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Stamdens needs to be nerfed down in PvP

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Taking an objective look at this class, it is apparent to anyone how ridiculously OP this class is. While, there are/were other OP classes in ESO's history, there has never been a single class that can virtually do everything without any given weakness.
They have everything
  • NB levels of Sustain
  • NB levels of Burst
  • AoE Burst unmatched even considered the Proxi-Det days of the past
  • Magplar levels of Self-heals
  • DK-like Tankiness
Pretty much, every high MMR BG has few of them just spamming Sub. Assault and Steel Tornado bursting down everything in sight. In case, stamblades or stamplars, you can simply burst them down in retaliation faster than they can reset, stamdens will just reset fights at will. Also, out-sustaining them ain't really an option either, due to their great sustain paired with Heavy Armor and is getting a buff next patch.

Mag NB PvP Healer "BESTOWER OF BLOOD" - Feed My Brothers, Feed!

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Magicka Nightblade PvP Healer - BESTOWER OF BLOOD

RACE/MUNDUS/OTHER
RACE: Argonian.
MUNDUS: Atronach.
VAMPIRE? NO.
FOOD: Triple Stat.
POTIONS: Spell Power, +Magicka Regen, +Magicka.

CP STATS (NO BATTLE SPIRIT BUFF)
115e912e-e17f-40a6-93f6-8d203023ffeb.PNG?sv=2015-12-11&sr=b&si=DefaultAccess&sig=v85uKOfRBffctDDqQVOp%2FRozGDTu1LYzTVyKqt40TKo%3D

GEAR
FRONT: Powered/Infused -- Preference Transmutation Resto Staff w/ Berserker Glyph
or Precise/Powered/Infused -- Preference Maelstrom Resto Staff w/ Berserker Glyph

BACK: Infused Transmutation 2H Sword w/ Magicka Return Glyph

5 Heavy, 1 Medium, 1 Light
Light Troll King Helmet (Tri-Stat-Infused) // Medium Troll King Shoulders (Magicka-Impen)
Heavy Shacklebreaker Body Pieces (Tri-Stat-Infused Chest // Impen Hands, Waist, Legs, Boots-All Magicka Enchants)

Transmutation Jewelry (1 Arcane - Spell Power // 2 Swift - Magicka Regen)

CHAMPION POINTS
37 Warlord
2 Sprinter
64 Mooncalf
64 Arcanist
27 Tenacity
43 Healthy
23 Tumbling

76 Blessed
26 Elfborn
76 Elemental Expert
19 Staff Expert
37 Master at Arms
26 Thaumaturge

39 Resistant
37 Thick Skinned
43 Hardy
43 Elemental Defender
61 Bastion
37 Quick Recovery

SKILLS
---Resto Front Bar---

Funnel Health/Swallow Soul -- Preference

Healing Ward

Refreshing Path

Healthy Offering

Rapid Regeneration/Mutagen -- Preference

ULT: Light's Champion

---Two Handed Sword---

Double Take

Forward Momentum

Time Freeze OR Manifestation of Terror

Shadow Image OR Shadowy Disguise

Siphoning Attacks

ULT: Flex (Temporal Guard or Replenishing Barrier (Battlegrounds)/Soul Siphon (Cyrodiil)

NOTES
-I was one of the naysayers towards the changes with Agony (what I have slotted as Healthy Offering). However I am really liking this skill when used conservatively (28m range like BoL, very low-key animation (unlike BoL), doesn't use main resource, Minor Mending + Major Mending w/ HA). My HoTs are enough to work through the damage I cause myself from Healthy Offering.

-Speaking of which, I have 3 HoTs and 3 Burst Heals on my main bar! It's really awesome. Sustain feels forever, stats are well balanced, teammates are surviving, mobility is great!

-That's a huge seller: Being able to keep up with your team, especially in BGs. Forward Momentum allows me to keep moving around staying unrooted, Double Take is nice for the Major Evasion and Major Expedition (which I also get on front bar too), Time Freeze and Manifestion of Terror are both nice options for area denial.

-It's something different. You don't need to crutch on Cloak to survive but it doesn't hurt the build to have it in an emergency. It won't suppress the DoTs from Healthy Offering but they won't break Cloak either.

