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Under Construction
Trait Choices
Aggressive/Shattering: Unlike with player stats that rounds down to the full percentage, every 0.1% counts towards their damage calculations; having 8.2% vs 8.5% makes a significant difference. The best abilities often to use with Aggressive are those with damage over time effects, direct damage if you combine with Haste or Ember's Second Wind to cast more frequently. With the lack of my own penetration I mix a good amount of Shattering (9100) with Aggressive (8.5%) for maximum output, Zerith-Var's Sepulchral Chill provides his own Major Breach (5948) I use only 2 pieces shattering (2600) this leaves him short by (552), Aggressive (1.7%) piece makes up for that difference.
Augmented: The only companion that benefits in the slightest from Augmented is Mirri as it affects her Ultimate "Impeccable Shot" raising the Increased Damage Taken effect from 3.0 to 3.9 seconds. At most it increases duration effects by 1 extra tick and stretches the damage/heal over time to the new tick rather than adding any additional amounts. Don't ever use this stat.
Prolific: Most Ultimate abilities are inconsequential, they don't really add much to the fight, some look good like Ember's Raging Storm but are mostly fluff. The companions with the best Ultimate are Mirri's Impeccable Shot for the increased damage done effect, Sharp's Gore which hits like Truck-kun sending your enemies to another world, and Azandar's Vigorous Tentacular Eruption does wonders against non-elites. However you can do better if you combine Parallel with Haste while stacking Quickened. I don't recommend this stat either.
Focused: If you're making a hybrid damage and healing combo companion, Focused is one to consider as it increases output of both without splitting traits to do one or the other. Ember stands out with up to 34% by herself and paired with Sorcerer (Exploitation) or Nightblade (Hemorrhage) can reach a maximum of 40% Critical Chance. Keep in mind their base Critical Damage is 50%, though if you use Minor Brittle in your build that can raise the effectiveness of this stat.
Quickened: Try avoid using this with Damage/Heal over time abilities, if their cooldown is too fast you waste most of the effect with 1-2 ticks going through and refreshing before the next clipping it. Incidentally if you're using abilities with bonus effects, overlapping duration keeps the buff consistent. Certain ground effects like Ritual of Salvation and Azandar's Zone of Recuperation can create multiple applications that stack. Isobel's Holy Ground on the other hand when it recasts removes previous ground effects wasting it. I have a preference to use Direct Damage abilities with Quickened stacking, more frequent casts is far more effective than Aggressive/Shattering unless you're using Haste or Ember's Second Wind.
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Weapon Choices
Restoration Staff: Roll Dodge immediately when focused enemy comes into melee range, companion generally stays at range. Gives access to Rejuvenation, Mending Incantation, and Mystic Fortress. If you don't plan on using any of these abilities, there are other options.
Frost Staff: Roll Dodge when their health is critical =< 25%, stays at range. They can be attacked, surrounded, or taking hits; this choice your companion will stand their ground against everything until they are critically hurt before making a move.
Two-Handed: Roll Dodge when their health drops to half =< 50%, stays in melee range. If you need your companion to be closer to you such as for ground effects like Azandar's Zone of Recuperation or Isobel's Holy Ground. Easier to control your companion to move out of danger by directing them to attack another target.
Bow: Roll Dodge immediately when focused enemy comes into melee range, companion generally stays at range. This choice is if you want to mix healing with damage over time abilities. Viper's Bite goes well with Sharp's Infest, Isobel's Sun Brand, or Tanorin's Shattered Spirit and Internal Conflict.
One-Hand and Shield: Roll Dodge when their health is critical =< 25%, stays in melee range. The trade off here is you would have more defense and block reduction, but smaller healing power and shield absorption of 7350. Companion will hold their ground until they are near death. Easier to control your companion to move out of danger by directing them to attack another target.
Dual-Wield: Roll Dodge when their health drops to half =< 50%, stays in melee range. Gives them access to Razor Cape for a mix of damage over time and damage reduction in one ability. Easier to control your companion to move out of danger by directing them to attack another target. Your companion will have lower healing power and shield output at 7590, Two-Handed is at 8700 healing power.
Armor Choices
Light Armor: Increases healing done and Break Free cooldown reduction. If equipped with at least 5 pieces, gives access to the ability Haste.
Medium Armor: increases damage done and Roll Dodge cooldown reduction. If equipped with at least 5 pieces, gives access to the ability Vanish. For companions who don't have their own self-heal like Bastian's Drake's Blood, Sharp's Snow Squall, or Mirri's Twilight Mantle; you can use Vanish as an alternative as it heals them to full health.
