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This game takes major skill to play solo. Read link.

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https://forums.elderscrollsonline.com/en/discussion/283598/can-anyone-explain-my-low-damage/p1


People like this guy and people that commented in the post have no understanding of why good players can 1vx. I don’t blame him, well I do because all you have to do is watch some YouTube videos and actually go play solo to learn how to get better at surving, timing your kills and etc. Yes you will die a lot but over time you will get better.

But no one wants to do that. They don’t want to learn to get better, they want to play in big groups and when they can’t kill a dude and he poops on your pugngroup it’s somehow not a L2P issue it’s a they are cheating or ZOS needs to fix this because it shouldn’t be allowed.

Skill is a huge factor in this game people. If you are getting 1vxed, specially now with all the nerfs to solo play try consider this guy probably knows what he is doing.

And ZOS really has killed this game for solo players. I use to watch all my buddies Xbox clips 1vxing but now there are no more vids. They either left or are forced to play in groups using meta builds. Diversity is gone.

Tamriel's Most Wanted - aka. The Great Grand List of Furniture Wishes and Hopes

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There have already been some great threads on here asking for future pieces of furniture. I am going to make my own thread, however, simply because of all the massive amounts of furnishing pieces I have found in the game, that I would like to see made available at some point or another in the game.
Feel free to link or compile this into the other megathreads about furniture wishes.

Due to the large amount of pieces, as well as pictures provided, I will section the post up in several parts, and several posts, in order to keep it less cluttered. I will try and put everything into an appropriate "theme" to make the browsing easier as well.

So without further delay, allow me to bring the first exhibits into view. I will start with the plant items that are most dear to my heart. You see, in my Tel Galen fungal paradise, I am creating a wild garden of exotic plants, funny fungi and carnivorous plants of all sorts and species. I am immensely thrilled at the result so far, HOWEVER, there is something that is sorely lacking among all my fly-eating babies. While we have the pitcher plants on both red and green varieties, as well as pitchers hanging from vines in different sorts, we do not yet have these large pitcher plants available anywhere:

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I would absolutely love these to be added eventually, as rare drops form Vvardenfell nodes and bought in Crown Store. A few of these in different sizes would top off my pitcher paradise perfectly. Also note the mushrooms with the red droplets and the ones growing on the stones. Would like these to be available as well, especially the red droplet ones. They are all over Vvardenfell.
Here's another example of both types of mushroom:

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Moving on to another of my personal favourites. I'm a major fan of carnivorous plants, so while we had pitcher plants in various sizes, as well as the sundew, one iconic plant was missing - the venus flytrap. I didn't think we actually had a model for it in the game, but then I was doing a round of Mazzatun when suddenly I spotted these:

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REAL AMAZING venus flytraps! So much excitement, and so much disappointment that they aren't available from anywhere! This would be my fondest wish #1 to eventually see these in game. I will decorate my Tel Galen garden with these beauties from one end to the other.

Alright, moving on to some other things to finish off this first post. First I give you blue glowing shrooms:

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Considering that we had some smaller patches of blue glow shrooms on the PTS earlier, perhaps it's not too much to ask to have these ones added too.

Next are these land coral thingies? I don't know what they are, they seem to sprout from the stinkhorn spores, but they are all over Vvardenfell in various phases of maturity. They are bright red instead of dull purple like the basic land coral plants, but they move around as well, and they look really cool. My aquatic land coral garden screams to have these ones added to there.

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And finally, water lilies. They look so pretty, and every house with water access, or with a lake or pond, would love to have some patches of these added to them.

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This concludes my post number 1, which focuses mostly on fungus, carnivorous plants (those venus flytraps ftw!) and other Vvardenfell flora. Several posts coming up maybe later today or one of these days, stay tuned. I'm not sure who's the guy or gal in charge of the whole housing and furnishing system, but I'm gonna tag some of you folks and hopefully this can be delivered to the right eyes. Thanks!

@ZOS_Edward @ZOS_Chris @ZOS_Holden @ZOS_GinaBruno @ZOS_JessicaFolsom

Is anyone aware of this

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Within the past 3 months they stealth nerfed axe bleed. It now does the same bleed (~10k) over 6 seconds instead of 3. That’s a huge nerf. Worth picking up a mace for I believe.