SCREENS/VIDEOS
Healing potential:
f66d9e92-d671-4e69-8d11-4fcb9fae3199.PNG?sv=2015-12-11&sr=b&si=DefaultAccess&sig=ZdOtgUUMWVUncmln9VWZFAe%2F9oW85YklDZKUH9pBlqI%3D

Build in action in BGs (almost 900k heals at end):
image

Another (pre-Sigil removal):
image
ENJOY!

Should some old “Overland” 5-set pieces be reworked?

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With the overall progression of ESO, it has come to my attention that, with newer, better sets coming in with murkmire along with some DLC related sets, it is making some old sets almost useless(not completely) in the sense that some newer sets are performing better than the old ones.

Not to mention some of the new sets have effects that are almost identical to some of the overland sets.

I do not know exactly how it may play out in the long run, but in general, shouldn’t some of the Overland sets be improved upon or even reworked as a whole to make to get them on par with some of the newer sets?

(Note: you do not have to answer this poll if you want to.)

Do you own the Warden class?

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I know forums users are probably not a representative sample but I'm curious nonetheless.

What theme is your lab/workshop?

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Hi everyone, i need some inspiration for my lab. Cant decide which direction to go.. i have dwarven psijic clockwork and creepy things. Id love to see some pics 😉

PS4/NA (Cyro & IC): Vivec - This Must Be The Place...

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image
yes, a very naive melody :)

initially I had tried to kick off the conversation with questions on a bunch of random topics...

love to fight, carry scrolls, gank, defend, attack, pour oil on folks, repair keep walls til your fingers bleed - this is your thread...

love hearing big and little battle stories, as well as observations concerning the interaction between the alliances in this campaign - who doesn't love a good bridge fight...

big IC fan...at this point i wanna apologize right now for anything weird or crazy i may have done in IC (or for any future stuff)...I'm pretty laid back in cyro - IC has a way of getting me fired up on occasion...

hmmmmm, is it really true cyro reveals whom you want to be, and, IC reveals who you truly are...

if you want - say what's up, and if you like - let us all know what's up...

anyhow - enjoy, and, happy gaming trails...

bonus question: if any one knows where the reference "loose tales" (spelt differently) comes from - you'll win...ummmm, my undying admiration?

Several questions about Overload on PTS

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Would appreciate if someone with PTS access could answer these questions:
  1. Does Overload still cost one GCD to activate?
  2. Does swapping to your other bar (on which you have a different ult slotted) cause you to exit Overload mode? Or is it only deactivated when you cast it again?
  3. Do overload light/heavy attacks still consume ulti when not targeted at anything?

[MATH] PvP Defensive Set Comparison (Impreg, Brass, Pariah, Riposte, + more)

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HvCDqon.png

~~~~~Introduction~~~~~

This is a no nonsense analysis of defensive PvP sets. Every major update is inevitably accompanied by people claiming set x is super good without fully understanding how it works into damage calculations. Sometimes assumptions are right, other times wrong. I've attempted to make this as user friendly as possible and easy to understand to empower you to determine the best defensive set to suit your build and to counter your most common opponents. If you want to increase survivability on your DPS or construct your unkillable tank, this thread has all the information you need.

Editable Google Sheet Link
Defensive Set Analysis (sheets 1-3)
Ultimate Generation Simulator (sheet 16)
Block Cost Reduction Calculator (sheet 17)

Video Tutorial and Analysis (read below for same thing in text)
image

TL;DR
Wizard's Riposte: The best set for any solo or small scale Magicka character. Provides highest or near highest damage mitigation in situations where up time is kept high-
• Solo (as long as you don't excessively kite)
• Small Group (as long as your group doesn't excessively kite)
• Medium - Large Group (on tank only)

Impregnable: Superior stamina set when opponents have higher than ~55% critical chance and high penetration (good in no-CP, even better in CP).

Fortified Brass: Good in no-CP PvP where critical chance and penetration is naturally lower. Weak against nightblades.

Mark of the Pariah: Outperforms all other sets when less than ~68% HP.


