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[Class Reps] Update & Meeting Notes - Dec 7

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Hi everyone,

Now that the Class Rep Program has been running for just over half a year, we felt it was time to make some adjustments based on our needs and to better meet the goals of the program. The main goals include collecting consolidated and regular concise feedback from the community to present to the Dev Team, and aiding in increasing communication between everyone. Below are the current Class Reps involved in our program:
  • Alcast
  • Checkmath
  • FearTurbo
  • GandTheImpaler
  • JoyDivison
  • KenaPKK
  • Liofa
  • Masel92
  • Quantum_V
It’s worth mentioning we do plan to add a few new members to the program early next year; we’ll let everyone know when that will be happening in the event you’d like to nominate yourself or another player.

We also met with the group late last week, with the meeting notes below for everyone to read. Our main focus were things that changed in Update 20 and doing a retrospective of sorts; what went well, what didn’t go well, and what we could improve upon for future updates. We also discussed some future changes coming in Update 21, and went over some updates for the program itself.

Update 20 Feedback
  • We updated roll dodge timing to only work if a player is dodging while the attack hits them. How has this affected Medium armor builds and slower projectiles like Snipe and Dark Flare?
    • Feels no different for most players (This meets our intended goal)
    • Requires you to be rolling as projectiles would hit you
  • We changed Evasion to AoE damage reduction from dodge chance. Feedback on this for both PvP and PvE?
    • Major Evasion is too strong and counters Templars and Wardens more than other classes
    • Minor Evasion feels too weak
    • Both are 100% uptime buffs with no drawbacks, counter to the usual design for Major and Minor buffs
      • Suggest making Shuffle Minor Evasion, buffing Minor Evasion to 15%, buffing Major Evasion to 30%, and placing Major Evasion on a low uptime, higher cost source
    • ZOS note: Major buffs for some categories are rare, while for other categories minor buffs are rarer. For example, Major Berserk is rare while Minor Berserk is common. Major Fracture is common while Minor Fracture is rare. We can also evaluate power level of Evasion
    • Templar Jabs is not cutting it with the changes to Evasion
    • PvE – not a lot changed
    • Discussed the survivability for Stamina vs Magicka Trial situations, and how the changes to Evasion has helped in Trials
  • Doubled the effectiveness of class buffs, and removed Minor Toughness from War Horn
    • Class buffs are noticeable, but are not fundamentally changing raid meta
    • Inexperienced groups miss the Minor Toughness from Warhorn and have little control over whether they have a Warden performing proper heals to grant its passive to the group
    • Recommending a support class, damage dealers won’t run this tree line
    • PUGs and inexperienced players don’t always have a Warden in group
      • Inexperienced groups therefore often miss out on the extra health, causing them to struggle
    • ZOS: Does this affect Trial group compositions?
      • Not as much as we had hoped
    • ZOS: Generally speaking, what are your considerations when forming a Trial group?
      • Ideal group compositions change more depending on the trial you’re attempting and less on class passive contributions
      • Mainly whether ranged or melee DPS is preferable
      • Stam classes still provide little individuality, especially since Sunderflame was nerfed
    • ZOS: What classes are you looking for when composing a group?
      • Whoever can bring the most damage
  • Damage shields affected by armor, critical strikes, enchantment procs
    • Shields feel strong in PvE
    • Shields fall faster in PvP, but sustain via harness is the same as before
    • Shields are still insufficient defense when you have no incoming Magicka damage to fuel harness sustain. Shields cost too much and do not stay up long enough versus stamina enemies
  • Reduction to Swift jewelry and duration of Major Expedition abilities
    • Swift needed a nerf, and the numbers feel right. Many people still use 1-2 swift, but it isn’t as prevalent as before
    • Other Expedition nerfs are questionable and difficult to gauge because so many mobility nerfs were made simultaneously
    • Speed pots are still used by a lot of people
    • Durations of Major Expedition from class abilities are too short and were never recommended for nerfs. Boundless, Double Take, and Bird of Prey saw little use prior to this patch.