[Xbox - EU] Ruthless Competition - The Sunless Hollow

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Hi all,

So I’ve just been playing the Ruthless Competition questline on the Xbox and got to the point where I’m supposed to go to The Sunless Hollow and I get there and whenever I go to activate the entry to the delve an alert message saying ‘You lack the correct permissions to transfer here’ pops up. Is there a work around for this or is this something ZeniMax has to solve?

Best,

To all Canadians who play this Awesome game of ESO

ZoS, maybe less is more with this one?

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Yes, another save the magden thread for the week. Perhaps this might be a better approach. Can we just go with the added 1% advanced species passive dmg buff and the now 40% increase from the netch and call it a success? As for the rest of the changes, let's just toss that.

What do you guys think?

Any update to trading?

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I’ve not played in over a year and was considering coming back but was wondering if there were any recent updates to the trading system. Are players still required to join guilds to trade (outside of using chat spam)?

[PC-EU] Casual Rascals - [PvE/PvP Casual/New Player Friendly]

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We are a social PvE/PvP guild with lots of experienced AND unexperienced members that loves to hang out.

We host events such as Map runs, Trials (learning, normal and Veteran), raffles, PvP (Cyrodiil, IC(s), BG's), dungeon runs and so on.
For the Cyrodiil and Imperial City (sewers) events we rotate the alliances so one week we have AD, another DC and so on. We are a AD guild though :kissing_heart:

We welcome everyone no matter experience in the game.

Our roster are filling up fast but we do have a few spots left :smile:

Choices for ranged dps pve...Magplar or Magden (after Murkmire)

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Ok, so after trying out several classes/builds etc. I have found that with my lag and slower reflexes ranged dps is the choice for me. Just cant hang in melee range, my damage tanks and I cop a lot from delayed time getting out of stupid (Australia really needs to invent the net!) so looking at both magplar and Magden as a ranged choice. Not a fan of Sorc, that's just me and there are sooo many around. Anyways, Warden for the longest time has blown chunks in terms of pve dps (some do well, Liko, Stil and others) and Templar has a decent ranged option now or so I have read/seen. But I like to try and bring a little something to my group other than raw dps cuz truth be known I wont be pumping out the huge numbers so if I can contribute in others ways then I will...so, which of the two brings the most utility as well? I know Templars did with spears so it that still a thing but also wont Wardens now bring the minor toughness groups like?
I have seen the 57k Magden parse and the 63k (DAMN!) Magplar parse, but is 6k difference really that crucial?
Should mention wont be chasing any leaderboards and the like so just your regular runs of trials and dungeons will be the target. Oh, and should add have tried Magblade as well but just didn't feel the class, visually and such. Seems like it should really be played as roguish type up close.
Anyways, not sure of which changes will stick and its hard to get a feel reading posts as SO many are upset over the changes and its mostly the PVP community so makes it tough to weed thru everything to find anything of help. Maybe someone can shed some thought/input on to what each could bring...or not bring.

Stam DK currently

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So I want to begin by saying stamdk is my least played class, which is mainly why I’m expressing my thoughts about the class on forums.

If I am correct, a heavy armor stamdk has access to snare immunity and reflect with wings, rally, major mending, and an undodgeable high damage ultimate.

Having the ability to use rally in heavy armor without sacrificing snare removal and immunity seems to be a great advantage to me. I understand that this comes at the cost of magicka, but it this the only weakness of the class’s defense?

I know that for a while now people have been complaining that stamdk is underpowered except for in a tank role. As I have pointed out above, they certainly can fulfill a tank role without any tanking sets.

Basically, my question is, what exactly is the main problem with stamina dragonkight’s damage, if it is underpowered, because it seems to me that the class has no need to invest in tankiness and to a lesser extent sustainability. How could this lead to a lack of damage?

Where do you think 2H currently stands in PVP compared to DW?

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Looking for some constructive opinions about the differences between 2H and DW as they currently are on PTS.

I'd love to switch back to my 2H, but on Live it seems heavily inferior to DW. Given the recent nerfs, speed, mobility and other adjustments, I'm curious whether it would be worth it.

Pelinal's Aptitude Set is in need of IMPROVEMENT !!

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This set was a decent choice for Werewolf builds.
After the Wolfhunter patch it is purely garbage for Werewolfs and it is still still trash (as it always has been) for non WW Hybrid builds.

The main reason for that is the Penetration and the Crit chance.

IMO the set should modify those 3 things , not only the Spell/Weapon damage.