~~~~~Tutorial for Self Analysis~~~~~

This box is the bare minimum that requires to be filled.
4bjMqq8.png


To assist you in determining these values you can utilise the three green boxes (totally optional). Modify the values in red and use the "Sum" to fill in the corresponding "INPUTS" values. Or simply make up approximate values without worrying about specific sources.
cQWJ5IQ.png


Your output will look something like this:
usGcLws.png
An important thing to remember when looking at damage mitigation is that a few percentage points difference between options can represent a significant amount of extra damage mitigated. For example if option A has 90% mitigation and option B has 91%, there may only be a single percentage point different, but that means option B is mitigating at extra 10% more damage then option A. Just something to keep in mind when looking at the seemingly insignificant differences of any of the blocking stats.


~~~~~My Detailed Analysis~~~~~

It's impossible to determine average input values with the wide variety of PvP in ESO. Duels, CP Cyrodiil, non-CP Cyrodiil and Battlegrounds will each have their own unique set of average critical chance, critical damage and penetration values. As such I want to stress the importance of performing your own analysis. My conclusions about set quality are affected by my own bias, I base my opponent stats on what mine are and subjectively adjust based on other factors (like how many NB's I verse, that increases the average critical chance and critical damage).


Wizard's Riposte
crsS3qy.png
Always highest or very close to highest mitigation. The 2-4 set piece bonuses make it the best choice for magicka users (excluding medium to large group situations).
Pros
• Virtually 100% up time (tapers off the larger the group).
• 2-4 set piece bonuses are amazing. WR gets all defensiveness from the 5th piece allowing utility bonuses 2-4.
• Group members benefit also.
• Can have active only on one bar and still achieve 99% up time.
• Applies minor maim on the critical strike that proc'd it (great gank defense).
Cons
• It falls into the minor/major buff system, so if anyone else is wearing WR or proc'ing minor maim (DK's, S+B users, frost users, Asylum staff users, NB's), the effectiveness of this set is significantly reduced.
• Only comes in light and arcane.
UTnYzQ7.png


Impregnable
SU6yPcX.png
The best all around defensive set for all PvP situations (primarily for stamina, but magicka user can wear just as effectively if another group member is already providing minor maim).
Pros
• All the defensiveness comes form the 5th piece bonus, which means 2-4 set pieces are great for your utility.
• Amazing against Nightblades who's critical chance, critical damage modifier and penetration are all very high.
• Comes in any weight and trait.
• No conditions to receive bonus.
Cons
• When versing opponents with low critical chance and low penetration (low skill zergs) this sets effectiveness is drastically diminished.
hXawGgd.png


Fortified Brass
nvZEcPr.png
The best set to use against low critical chance opponents (primarily low skill zergs in no-CP).
Pros
• Good for no-CP PvP.
• Craftable.
Cons
• Nightblade's are going to hurt even in no-CP.
• Performs poorly in CP PvP, especially against mid to high tier damage orientated players.
• Craftable.
l0lfhos.png


Transmutation (by popular demand!)
xvrtm8U.png
Is a good compromise between impregnable and wizard's riposte. It provides decent mitigation through critical resistance, very good magicka regeneration and superior large group utility.
Pros
• A tank set AND a regeneration set rolled into one.
• Group buff.
• Very easy to proc.
• Can slot on only one bar.
• Amazing against Nightblades who's critical chance, critical damage modifier and penetration are all very high.
• Good alternative if minor maim is already being supplied.
Cons
• Won't mitigate any damage from a gank until you drop a HoT (this can be avoided by having slightly more HP on your transmutation bar and bar swapping to force a heal).
• Less mitigation then other sets discussed.
• Light and arcane only.


Armor Master
gJrDi5T.png
Provides more resistances and an additional 5% HP.
Pros
• Extra HP.
• Good for no-CP PvP.
• Higher resistances then FB.
• Craftable.
Cons (+FB cons)
• Conditional to activating armour ability. This hurts especially now we can't slot shuffle and immovable and toggle between the two to keep this set proc'd.
• 5% HP only on one bar.
• Craftable.


Mark of the Pariah
ogDS1BX.png
Provided you can keep yourself out of execute range, this is still an amazing tanking set. Being able to take damage as a PvP tank is an amazing way to draw agro, then at ~68% HP it outperforms all other sets analysed, and only keeps giving you more damage mitigation (great combined with vampire undeath passive).
Pros
• Huge resistances.
• Jewellery drops in all traits.
• Good for no-CP PvP.
Cons(+FB cons)
• Have to take damage to receive 5th piece bonus.
• Heavy only.
t1vWsNZ.png


Blood Spawn vs 1pc Chudan + 1pc Pirate
f4s132c.png

Mitigation: In terms of pure damage reduction, Blood Spawn needs an up time of 92% to equal the Pirate + Chudan combination. BS likely won't help you in the event of being ganked, save for a lucky proc on the first hit. The very nature of a defensive proc set also means that it will sometimes be down when you get hit with an ultimate or an otherwise heavy hitting combination.

Utility: However, BS has absolutely amazing utility that PC sacrifices in order for 100% up time. The ultimate generation of BS (synergises well with a Dragon Knight) is unparalleled for a two piece and only just beaten out by the fifth piece bonus of Tava's Favor. The one piece stamina regeneration of BS also helps any build (apart from perma block).

Deciding: Does the stamina regeneration and ultimate gain of Blood Spawn outweigh the risks of it being down when you need it? If yes, wear Blood Spawn. If no, wear 1pc Pirate + 1pc Chudan. If you can't answer this question then don't worry, this dilemma cannot be solved by math, test them both out and find what works best for you.


Critical Resistance vs Resistance
Because critical resistance is not calculated as a percentage mitigation, but resistances are, there comes a point where an opponent with high critical damage modifier but relatively low critical chance would be best countered with a resistance set like Armor Master instead of a critical resistance set like Impregnable. Here is an example of this:

nswb4A8.png
*the values chosen here were done only to best demonstrate this phenomena.
**find this graph in tab "15 - Crit Resist vs Resist" if you want to play around with it.

So things that would effect this graph:
• Raising penetration will increase Impregnables' effectiveness.
• Raising critical chance will increase Impregnables' effectiveness.
• Raising base critical resistance will increase Impregnables' effectiveness.
• Raising base resistance will increase Armor Masters' effectiveness.

Ultimately, there are very few reasonable circumstances in which a resistance set out performs a critical resistance set against an opponent with high critical damage modifier. It is possible, as demonstrated here, but a slight increase in critical chance (5%) and penetration (2k) will see Impregnable beat out Armor Master up until critical damage modifier exceeds 1.95 .