Heavy Armor: Increases healing received and increased block reduction. Don't use Bulwark for Healing. If you are having trouble keeping your companion alive, Heavy Armor is a good choice for more damage reduction and higher heals to themselves.
Trait Choices
Soothing: Increases healing output on abilities after weapon power. It does not affect shield absorption strength. Shield Absorption effects are exclusively weapon power dependent unless stated otherwise.
Quickened: With the way companions use healing abilities, having them cast more frequently may be a better option than stronger healing output. They will be more likely to heal through damage and spend less time auto-attacking. Be wary of combining heal over time effects, Quickened can clip ticks making the heal less effective.
Focused: An alternative choice for builds that utilize healing and damage abilities, increasing the output for both; however, it won't be consistent as critical chance makes it very random.
Vigorous: If the healing output isn't an issue and you want more survivability. Goes well with Bastian's Drake's Blood, Sharp's Snow Squall, Isobel's Solar Ward, Azandar's Abor's Augmented Ward, or Vanish.
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Armor Cap: I was wrong, their armor cap is not 25,000 thanks to Zerith-Var showing raw output without any damage shields or damage reduction effects. I'm unable to edit my original post, but it is what it is.
Zerith-Var vs Short Tusk
23,200 Armor - Minor Resolve - Major Resolve - Minor + Major Resolve
6603 - 6145 - 5687 - 5230
12,677 - 11,798 - 10,919 - 10,040
Blocks
1651 - 1536 - 1422 - 1307
2641 - 2458 - 2275 - 2092
Under Construction
High Elf Skills
Spirited: Decreases damage taken by 3% and increases damage done by 3%.
Draconic Armor
Blazing Grasp: Tanlorin launches a fiery chain to grasp and pull an enemy to them, taunting them for 15 seconds if they are not already taunted.
Used when the enemy can be moved and is further than 10 meters away.
Cast: 0.2 sec
Range: 10-22 meters, Ranged
Cooldown: 8 sec
Rating: * *
- See Bastian, same reasons.
Extinguishing Breath: Tanlorin channels draconic energy to suck in the air around them, dealing [50% weapon power] Flame Damage to nearby enemies and healing themselves for [25% weapon power]. Any enemy hit that is casting is interrupted and stunned for 2 seconds.
After 2.5 seconds, they exhale fire dealing [50% weapon power] Flame Damage to nearby enemies.
Cast: 0.4 sec
Range: 8 meters, Ranged
Cooldown: 16 sec
Rating: * * * *
- Area of effect, decent damage, great against pack of mobs.
Igneous Armor: Tanlorin releases their inner Dragon to gain Major Resolve for themselves and their grouped allies, increasing their Physical and Spell Resistance by 5948 for 6 seconds.
They gain a damage shield that absorbs up to 30.985% Max Health for 6 seconds, scaling off their Max Health.
Cast: 0.2 sec
Range: 12 meters, Self
Cooldown: 12 sec
Rating: * * * *
- It provides Major Resolve, 5948 Physical and Spell Resistance at all levels. The damage absorption shield is 30.985% of their Max Health, 9296 at 30,000 Max Health; 12,195 at 39,359 Max Health.
Empathic Fighter
Internal Conflict: Tanlorin lays claim to an enemy's soul, dealing [150% weapon power] Magic Damage to their target over 6 seconds.
Cast: 0.4 sec
Range: 28 meters, Ranged
Cooldown: 8 sec
Rating: * * * *
- High damage, short cooldown.
Explosive Fortitude: Tanlorin's soul explodes outwards, dealing [50% weapon power] Magic Damage around them.
When they take damage, deal an additional [50% weapon power] Magic Damage to nearby enemies. This effect can occur once every 1 second over 6 seconds.
Cast: 0.3 sec
Range: 8 meters, Ranged
Cooldown: 12 sec
Rating: * * * *
- Best for melee and tank builds.
Shattered Spirit: Tanlorin burns an enemy from inside with soulfire, dealing [150% weapon power] Magic Damage over 8 seconds. Upon completion, the soulfire overflows and explodes from the enemy, dealing [100% weapon power] Magic Damage to all enemies near them.
