-Xan's Torment - the best set for trash packs and for bosses that regularly spawn smaller adds
Deadly Strike - better than
Ansuul's Torment in Overland content where you don't benefit from the Minor Slayer and penetration bonus lines
- For overland content, you don't need as much penetration so you can replace Ice Staff with Inferno Staff
Setup for maximizing damage in fights that don't hit very hard
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
Head |
Medium | |||
Shoulders |
Medium | |||
Chest |
Medium | |||
Hands |
Medium | |||
Belt |
Light | |||
Legs |
Medium | |||
Boots |
Medium | |||
Necklace |
Jewelry | |||
Ring |
Jewelry | |||
Ring |
Jewelry | |||
Frontbar Main Hand |
Dagger | |||
Frontbar Off Hand |
Dagger | |||
Backbar Main Hand |
Ice Staff |
Since this setup doesn't use
Ring of the Pale Order it will need
Reaving Blows to survive most fights
- For overland content, you don't need as much penetration so you can replace Ice Staff with Inferno Staff
This is my suggested setup for soloing extremely difficult fights in dungeons.
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
Head |
Medium | |||
Shoulders |
Medium | |||
Chest |
Heavy | |||
Hands |
Medium | |||
Belt |
Light | |||
Legs |
Medium | |||
Boots |
Medium | |||
Necklace |
Jewelry | |||
Ring |
Jewelry | |||
Ring |
Jewelry | |||
Frontbar Main Hand |
Dagger | |||
Frontbar Off Hand |
Dagger | |||
Backbar Main Hand |
Ice Staff |
Champion Points
Race
For solo PvE you need both damage and survivability, so every race brings something to the table, but these two stand out as the best options for damage and survivability respectively
Mundus
Attributes
For most content you should put all 64 points into Stamina. For difficult content you should devote as many attribute points as necessary to Health - for some content you'll be able to get away with 32 Health 32 Stamina, for the extremely difficult stuff you'll need 64 Health.
Food
You'll need Stamina Recovery to sustain your abilities in longer fights
Potions
Most of the time you should use Tri-Stat potions. They'll greatly improve your sustain.
Heroism potions provide 100% uptime on Minor Heroism which generates Ultimate, but they're extremely expensive.
Parses
All parses are recorded on the 6 million Target Dummy
Patch: Update 47
Patch: Update 47
Patch: Update 47
Patch: Update 49
Patch: Update 47
Gameplay
Here you can see this build tackling Veteran Hard Mode Dungeons
FAQ
The strongest subclass combination for solo content is Nightblade's Assassination, Sorcerer's Storm Calling and Arcanist's Herald of the Tome. It achieves 67.6k DPS on the 6 million dummy while having strong survivability from
Pragmatic Fatecarver's damage shield and
Hurricane's Major Resolve. You can also situationally slot
Critical Surge for a lot of healing per second.
Any base class works. Nightblade, Sorcerer and Arcanist can use the strongest default combination and achieve 67.6k DPS. Templar, Warden, Dragonknight and Necromancer have their own variants that perform within 5% of the default. Pick whichever class you enjoy most.
Yes, you can replace the Dual Wield Daggers with other weapons. Greatsword, Lightning Staff and Bow will cause the smallest DPS loss (≈2%), then Inferno (≈4%), and then support-oriented weapons (Ice Staff, One Handed and Shield) will cause bigger DPS loss (≈7%). You will also have to replace
Quick Cloak with some situational ability, or with an ability from one of the weapons you swapped to (for example
Carve when switching to Greatsword). Replacing backbar weapon is a lot more troublesome, because
Elemental Susceptibility is extremely powerful skill for Solo.
No, the base setup from this guide works for both Maelstrom Arena and Vateshran Hollows without any changes.
Changelog
Update 49 - 21st March 2026
- Changed Dragonknight variant from Ardent Flame to Earthen Heart - now uses
Shatterspike Mantle instead of Flames of Oblivion, Venomous Claw and
Standard of Might - Added Dragonknight parse (64,323 DPS)
THANKS FOR READING
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Head
Shoulders
Chest
Hands
Belt
Legs
Boots
Necklace
Ring
Frontbar Main Hand
Frontbar Off Hand