~~~~~Calculations - NERDS ONLY <3~~~~~

The actual Google Sheet formulas are a lot more complicated then the ones listed below, as they include several IF statements in order to prevent situations like over and under penetration. Assuming resistance cap is 33150 and critical resistance conversion is /6800. Because the spreadsheet does not take into account CP and class passives, your actual mitigation will be higher then listed, but it will effect all sets equally so the comparisons between sets will remain valid.

Also for those brave enough to open this spoiler, I'm 99% certain my math is accurate, but if you notice any errors or something that doesn't "feel" right, let me know and I'll investigate. I first started working on this back when Morrowind dropped then forgot about it until CWC, so picking up and redoing the mess I made with formulas; it's possible I missed something.



Pariah Resistance =
5465 + 9414 * (1 - Current HP%)



Mitigation =
(Total Possible Damage - Actual Damage Taken) / Total Possible Damage

Total Possible Damage =
(1 - CRIT CHANCE) + CRIT CHANCE * CRIT DMG

Actual Damage Taken =
[1 - (BASE RESIST - PEN) / RESIST CAP * 0.5] * (1 - CRIT CHANCE) + [1 - (BASE RESIST - PEN) / RESIST CAP * 0.5] * CRIT CHANCE * (CRIT DMG - CRIT RESIST / 68 / 100)