Cast: 0.3 sec
Range: 28 meters, Ranged
Cooldown: 16 sec
Rating: * * * * *
- Who needs an Ultimate when you have this? Whether the damage over time finishes or the target dies while afflicted, the area of effect damage goes off; it's like their own Occult Overload. You'll know which target is affected as they will glow light-blue. I don't normally recommend Quickened with damage over time abilities, but this is an exception; having more Quickened allows you to swap targets to apply it to more enemies for more AOE bursts.
Radiating Heart
Kindle: Tanlorin launches a searing fireball at themselves or an ally to cauterize their wounds, healing for [100% weapon power].
Used when Tanlorin or an ally is below 75% Health.
Cast: 0.3 sec
Range: 28 meters, Ranged
Cooldown: 8 sec
Rating: * * *
- Standard healing ability.
Volcanic Arms: Tanlorin charges their and their grouped allies' weapons with volcanic power to gain Major Brutality and Sorcery, increasing Weapon and Spell Damage by 20% for 8 seconds.
Cast: 0.2 sec
Range: 28 meters, Self
Cooldown: 16 sec
Rating: * * *
- If you're not using Oakensoul or would like to free an ability slot for something else. 52% or more Quickened to keep it up all the time.
Haze of Cinders: Tanlorin summons a scorching cloud of ash at the target location for 8 seconds, reducing enemy Movement Speed by 70% and healing them and their allies for [25% weapon power] every 2 seconds.
Cast: 0.3 sec
Range: 28 meters, Ranged
Cooldown: 12 sec
Rating: * * *
- I would put this at the end of the rotation, by the time this casts you would have probably moved to where you want to fight.
Ultimate
Ruinous Outburst: Tanlorin Swipes each hand, sending a massive wave of power to crash into enemies in front of them, dealing [100% weapon power] Magic Damage followed by a second wave after 0.5 seconds dealing [50% weapon power] Magic Damage. Enemies hit are knocked back and stunned for 2.5 seconds.
Cast: 0.4 sec
Range: 15 meters, Wave
Rating: * *
- This seems counter-intuitive as the first attack will knock away most non-elite enemies out of range of the second swipe dealing no damage. In open areas it can be annoying as grouped enemies get dispersed when most of Tanlorin's abilities are close combat area of effect, it's self defeating. If you're in close quarters like inside a small room or hallway it works better as mobs get knocked into the walls preventing them from avoiding the second swipe. Most Elite mobs are immune to the knockback and will take both hits.
Builds
Under Construction
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Khajiit Skills
Third Moon's Chosen: Decreases ability cooldowns by 3% and increases Health by 3%.
Guardian's Commitment
Crescent Scythe: Zerith-var summons an implement of moonlight that slashes the enemy's life force, dealing [100% weapon power] Magic Damage.
They heal for 14.125% Max Health every 2 seconds for 6 seconds. The healing of this ability scales off their Max Health.
Cast: 0.2 sec
Range: 7 meters, Wave
Cooldown: 8 sec
Rating: * * * * *
- Above average melee ability with full damage, frontal cone, low cooldown, self heal.
Perigean Armor: Zerith-var wraps themselves in moon-empowered bone, granting them Major Resolve, increasing their Spell and Physical Resistance by 5948 for 10 seconds.
While active, enemies that strike them with ranged attacks will be pulled towards them once every 2 seconds and become taunted for 15 seconds if they are not already taunted.
Creates a corpse when effect completes.
Cast: 0.2 sec
Range: Self, No Target
Cooldown: 16 sec
Rating: * * * *
- Unconventional taunt, able to taunt multiple targets. Give him a melee weapon and send him in first to draw enemy attention, since range will be taunted dropping AOE on top of him won't change who they target.
Dark Moon Totem: Zerith-var summons an effigy of bone harboring the souls of fallen Khajiit at the feet of an enemy for 8 seconds and applies fear for 4 seconds.
After 2 seconds the totem grants Minor Protection to them and their allies, reducing their damage taken by 5% and and begins fearing nearby enemies every 2 seconds, causing them to cower in place for 4 seconds.
Cast: 0.2 sec
Range: 22 meters, Ranged / 6 meter area
Cooldown: 12 sec
Rating: * *
- The fear effect appears to be 1 target at a time, I don't notice it. The Minor Protection is nice, but not necessary. I wouldn't slot this ability.
Remedy of Atonement
Penance of Lorkhaj: Zerith-var sacrifices their own power to repair damaged flesh, healing themselves or an ally in front of them for [100% weapon power] but applying Minor Defile to themselves for 4 seconds, reducing their healing received and damage shield strength by 6%.