    • Boundless is used now for the resistances buffs. Casting it for Expedition feels wasteful and expensive, yet must be done often to remain mobile.
    • Double Take is still not worth its bar slot unless you’re in a large raid or dueling a templar or warden. Very niche
    • Casting Bird of Prey now serves no purpose except to provide expedition because its Minor Berserk became passive. Highly inefficient.
  • Added more Developer Comments in the patch notes between PTS and Live launch
    • ZOS: Are these helpful?
      • Yes. Increased dev interaction and communication are always valued
      • However, what was really appreciated was the willingness to revert and rework PTS changes prior to live
    • ZOS: Is there anything you’d like to see more or less of with these?
      • Less blindsiding with changes not discussed prior to PTS (ie: Shield cast times, Soldier of Anguish, glyphs proccing on single target dots, and Healing Ward’s nerf)
    • Players miss the monthly combat updates
      • ZOS: We want to get back to a place where we can talk to the things we’re working on. We aren’t well prepared to deliver a regular cadence of what we’re doing right now, but we’re working on improving that.
  • New Grace passive. How is this performing in BGs and Cyrodiil?
    • Love it. Still doesn’t fully fix the issue of Magicka mobility and struggles against snares
      • Magicka classes lack snare removal abilities
      • Major/Minor snare system could solve a lot of concerns
      • Idea: CPs that reduce snares?
    • On the topic of BGs, and therefore non-CP, non-CP imbalance is still pretty harsh. Proc sets are still dominant (such as Sloads, Viper, Valkyn Skoria, Master DW), and Stamina is still dominant
    • BG queues still upset people. MMR seems inconsistent, and premade versus solo queue players is too common
  • Werewolf performance and the availability of counters
    • Complaints that werewolf uptime is still too short
    • Werewolf DPS is mostly light attacking and doesn’t take much effort or input. Is also heavily tied to Relequen and Blood Moon sets.
      • ZOS: This makes the playstyle more accessible for newer players; Reps agreed and said it was a nice option for players who are still mastering attack weaving
    • Werewolves want to use skins and get werebear, wearboar, werelizard, werecat, etc polymorphs
    • Brutal Pounce still unused
    • Salvation still a poor set
    • Howl not often used in PvP apparently, and never used in DPS parsing
    • Transformation is very expensive. Seems to be even worse in Cyrodiil, where you only have a small window of time to enjoy werewolf before you have to transform back to mount up, only to spend the next siege on a keep wall just building ultimate.
  • Item sets, including the 12 new ones and rebalancing of some older sets
    • ZOS: How desirable or undesirable have the new Item Sets been?
      • Generally desirable. Bright-Throat’s is powerful but not meta-demanding. Dead-Water’s Guile strong in stam burst PvP groups. Spell Strategist gives Magicka a decent high spell damage option, although it seems to apply the debuff inconsistently
      • Nothing glaringly op or gamebreaking
      • Appreciate the near-miss with Soldier of Anguish
      • Many old sets are no longer desirable
      • Some BRP weapons aren’t worth the effort
    • ZOS: Have any of the Item Sets had an impact on the overall PvE/PvP meta?
      • Honestly difficult to tell. The sets are seeing use, but the real determining factors in new metas are the shield changes, namely Healing Ward’s nerf forcing Magicka Sorc and Shadowy Disguise mnb into new sources of healing (really rough for them), and the rise of BRP resto

Update 21 Feedback
While we aren’t able to go into detail about what we discussed for Update 21 at this time, we mainly focused on feedback about the incoming changes to racial passives and new item sets. We are planning to give everyone a preview of the racial passives prior to PTS going live.

Premade groups are ruining battlegrounds...

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... do they? I think so. It's no fun to deal with one or even two premade groups in battlegrounds.

Why is there no option to prevent this? 1 and 2 players should count as "single" and 3 and 4 player groups should count as group and be treated as such when it comes to matchmaking.

And no, it is no solution to counter premade groups with the argument "go look for a group yourself".

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?

Siroria and Spell Strategist are ruining build diversity and class flavour

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This is the best set combination for every magicka class right now. No other combo even comes close.