Critical Damage Modifier =
Crit Dmg  - Crit Resist / 68 / 100


~~~~~Conclusion~~~~~

I hope this has helped people understand some of the nuances of damage mitigation in ESO and how it influences the effectiveness of our sets. If you would like homework give @paulsimonps Damage Mitigation: Explained post a read, covers the calculations a lot more then I did here. If you have any questions, naturally feel free to ask! Is there anything I can do to make this more user friendly? Did my explanations suck? Would love to hear from you!


Change Log
Date: Dec 2017
Change: [Forum Post] Added Transmutation write up to the forum post.
Description: Added pros and cons list for Robes of Transmutation in the "Detailed Analysis" section of forum post.

Date: Dec 2017
Change: [Forum Post] [Spreadsheet] Added resistance vs critical resistance analysis.
Description: Added an additional graph in sheet "15 - Resists vs Crit Resist" to improve understanding of some of the nuances of damage mitigation. Added written analysis to help explain this.

Date: Dec 2017
Change: [Forum Post] [Spreadsheet] Added Mark of the Pariah vs Fortified Brass analysis.
Description: Added an additional graph in sheet "14 - Pariah vs Brass" to help demonstrate at what percentage HP Mark of the Pariah starts outperforming other resistance sets. Added written analysis to help explain this.

Date: Dec 2017
Change: [Spreadsheet] Added adjustable Wizard Riposte mitigation value.
Description: Due to ZoS's funked up mitigation calculations, with CP Minor Maim rarely gives 15% mitigation. With CP this value can be as low as 10%. Added adjustable WR mitigation value in order to get accurate result for individuals CP distribution.

Date: Dec 2017
Change: [Forum Post] [Spreadsheet] Added Robes of Transmutation vs Wizard Riposte analysis.
Description: Added an additional graph in sheet "13 - WR vs Trans" to fully explore the difference in mitigation between these two sets.

Date: Dec 2017
Change: [Spreadsheet] Fixed a graphing error with "13 - WR vs Trans".
Description: Fixed an issue where Wizard's Riposte graph was not properly taking into account the changing Critical Chance value.

Date: 13 Jan 2018
Change: [Spreadsheet] Added Pirate Skeleton.
Description: Pirate Skeleton added to the spreadsheet for more thorough comparisons.

Date: 17 Jan 2018
Change: [Spreadsheet] Added maces penetration into the calculations.
Description: Allows for even more accurate comparisons by taking into account percentage penetration from maces.

Date: 17 Jan 2018
Change: [Spreadsheet] Reactive Armour and Mighty Chudan added.
Description: More sets added for more thorough comparison.

Date: 17 Jan 2018
Change: [Spreadsheet] Added "y/n" checklist.
Description: With the addition of more defensive sets, added this checklist to keep graphing neat and readable.

Date: 3 Feb 2018
Change: [Spreadsheet] Added sheets "Introduction", "16 - Ult Gen Simulator" and "17 - Block Cost".
Description: Introduction sheet to help people navigate the book. Ultimate Generation Simulator added to help people refine their builds. Block Cost Reduction Calculator (Dragon Bones PTS calculations) to help people refine the defensive aspect of their build.

Date: 12 March 2018
Change: [Spreadsheet] Fixed graphing error.
Description: Google Doc's update caused the graphs to still plot data points with nil value if the data label was not nil. Changed so the data label only prints when data present thus preventing plotting of blank lines.

Date: 26th March 2018
Change: [Spreadsheet] Added minor and major evasion options.
Description: Mitigation now includes evasion, thus giving more accurate results from more comprehensive inputs.

Date: 21st April 2018
Change: [Spreadsheet] Fixed graphing error.
Description: Fortified Brass and Armor Master were mislabeled as each other, this is now corrected.

Date: 21st April 2018
Change: [Spreadsheet] Added maces value to graph summary.
Description: Forgot to include this initially. Maces value will now be easily visible when taking a screenshot of the graph.

Date: 8th June 2018
Change: [Spreadsheet] Added set Ironblood.
Description: Just another defensive set to compare. Mathematically very similar to Pirate Skeleton.

Date: 20th August 2018
Change: [Spreadsheet] Added adjustable Minor Maim up time (for Wizard's Riposte).
Description: With the changes in Wolfhunter DLC it's possible for Wizard's Riposte to no longer give 100% up time, especially in a larger group on a non-tank. A slider has been added to accommodate this.

Date: 27th August 2018
Change: [Forum Post] Added additional details to WR given change in Wolfhunter DLC.
Description: More information added to keep up to date.

Date:
Change:
Description:


New Player, Help with DLCs and ESO PLUS membership!

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Hello I am new to the game.
My friend invited me to play this game many years ago but I havent touched past level 5 or 7 (do not remember), but I am returning to play this game as I'm quitting another MMO.

Can I get a summary whats the difference between getting ESO plus membership and buying the actual DLCs? If one of them is worth it or both?
I was also really happy to see the Morrowind expansion and saw that you can start a character in there, specifically how?

Note: I have read the forums, blog, youtube for basic tips and advises. But if theres anything I should know, any help would be appreciated :)