Used when Zerith-var or an ally is below 75% Health.
Cast: 0.4 sec
Range: 28 meters, Ranged
Cooldown: 8 sec
Rating: *
- I don't understand this heal, it applies a healing and shield debuff on himself. Necromancer players have a passive that turns the negative into a positive, but Zerith does not. Use it if you don't have any other option, but I would avoid it if possible.
Azurah's Embrace: Zerith-var absolves the misdeeds of fallen souls at the target location, healing themselves and their allies for [20% weapon power] and removing up to 3 negative effects.
Used when Zerith-var or an ally is below 75% Health.
Cast: 0.4 sec
Range: 28 meters, Ranged / 6-8 meters area
Cooldown: 12 sec
Rating: * * *
- The in-game description left out the details on range and coverage distance. It's 28 meters and about 6-8 meters area. Amount heal is quite low.
Atoning Spirit: Zerith-var conjures a ghostly spirit of a fallen Khajiit to redeem its soul in service to Azurah for 8 seconds. The spirit heals them or the lowest Health ally around them every 2 seconds restoring [50% weapon power].
Used when Zerith-var or an ally is below 75% Health.
Cast: 0.3 sec
Range: 28 meters, Ranged
Cooldown: 16 sec
Rating: * * *
- There appears to be a visual error where it hangs behind Zerith-Var regardless of who it is healing. You can't really tell who it is healing unless you look for the healing tick.
Warrior's Banishment
Varmiina's Visage: Zerith-var launches a nightmarish exploding skull at an enemy, dealing [100% weapon power] Flame Damage.
Cast: 0.3 sec
Range: 28 meters, Ranged
Cooldown: 8 sec
Rating: * * * * *
- At first glance it looks like any other ranged ability, why does it have 5 stars? This ability was given a homing mechanic (not that abilities can miss) causing it to ignore Line of Sight rules. This ability can be cast through walls, floors, closed doors, etc. Where other abilities will fail to cast, this will always cast going through objects no other abilities, player or companion, can reach. Pre Update45 with maximum Quickened its possible for him to cast this every 1.5 seconds (post Update45 casts every 3 seconds).
Sepulchral Chill: Zerith-var sanctifies the ground at the target location, dealing [20% weapon power] Frost Damage every 2 seconds over 8 seconds and applying Major Breach to enemies within, reducing their Spell and Physical Resistance by 5948 for 6 seconds.
Cast: 0.3 sec
Range: 28 meters, Ranged / 6 meter area
Cooldown: 16 sec
Rating: * * * *
- Another ability that ignores Line of Sight rules, this applies Major Breach like a pillar affecting not only where it is cast, but also anything on the floors below or above. If you ever found yourself aggroing mobs from other areas, this may be the cause. This will bypass "Prevent Attacking Innocents On" applying the Major Breach to everything targetable in its area.
Strands of the Lattice: Zerith-var dislodges a spirit's tie to a corpse, releasing spiritual energy and dealing [25% weapon power] Disease Damage every 2 seconds over 10 seconds to all enemies around the corpse, around themselves, and between them and the corpse.
When this release ends, it causes the corpse to explode, dealing an additional [100% weapon power] Disease Damage to all enemies around the corpse.
Used when Zerith-var has a corpse within the area.
Cast: 0.2 sec
Range: 28 meters, Ranged
Cooldown: 12 sec
Rating: * * *
- This ability requires a corpse, but does not consume a corpse-charge meaning he can use the same corpse repeatedly even after you have consumed it too. This ability can stack multiple casts up to 3 at once with maximum Quickened, the same corpse can be used for multiple links. The best way to use this ability is to kill mobs near your target, but do not loot the corpses; as long the bodies persist in the world he can recast at them. Useful in boss rooms that have trash mobs, you can kill them in places you want the cast to hit. After casting this ability it ignores Line of Sight rules hitting the enemy through walls and can continue channeling beyond the 28 meters for the duration.
Ultimate
Blade of the Crossing: Zerith-var calls upon the power of Azurah, swing a blade of lunar light in front of them, dealing [100% weapon power] Magic Damage.
Enemies damaged by this ability have Minor Magickasteal applied to them for 10 seconds, causing them and their allies to restore 168 Magicka to attackers every 1 second when damaging enemies.
Cast: 0.5 sec
Range: 15 meters, Wave
Rating: * *
- Meh. It's okay. It's his Crescent Scythe, lite version.