* Penetration
* Critical Chance
* Weapon/Spell damage

Dippin Dottz is now recruiting! (Social Guild)

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Associated with the DottzGaming.com website, YouTube channel and live stream is the Dippin Dottz Guild!

Dippin Dottz is on every platform on both the EU and NA servers! While I myself am only in and the guildmaster of the PC NA guild, select members from the community on the various platforms have stepped up to run extensions of the guild on their respective platforms! The guilds utilize discord to act as a central hub so that all members of all guilds are able to interact!

Dippin Dottz is primarily a social guild, with members having a wide variety of interests. No matter what you like doing in game, whether it be trials, veteran dungeons, PvP, questing, gold making, etc, there will be people in Dippin Dottz who share your interests! Members are always grouping together to do various activities, offering each other advice, and just hanging out! It is truly a friendly and tight-knit community to be a part of! We have no experience requirements, level requirements, etc. We are simply a community of players of all skill levels just looking to have fun and enjoy and discuss the game that Zenimax has created.

Want to join the ranks of the main guild on PC NA? Send me a message @Dottzgaming and i'll send you an invite the next time i log in!

Discord Link: https://discord.gg/abJm2Nf
For more information, check out this link: https://dottzgaming.com/eso-guides/getting-started/join-the-multi-platform-dippin-dottz-guild-today/

[Discussion] Speed, Speed, Speed: Topic on the Upcoming Snare and Speed Change

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Greetings Community! I am not normally a forum warrior but felt compelled to articulate the growing concern in a meta shift among the solo and small man player base from this current patch with an overabundance of speed to what the devs envision in the upcoming installment. For reference there were numerous adjustments added by the devs in the last PTS patch which greatly limited the ability to remove snares (Reducing forward momentum to four second snare immunity) and viable skill access to major expedition with even more changes coming in terms of Immovable Speed and Lingering health/Speed Pots. While many reacted in a non constructive manner I want this thread to be a lively and positive in nature so that a good conversation can be had from both perspectives.

The problem: Some feel with the introduction of swift, speed has gotten out of control with player builds being "uncatchable" since snares are removed via forward momentum, players can stack swift with major expedition and be at 60% increased move speed without factoring in sprint/medium armor/minor expedition ect.

The reaction: Given this concern, the devs enacted a major change with speed. They changed the golden value of swift from 10 percent to 6 percent (30 percent vs 18 Percent). Limited access to major expedition from skills to four seconds. Have announced a change to speed pots (Probably looking at the same uptime as pots with major vitality- currently 16.3 seconds) . While also increasing the "Sprint Speed" from the Steed mundus to 10 percent from 5 percent. Finally they reduced the effectiveness of using forward momentum by fifty percent to four seconds.

My thoughts on why ZoS is moving in that direction: Players should work their builds to be more sustain focused if they want to maintain a workable speed. We (as a player base) are aware of the continued power creep that the CP System poses and by changing player access to speed this will reduce stam's ability to combat snares/movement thus effectively reducing damage posed by stam since they will need to use other methods: Example Steed over mundus, More sustain for maintaining skills that grant major expedition ect.

The actual effect: Players that relay on self buffed speed (No rapid maneuvers) will have an increasingly difficult time to removing snares and maintaining workable speed percentages while fighting outnumbered.

What the changes do not affect: Ball Groups that play in numbers 12+ where they have focused roles.

Ball groups have no concern with the changes since they have the ability to designate a player to provide major expedition and snare removal via rapid maneuvers. The player builds no WD, can run in medium (has someone providing defensive buffs and heals), while focusing on having a high stam pool and regen. This allows them to spam a 6k stam skill repetitively without running short on resources.

In addition to that the ball group runs:

Templars/Sorcs being tasked with providing ranged or AOE CC via Javelin/Steak/Rune Prison. While stam players are assigned the role of providing continued range snare harassment using flying blade or the group may use a disruptor who provides both using steak/encase.

What it doesnt do: Combat the actual problem with the game which is ball groups. They will have no need to adjust their builds as there was nothing changed that shifts their meta. This does however affect small scale or solo players with the same breath reinforcing ball group meta which is a major source of zerging/lag.

Post in review: Speed was out of control. The adjustment to swift was warranted but the change to major expedition skills was not. A huge meta change was enacted but A. It only affects players that relay on themselves for mobility and B. Doesnt combat ball groups spamming rapids or purge.

