So You Want to Know About Poison Dual Wield in ESO
Stinging Slashes is a passive in the Dual Wield skill line that increases the damage your poisons deal. That's the basic version of it. It takes up one of your five passive slots in whichever Dual Wield branch you put it in. Whether it's actually worth putting points into depends entirely on what else you're building around, and most people who are learning the system right now don't really understand the tradeoff. It's situationally good. Not universally, not always. When you invest points into it, you're saying your poison damage matters more than whatever other passive could take that slot. The raw increase scales with rank — each point adds a percentage to your poison damage output from weapons and abilities. If you're running a poison-focused dual wield setup, it's basically mandatory. If you're running something else entirely, it's dead weight in your bar. I used to run a poison dual wield build back when the game was in its earlier lifecycle. People would load out with it and immediately hit a wall because they hadn't thought about how poison scaling actually works in practice. The skill itself is fine. The problem is that it does nothing unless your other stats are aligned to support poison damage properly. That means weapon damage passives, ultimate cost reduction, magicka management, and at least some investment in the actual damage dealers on your bar. Stinging Slashes just multiplies what you already have. It doesn't create poison damage from nothing.
The most common mistake I see is people putting points into it without running any actual poison abilities. They see the skill name, they assume it's a damage boost, and they invest. Then they wonder why their numbers aren't moving. You need poison skills on your bar for this to matter. Venomous Blades, Toxic Blade, Poison Injection — pick a few and build around them. Otherwise you're just spending a passive slot for zero return.
How the Skill Actually Works in Practice
The passive lives in the Dual Wield skill tree. Each rank boosts your poison damage. The specific number changes with patch cycles, so I won't quote exact percentages since they shift around enough that by the time you read this they may already be wrong. What matters is the concept: it's a multiplier on poison damage, and it's one of the fewer passives that directly boost poison instead of just raw weapon damage or armor penetration. Here's the thing that most guides don't tell you — poison damage in ESO doesn't scale the way people think it does. It doesn't benefit heavily from spell damage. It benefits from weapon damage and from the poison application rate. If you max out Stinging Slashes but your poison application is slow, you're wasting the investment. Your damage uptime drops, and the multiplier barely matters because there's rarely poison ticking on the target in the first place. I ran into this exact problem during a group dungeon run a while back. My group was doing something that required sustained single-target DPS over several minutes. My poison damage looked healthy on paper, but the actual numbers coming out were disappointing. The issue was my poison application cooldowns. I was applying poison, waiting three seconds, applying it again, and the target was dying before the poison really compounded. Switching to abilities with shorter poison application timers fixed the problem immediately. The passive was doing its job the whole time — my setup was just too slow to capitalize on it.
Get the Full Details

When to Take It and When to Skip It h2>
Take it if you're running a dual wield build focused on poison damage. This includes sets like Barter, which was designed around this playstyle, and various craftable sets that boost poison or dual wield damage. If your rotation relies on poison DoTs, invest the points. Skip it if you're running anything that isn't poison-oriented. Two-handed, one-hand and shield, destruction staff — none of these benefit from this passive. Even within dual wield, if you're going for bleed, shock, or raw attack speed builds, other passives in the tree will serve you better. The passive slots are limited. Every point in Stinging Slashes is a point you're not putting somewhere else. There's also a hard limit to consider. In normal group content, poison damage can get difficult to maintain consistently. Boss mechanics, movement phases, and ability lockouts all interfere with poison uptime. I've seen people optimize their entire build around poison theory crafting only to underperform in practice because the rotation was too complex to execute during actual boss fights. The skill is sound. The execution is the bottleneck.
The Counter-Intuitive Part
Most players think more poison damage passives equals more damage. That's only true up to a point. After a certain threshold, your other stats start delivering more value per point invested. Armor penetration, weapon critique chance, and raw weapon damage passives often outscale additional poison bonuses once you've hit the basics. I'd suggest investing in Stinging Slashes only after your foundational passives are in place. Don't skip your core stats to chase poison numbers. It rarely pays off. If you're looking for a more reliable damage path with dual wield, consider focusing on weapon damage passives and critical strike investments instead. The numbers are more consistent across different encounter types, and you won't find yourself in the position I was in — standing still trying to refresh a poison proc while the boss is about to wipe the group.