Builds
Under Construction.
As for the Damage Shield portion, the value changes based on level is why it says "up to" that value is different depending on level. My damage shield value is based on a level 20 Tanlorin taking damage from singular attacks (12,000+ range) so the depletion number is the full amount every time they are struck.
I play both solo on my Heavy Attack Templar and in a group on my Dragonknight tank with my two friends who have Heavy Attack Sorcerers.
I use Telvanni Efficiency in both situations and I swear by this healer build for Bastian for both solo and group play. Bastian's searing weapons 15% heavy attack buff has a 100% uptime with Telvanni Efficiency and a single piece of Quickened purple gear.
I'd love to hear your thoughts and if you'd change anything.
EDIT: I just saw the thing about the Telvanni Efficiency nerf. WTAF? I'm on PlayStation and that hasn't hit here yet. I hope it doesn't ruin my builds.
BASTIAN HEALER (requires Telvanni Efficiency)
Gear:
Skills (in this order):
The only thing I would change in this setup is replacing Mystic Fortress with Skeletal Aegis. Mystic Fortress is waiting for someone to fall into critical health which may or may not save them in time; it's not a spot you want to be in.
Skeletal Aegis will give Bastian a Damage Shield effect more frequently and it scales with health (30%), since you're pushing higher health already. It gives you a shield (50% max health) on demand available every 18 seconds with up to 6 seconds window, if you know a big hit is coming you can activate it beforehand to soak.
I won't argue the usefulness of companions. If someone makes the choice to use them, I am simply providing the information to help understand how to utilize them, explain their abilities, and know their limitations.
It's not a requirement to use with companions, they can still perform without the set at a lesser capacity and will auto attack more frequently; incidentally they will also use their Ultimate more often without it. Understand that using that set on your character literally doubles the amount of actions they take and the difference in how useful they are is in stark contrast. Combining it with all Quickened can make multiple casts of certain abilities like Zone of Recuperation and Ritual of Salvation stack their buffs, so having 2 or 3 of them active at once is very beneficial.
Most companion abilities cooldowns are 8, 12, and 16 seconds, if you don't mind waiting around a bit longer for them to cast. Undaunted abilities are the outliers at 36 seconds and are relatively weak without it. Crimson Font with it has a downtime of 2 seconds vs without has a downtime window of 20 seconds. If you plan on using Savage Instincts for a ranged taunt, its a major difference of 3 seconds vs 21 seconds between each taunt.
There's only a few niche builds where Telvanni Efficiency is actually needed to function. The highest DPS build with Ember for example must have Telvanni Efficiency as the timing for her to get 12 continuous consecutive abilities in under 10 seconds is a must have in order for it to work. Most heal over time and damage over time abilities are in the range of 12 and 16 seconds cooldown, with Telvanni Efficiency alone gets near or constant uptime.
For tanking, Quickened is king for the most part, with or without the set. Bastian or Sharp-as-Night can work well without Telvanni Efficiency while still going full Quickened.
- Bastian: Drake's Blood, Kindle, Puncture, Ritual of Salvation, Searing Weapon, no Ultimate. - Sharp-as-Night: Snow Squall, Fungal Forage, Puncture, Ritual of Salvation, Sleetmail, Gore.
Vigorous works best with Telvanni Efficiency while Bolstered works better without it. When you have nothing but High health with long cooldowns. That extra health isn't contributing that much without active abilities to support it unless you plan on doing most of the healing for them when they are on cooldown.
Full Bolstered is only 20% damage reduction that can be easily replaced by any ability that does the same thing, with Quickened repeat casts more often making Bolstered obsolete. If you don't have the set, then Bolstered is more valuable tank wise as you want the persistent damage reduction when they are on cooldown.
Stats for a single piece with quality green/blue/purple...
Your old guide:
Aggressive: 1.2%, 1.4%, 1.7%
Soothing: 1.2%, 1.4%, 1.7%
Current in-game:
Aggressive: 0.8%, 1.2%, 1.7%
Soothing: 0.9%, 1.3%, 1.7%
Also, an aside about traits in general...
Comparing the stats on 1-handed weapons vs 2-handed weapons at each quality level, The value isn't always doubled. There seems to be some rounding going on and I'm not sure if just the displayed stat is rounded up/down to a single decimal place but it's used internally with more precision or if the rounded stat is actually used in calculations.
I don't play on PC so I don't have access to logging add-ons to be able to figure this kind of thing out.