My compromise: Revert the skill changes to 66 percent of original value, Scale Forward Momentum down to 6 seconds, Increase Shuffle to 6 Seconds (Due to Cost) and create a cost increase to ball group skills like purge/rapids similar to steak as their currently is not a counter to it when building a high regen build.

Disagree, agree or provide your own thoughts. We as a community need to discuss this as the looming change will have a huge effect on the game.

CCing some ZOS Employees if they would like to discuss on this topic as well.

@ZOS_GinaBruno @ZOS_Wrobel @ZOS_RichLambert @ZOS_Gilliam

Sorcerer Healer Collection ( Murkmire Updated) * New build added

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Some healers like to stay in the light. Nothing much of the unexpected, things tend to be normal for them. At last Sorcerers Healers were born to play with darkness. Expecting the worst and yet ready for the best, Sorcerers healers are those whom resonant with most chaotic situations and teams. To honor such a class here Tasear's collection of Sorc Healer Builds.

Advantages
  • Aftereffect of restoring 4%to 20% of max, stamina, health and magic per synergy used to allies
  • 2 ult to allies per synergy usage (if they have corresponding champion passive)
  • Better Resource Management compare to other healing classes
  • 15 Bar slots instead of 10, as such more buffs then any other class
  • Better usage of Element Blockade compared to other classes
  • 15k - 18k shield for allies via bone shield proc
  • Major vitality (30% more healing received) for 6 secs
  • Increased for damage output for allies over 51% percent
  • Very High uptime for concussion along with off balance
  • Better uptime for off balance and concussion.
  • Increased sustain via arcane well
  • Most reliable Heal in the Game *
  • 10% magicka regain to allies
  • 3% spell critical to allies
  • Minor Breech via posions
  • Crushing and Weakening Monsters

Disadvantages
  • Limited 12 person damage mitigation
  • Most reach undaunted rank 6 to provide resources for allies
  • Two keys needed for bar swapping between three bars
  • Need to keep pet alive and set it to defend in situations

In a time where Dragon Knight's weren't the rarest healer, but Sorcerers were instead this was simply designed to show supportive healer a sorcerer could be. Since then original essence of the build has evolved into becoming many things. Henceforth, there is a division of builds. Presented currently, Pug Proof with design purpose of making random dungeons easy, and Dark Priestess the veteran sorc healer for end game.


Synergizer (Pug Proof) v4.071

This is the Original Sorc healer Build that is designed for pick up groups aka Random Dungeon encounters and proof how supportive the class can be. While using this setup you will be extremely adaptive to any groups, no matter how bad.

Synergizer (Pug Proof) CP ( supportive) Allocation
Main_build.jpg

Synergizer (Pug Proof) Skills

Gear - Spc, Twlight
Staves - Decisive Pesto with crushing, charged lighting with shock glyph
Bar_1.jpg
*alternative- Use war horn if teammates are decent

[*] Emproward Ward - (Deadric Summoning - Morph of Conjured Ward)
[*] Healing Springs ( Restoration Staff - Grand Healing)
[*] Twilight Matriarch - ( Deadric Summoning - Morph of Summon Winged Twilight)
[*] Combat Prayer ( Restoration Staff - Blessings of Protection)
[*] Mutagen ( Restoration Staff - Regeneration)
[*] Summon Charged Atronach (or Aggressive War Horn) - ( Deadric Summoning - Morph of Summon Storm Atronach)

Bar_2.jpg
* Swap bone shield out for purge, and wall of elements out for crushing shock when needed.

[*] Element Drain - (Destruction Staff - Morph of Weakness to Elements)
[*] Plusar - (Destruction Staff - Morph of Impluse)
[*] Twilight Matriarch - ( Deadric Summoning - Morph of Summon Winged Twilight)
[*] Elemental Blockade - (Destruction Staff - Wall of Elements)
[*] Bone Surge - (Undaunted - Morph of bone Shield)
[*]Energy Overload - (Storm Calling - Overlord)

Bar_3_Pug_Proof.png
*Swap circle protection for encase in cases when add control is needed.

