Gear Review
It seems the most logical conclusion at this current time that a pure heavy attack damage setup for pretty much all classes ends up in a medium armor setup with Storm Master and the heavy armor set Sergeant's Mail in the form of jewelry and weapon.
With Oakensoul as a Mythic item that restricts other Mythics from being used and also restricting the usage of a second skill bar, we don't have too many options in terms of set availability and also makes us resort to a 1x bonus set such as Slimecraw's 1x Critical Chance bonus.
After some testing on both the raid dummies and in content (also based on previous testing with a different iteration of Oakensoul), it doesn't seem the Berserker enchant (Weapon/Spell Damage increase) will outperform either Poison or Flame Damage enchantments on the Lightning Staff. We did try Frost enchantment although that did consistently a little less than Flame enchantment due to the Engulfing Flame on the Dummy.
We also considered the Charged trait but due to the demand for Critical Chance, it was not tested.
Jewelry enchantments can be Weapon Damage glyphs if you have a Dragonknight in your group that can provide the Minor Brutality buff. Other than that, it can be either Weapon or Spell Damage.
An alternative body setup can be 5x Noble Duelist's Silk or 5x Order's Wrath instead of Storm Master for solo instances/arenas or 4 man content!
Skills Review
Depending on content, it may be better to use Elemental Blockade instead of Arctic Blast.
For your single target opening burst damage rotation it should be prebuffing with Subterranean Assault then Barbed Trap and immediately casting the Wild Guardian ultimate immediately without a heavy attack.
After, you should start heavy attack weaving each skill starting with Winter's Revenge, Fetcher Infection and then finally casting Arctic Blast in that order.
In terms of the order of prioritization of the skills during a heavy attack rotation (from top to bottom, top being the most important to keep up before anything else):
- Subterranean Assault
- Barbed Trap
- Winter's Revenge
- Fetcher Infection
- Arctic Blast
Wild Guardian should be cast every time it comes up as you're finishing a Heavy Attack or after you finish a Heavy Attack.
This rotation should be oddly calming and peaceful once you realize that you can press the input for a skill before a heavy attack ends so that your character queues up that skill instead of you pressing the input in timing with a typical light attack rotation which is usually a big obstacle for a lot of newer players.
All in all, this build hits very hard and still rewards you with damage even if you mess up a little bit but will give you big damage if you don't.
Craft
Warfare
Fitness
Champion Points Review
Due to the Critical Damage passive Warden gets, we don't really need Fighting Finesse or Backstabber in 6x Medium Armor with Storm Master as much as the other classes do. So we can slot Wrathful Strikes in place of a Critical Damage slottable.
Getting a Wild Guardian ultimate especially during the Off Balance timeframe on a target will give an insane amount of burst damage.
Deadly Aim, Weapons Expert and Exploiter are basically essential to increasing your damage ceiling due to the nature of heavy attacks.
Introduction
Want to do a ton of damage while being nigh unkillable? Well this build is for you to use in Veteran Trials, Dungeons and of course Arenas / Solo content!
Recommended race: Altmer (High Elf) or Dunmer (Dark Elf); for solo or 4-man content you can go Khajiit.
Recommended food will be a bi-stat Health and Magicka food. For parsing or for fights where you don't need that extra health, you can use purely single-stat Max Magicka food!
Recommended Mundus will be The Thief (for group content like Trials) or The Lover (for solo content and overland).
Potions can be your basic tri-stat restoration potions, however if you'd like to invest further into the build, you could go with Resistance Potions that restore 9206 Health immediately & gives Major Fortitude (30% Health Recovery), grants a unique 5280 Spell and Physical Resistances!
You should have almost 25,000 resistances, making you basically a tank with around 30,000 Health (includes Minor Toughness if in group with a Warden).
The potion can be made using the following reagents: Mudcrab Chitin, Mountain Flower, Bugloss