The Nerf to Speed Pots is a horrible idea; Here's why.

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Everyone knows nerfing speed pots is directed at stamina players, as there are no Magicka speed pots. This is common knowledge, as even following todays notes multiple players made multiple forum posts saying "Speed pots need nerfed too!" and other things similar, and it was then confirmed by @ZOS_GinaBruno that they would be nerfed next patch. Disclaimer: Saying slot Magicka abilities for speed is not an answer nor a resolution; I would not tell a Magicka player to run well fitted because they cannot dodge sloads enough. Please if you are shortsighted enough to tell me to spend Magicka every 3 seconds for Race against time then just please do not comment at all.

Currently Magicka players have the following magicka costing abilities as a means of Major Expedition:
Dragonknight: Chains
Templar: Zip Zilch Zada
Nightblade: Cripple, Path
Warden: Bird of Prey
Sorcerer: Boundless Storm
Vampire: Mist Form
Psijic: Race against time

Keep in mind we are not speaking subjectively as to how well some of these abilities are or how much they're used, these are simply the SOURCES of major expeditions that cost Magicka.

Now, Stamina currently have:
Dual Wield: Quick Cloak
Assault Tree: Rapids

Stamina also has a passive in the Bow Skill line that grants major expedition after dodge rolling.

We can clearly see the discrepancy here. Mainly, Stamina classes will be pigeonholed into running either a bow or quick cloak, with no other viable options for expedition. Rapids gets removed as soon as any ability is used, so we'll assume that it does not truly function in combat here. Most Stam builds are already forced into running a 2h due to the necessity of rally/forward momentum, so this change is not even remotely healthy for the game.

This change objectively only really hurts 1vX players and tanks in PvE who need the movement speed to complete certain mechanics (ie vCR). Nobody in ball groups, zergs, etc is getting hurt by this change. It is literally nerfing 1vX players, people who actively try to play against outnumbered odds, which has a VERY high ceiling ~ and such players should not be punished like this. Simply put, if ZOS wants to nerf speed pots they should nerf them to the point to where they only grant 2 bonus effects in total, ie Stam + Speed or Immovable + Speed, but at the same time for the sake of balance make it possible to get Magicka + Speed as well.

Magplar PvP

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So I'm still pretty new to magicka classes in PvP (old stam DK main) and I need some advice. I can get some kills but I'm WAY too squishy.

I'm currently running:
2 Skoria (heavy)
5 Spinners (chest, legs. boots, Nirnhoned inferno staff)
5 Wizard's Riposte (belt, gloves, jewelry)
2 Song of Lamae (sword and shield on back bar).

Anyone have any advice for a newbie Magplar?

Claw of the Mad God - Stamina DK PvE DD Build (50k selfbuffed - Murkmire PTS)

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Hello everyone and welcome to my Stamina DK guide!


klKNSpz.jpg

Stamina DKs are not at the peak of their glory in PvE currently, because they do not contribute anything worthwhile to groups that you cannot get otherwise and suffer from sustain issues. This Build solves that issue through a very easy alteration to the stamina dk rotation based on the venomous claw skill. In Murkmire, Stam DKs got a range increase to melee attacks and a strong sustain buff on poison abilities, and thus also to venomous claw which costs 700 stamina on the PTS.

Race:


Redguard is best, but my Stam DK is Imperial. Woodelf, Orc, Khajiit, all is fine and works, you just need to heavy attack every once in a while.

Mundus Stone:


Lover. In vMA i use Warrior because it buffs healing too and healing is needed on a stamina DK. Since MNG and Sunderflame were nerfed to the ground (meh!) it is necessary to use the lover to be able to reach the pen cap.

Unbuffed stats:


ZmTh4RF.jpg



Gear:


k5OQcqd.jpg

In solo play, switch Relequen for Vicious Ophidian (RIP 20 second major expedition..)

Rotation video:


Weave in a light attack prior to every skill in here:

Prebuff with FoO > Trap > Swap > Hail > Caltrops > Injection > Acid Spray > Swap > Noxious Breath > Rearming Trap > Rending Slashes > 3x Venoumous Claw > FoO > Swap > Repeat from Endless Hail.

Basically just go counterclockwise and use claw until you have to barswap again.

image

Why use venomous claw as a spammable over crushing weapon?


Venomous claw costs 700 stamina. But the main reason is that you get the first dot tick after 0.5 seconds:

FQm0cm3.jpg

So when you use this as a spammable, you always get the first DoT tick after 0.5 seconds, even when using it consecutively. Comparing it to Crushing weapon I get the following numbers of crit and non-crits:

ENAINwZ.jpg

So the difference between their damage when spammed is 2.6%, but the claw costs 1/3 of what crushing weapon costs. In effective stamina per second that yields me a drain reduction of 200 stamina per second: just compare my parse to likos parse from the pts: i have 1335 drain/s and he has 1526. This enables us to run acid spray on the abck bar to get us another 1.5k dps from it, yielding the same damage as a spammable, but with less sustain issues.

6m Solo parse with noxious breath (only 75% fracture from noxious):


uyjR3LO.jpg

ZFYDeYa.jpg

cTptyO9.jpg