[*] Dark Conversion ( Dark Magic - Dark Excahnge)
[*] Energy Orbs - (Undaunted - Morph of Nectrotic Orb)
[*] Twilight Matriarch - ( Deadric Summoning - Morph of Summon Winged Twilight)
[*] Ring of Preservation - (Fighter's Guild- Circle of Protection
[*] Sanguine Altar - (Undaunted - Morph of Blood Altar)
[*]Energy Overload - (Storm Calling - Overlord)


Dark Priestess v3.1

While still having it's original supportive favor, this is the end game sorc healer build. This assumes group is above or at reasonable standards for most of hardest content of the game. As such this one I tend to use most of the time.

Dark Priestess (standard) CP Allocation
Build.jpg

Dark Priestess skill set
Gear - Spc, Twlight
Staves - Powered resto, Charged Lighting with shock
Bar_1_Dark_Priestess.png

[*] Emproward Ward - (Deadric Summoning - Morph of Conjured Ward)
[*] Healing Springs ( Restoration Staff - Grand Healing)
[*] Twilight Matriarch - ( Deadric Summoning - Morph of Summon Winged Twilight)
[*] Combat Prayer ( Restoration Staff - Blessings of Protection)
[*] Mutagen ( Restoration Staff - Regeneration)
[*] Aggressive War Horn ( or another supportive ultimate) - ( Alliance War (Assault Skills) - Morph of War Horn)

Bar_2_Dark_Priestess.png
* Swap bone shield out for purge, and wall of elements out for crushing shock when needed.

[*] Element Drain - (Destruction Staff - Morph of Weakness to Elements)
[*] Energy Orbs - (Undaunted - Morph of Nectrotic Orb)
[*] Twilight Matriarch - ( Deadric Summoning - Morph of Summon Winged Twilight)
[*] Elemental Blockade - (Destruction Staff - Wall of Elements)
[*] Bone Surge - (Undaunted - Morph of bone Shield)
[*]Energy Overload - (Storm Calling - Overlord)

Bar_3_Dark_Priestess.png

[*] Boundless Storm ( Storm Calling - Morph of Lighting Form)
[*] Liquid Lightin - (Storm Calling - Morph of Lighting Splash)
[*] Twilight Matriarch - ( Deadric Summoning - Morph of Summon Winged Twilight)
[*] Ring of Preservation - (Fighter's Guild- Circle of Protection
[*] Sanguine Altar - (Undaunted - Morph of Blood Altar)
[*]Energy Overload - (Storm Calling - Overlord)


Other Builds
There's aren't the greastest builds, but maybe somethings for others to draw inspiration from.

Dark Priestess 1 (end game sorc healer)
Dark Priestess 2 (end game sorc Healr)


How to use

Some questions I leave unanswered and @troomar has made a guide for things such a rotations and how to use in veteran trials.


Acknowlegements
  • @troomar for numerous amour/food sets variations, along with fixing issue of sub par health with twilight. Also providing many insights in designs.
  • @flow for helping with optimization of red champion points
  • @Uoullsw (best tank in game) who helped git gud so to speak. I would still be cowering in front of dlc dungeons without your guidance and support.
  • Mk - for tanking with be when sorc weren't even allowed in dungeons and didn't had that great of support skills (no twilight, or healing negate)
  • Thanks to varies Trial teams who know whom I play Mercenary healer aka Pug healer for their veteran or normal trials. It's always quite the experience.
  • Thanks to my Teamates from Rolling Cliffhangers, and Moonlight Travelers who I played Core Healer for a time. I learn so many things.
  • Thanks to all those who remind me, that I still have things to learn and well sometimes I am still a noob. xD (espeically teammates legs, and ghost, )
  • Thanks to Uoullsw for
  • Special Thanks, to teamates to my First vDSA Run - I learned pride of sorc healer
F.A.Q
Why pick Sorc Healer over another class.

Highest concussion and off balance because we got a whole skill line for it. Now mention with greater area of effect so yeah we are more effectoive then you destro staff users.

Only source to give major beserk is with Sorcs.


Best resources passives with all 3 sources of regain, reduction in stamina and Magicka costs, ultimate cost reduction ( cheaper war horns) , 8% Max health. 15% reduction in stamina or magicka skill after blocking. Did I almost forget dark exchange? Can trade Stamina for Magicka

We are only class who can negate enemy place effects (aoes, snares, Nova's, etc)

In regards to buffs overlord sorc healers ( 3 bars) are best at it next warden guys. We can obtain nearly every buff in game for allies.

We can snare, stun, cage eniemies.

Not mention we dps things well too.

Do pets die?

- Only place there's is some issues is vet Falkreath as lovely AI has it standing in ring of fire and no longer has major protection while standing in stupid. Don't happen always, but it really does happen. Otherwise it's highly unlikely to die. Somtimes it even holds arrgo while you rez everyone else who is dead.

Aren't Templar the best or better healer?

Better and best are such funny words it can all depend on the situation and group. But after heated debate, sorc can be proven to have skills to be most adaptive or say flexible healers . Numbers wise they will start off Superior before Warden and Templar passives obtain passives. Then it all depends on setup, procing of passives. Though mind you it's all close call between the three.

Why no arena staff

At the time when I first made a sorc build, I hadn't had access to it. Then when I did have them it didn't seem to fit. Arena staves are all about giving resources to allies, and I think build does it innately.This also leaves room to attempt things that involve complete monster helms such as earthgore (negates) and sentinel (gives 4kish stamina ), or other support sets.

Can you compete End game content with this?

Yes, from hardest dungeons to veteran trials it comes down to skill for healers

Isn't it hard to use three bars instead of two?

Most definitely, especially when I was first started off with this build. I was often second guessing myself. After a while, though it did become instinct, and it was a lot of fun. Though, there's a few things though I did to make it better. As of Dragon Bones patch with outfit stations along with transmog of a sorts, I made overlord staff white, so it's easier to notice in dungeons. This avoided accidental usages of ultimate from other bar.. This was previously done via Enchantment color, but MOL weapons all shine with a blue glow after dragon bones. In the same regards, I made sure staff style was bigger then other bar's. The styles ended up using were order of hour on resto bar, and Ebonshadow with destro and overlord bar. (note: these styles look like a bat and bird respectively). Some other things to try is setting ultimate bar to a different key such one close to ultimate button or using a simple gaming mouse with one or two buttons on side.

the eternal question of what stat is better

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i will use max magicka / spell damage for reference, but all question also apply to max stamina / weapon damage.

which is better? max magicka or spell damage? i know the ratio is something around to 10.5 to 1 (items grant the same amount of stats whichever stat it has)
Which of those stats should i make higher? How do i know to max the magicka stat or spell damage?

Enchants on armor pieces are magicka, so my guess is that maxing magicka is better.
But there's the buff with 20% spell damage, so i suppose this is better.
Light attacks scale with max magicka, so this one is better? Since spells scale with both max magicka and spell damage.
But spells scale off the highest stat? So for example a spell will deal same damage with either 1k max magicka and 1k spell damage, or 2k magicka?

Mr. Tamriel: beauty pageant for male characters!! :D

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In light of the recent fun thread:
ESO Beauty Pageant

How about we make an equivalent for male characters?
Post your coolest, funniest, hottest pics of your male characters.

"Abusing" CCs

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In the last few months I've been playing a lot of PvP MagDK
Every now and then, I get some whisper from random people

Most are complaints about me "abusing" stuns.
It's very easy to stun/immobilize every 8s with Fossilize/Stone Giant/Talons
Eventually they run out of stamina and I get my kill. It's very effective against magicka classes who don't have a lot of stamina

But to be honest, I think they're right. This play style is too toxic to play against. I shouldn't rely on it

One thing is using your stun at the right time and burst. One thing is using it every time is off cooldown

Now I'm trying to play without Fossilize/Stone Giant. I use the whip's stun for my burst (it's getting removed next patch thought)
And of course it's a bit harder to fight other magdks

What do you think about it?
Do you use your CCs every time you can? Do you keep it just for your burst?

finders keepers

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ive realized i dont have eso plus on also dont have the thieves guild dlc but im still able to loot thieves box(you know that little blue whining box that im pretty sure you dont get access to it if you dont own thieves guild dlc). did something chance? i wanted to ask about this long ago but yeah..laziness

Is Cadwell all he seems?

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First of all I am only VR6 so if there is some amazing revelation when you hit VR10 about Cadwell then I don't know about it yet.

I just had this thought over the weekend that maybe he is some servant of Sheogorath or maybe his little brother or maybe even Sheo himself in disguise or something. They do both have a beard ......

The rewards you get at VR1 and 6 are a Golden Saint costume and a Dark Seducer costume - Sheo's minions.

It would make sense that this whole twisted business of everyone chasing round after an amulet would be something the old mad cheese himself would find amusing.

And Cadwell does have a pan on his head ... just saying.

Thoughts anyone? Or am I going to get wabbajacked just for mentioning this?
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