If you want to compare this to likos parse from the PTS you have to add orbs+ blue food (3k stamina difference), minor savagery, minor berserk and 25% additional major fracture, getting the build to roughly the same dps.

Full (old) Stam DK vMA run:


image


If you have questions, go ahead! Hope you like the build.

Perma Block / Block Casting?

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What do yall think of this?

Personally, i dont think you should be able to block cast skills, especially if youre a perma block build with high damage / heals.
Since Murkmire is nerfing everything, why not nerf this?
Maybe make it if youre blocking, all heals you cast / damage you deal is decreased by 50?

Idea for one-weapon combat bar

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OK, a little idea on the whole double-bar thing that occurred to me:

Allow the option to not slot a second weapon, but still access the second bar. Treat it as one continuous bar of 10 slots, even though you have to swap between them to actually hit the buttons (due to the limitations of making them workable with a game controller).

The downside would be losing access to a second weapon. For example, no bow backbar with dual wield or 2H frontbar, or lightning staff backbar with flame staff front bar, etc. No Maelstrom backbar weapon for that set bonus while also getting another set bonus when swapped to the front bar. Etc.

The upside is that you eliminate the "double-barring" needed for some skills. No losing a summoned pet when swapping bars. Passive buffs are always in effect, without having to slot them twice. Etc.

You might have to drop the ultimate from the backbar, or require that it's the same as the frontbar. Not sure where that'd fall in the balance of things.

And the interface wouldn't need any extra complexity. Just take off your second weapon if you want to treat all the front and back skill slots as one continuous bar.

There are reasonable reasons to want to take advantage of multiple weapons (eg: healer wanting to apply debuffs from a destruction staff), but there are also reasonable approaches that don't need an extra weapon, but would benefit greatly from simplifying the slotting situation.


I'm not sure how this would impact the overall balance of the game. There are far too many combinations to think that I could casually judge what impact this would have. But, while this would definitely give some advantages in some areas (but not in others, where it is reasonable to want to stay with the two-weapon build), my initial reaction is thinking that they would be balanced by the losses, and that it would mostly allow more creative diversity in build design.

Anyway, it's a thought. Maybe someone can explain why it's utterly broken. Maybe the devs will give it a shake to see how it works out.

Speed potion nerf added to the PTS

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For a potion at maximum rank, this reduces the duration of Major Expedition from 40.6 second to 12.5 seconds, before any modifications from things such as enchantments or passives.

Am I the only one who kinda wants to cry? :dizzy: First my warden wings speed duration was sliced by more than 50% and now this. So nervous for live!!

Immovable

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Immovable: Reduced the cost of this ability and its morphs by 15%, and reduced the duration of the crowd control immunity buff granted to 4 seconds from 5 seconds.

Any got a clue why this has happened? It's made this already under used skill less appealing if anything :(

And it's bugged - Doesn't work with meditate :P j/k but it's kinda true - there are numerous mobs that seem to ignore it, unlike blocking which is not ignored.

I saw foreign people inside my house (?)

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Yesterday night I was with a friend in my Twin Arches in Bangkorai. Suddenly I could see another player coming inside by the main gate. She was going around and inside the house. My friend saw also. I tried to talk to her but I only had a vague reply ab1s5ht0lwgh.png. Now I wonder if she was able to see the content of my storage chests. Apparently, nothing is missing. Does anyone had a bug like this?

keep PTS topics to the PTS section

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whoever posts in "general discussions" stuff that happens on PTS, like any buff/nerf tweak that happens to whatever, should post here:
https://forums.elderscrollsonline.com/en/categories/pts

there is no need for complaints, deductions, explications, calculations, etc etc etc, on stuff that is under testing and which has its reasons talked and decided in a meeting with many people in the domain, instead of someone who got his toys changed and comes to cry with everyone else.

PTS Update 20 - Feedback Thread for Dragonknights

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This is the official feedback thread for Dragonknights. Please read through all the changes in the patch notes and try them out on the PTS before providing feedback in this thread. Thank you!

Murkmire prologue quest bugged or not

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Ruthless competition you have to find an assistant and a elegant jacket and egg but none of them show way points on my map where to go to find the stuff i have no idea where to even go lol not sure if it is intended or not
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