Before these sets came along, other sets actually got some burn. Necropotence, Master Architect, BSW, Silks of the Sun, Elf Bane, Julianos, Infallible Aether. All these sets were used by different classes.

Now, even though a class like DK uses only flame damage, Siroria + SS blow away any combination of BSW/Silks/Elf Bane. Even though warden is a pet class with a low CD ultimate, Siroria + SS blow away Necropotence + Master Architect, and so on.

Siroria + SS has completely killed any semblance of endgame build diversity. Did anyone else prefer building for your specific class' strengths vs. just using the same gear on every character you have?

Unable to find the main quest line in Glenumbra

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So i muted all side quests except Cadwell's Almanac, i'm only doing all main quests along with hunting sky shards and lore books. Now here's my problem i've managed to lose the main quest line 3 times now because sometimes you know after doing a quest and i can see its done i tp out to the nearest wayshrine and start taking skyshards and lorebooks nearby, and then sometimes an hour later i come back to find out i no longer have any main quest and can't remember where it left of. It happened to me 3-4 times by now, it's a really bad system that the main questlines doesn't automatically continue.

Now i have no idea what i did and not, so i need to go through The entire area to find one quest. you see my problem here ?

How likely are you to recommend Elder Scrolls Online?

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How likely are you to recommend Elder Scrolls Online to a friend, partner or colleague?

Draining Shot

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Remove this skill, ranged (12m to 24m in murkmire because they needed a selling point for Blackrose Bow), does damage, cheap cost and has unavoidable cc knockback + disorient?
Is this some kind of off season april fools?
I thought the agenda was making skills single purpose hence removing stun from crystal frags.



inb4 just roll dodge 4Head when you get chased by 10 people spamming draining shot

Best grind spot for double XP event?

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With everyone and their dog grinding tommorow, will skyreach be the go to? Or is there any new better places?

The worst mount in the game?

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For me the new lizard "apex" mounts of 400 gems would be better to sell them to 100 gems, only the radiant apex mounts lizard are worth 400 gems for me.
Even the Hallowen mounts are quite ugly, you carry the pumpkin all year around.

#OurElderScrolls t-shirts

Templars PvP - Detailed Guide, Suggestions, Advice, etc. - Murkmire

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After seeing 100 threads asking for templar build ideas and questions about the class, I think it was time we updated Blabafat's old templar thread!

Here was his old intro from Thieves guild/IC for those that are curious:
"Hello. My name is @blabafat. I am a Magicka based Templar, and I mainly solo/small group PvP. I have been playing Templar since last summer, and I am fairly aware of how they work(Magicka mainly).

The purpose of this post is to help Templars in PvP. I am going to give my thoughts and suggestions on Templars. Like I said earlier, I play a Magicka based Templar. So, this post will mainly focus on Magicka. I will cover Class skills, Armor skills, Gear sets, Traits, Champion Points, etc. This is not a build post.

The Morphs that are italicized are the ones that I would choose. If both are italicized, that means both morphs are great, and you should choose the one you like better. If none of the morphs are italicized, that means I wouldn't use the ability. If there is a stamina and magicka option, I will 100% italicize the magicka option, as it is the one I would use."

And most of this write up was his. I am updating it for Murkmire and to include additional sets (along with links to other informational threads).

Templar Class Skill Lines

Aedric Spear
Ultimate: Radial Sweep - It costs very little, and the range is very short.
First morph: Empowering Sweep - This morph works well when you are surrounded by a lot of players. It allows you to be fairly tanky for a few seconds. I recommend this morph if you PvP in large groups. As of Murkmire, this ability scales with your highest stats and weapon crit/weapon penetration and grants Major Protection instead of the unique 15% with extra percents for each enemy hit.
Second Morph: Crescent Sweep - The damage on this ability was buffed significantly, as of Murkmire this is the case again for magplar since it was changed back to mag. I still think it's not completely on par with Dawnbreaker because of the 5 meter range and doesnt stun but it is closer now. Nonetheless, it's now a viable ultimate (at least on magic builds) if you have a decent amount of damage. It's definitely worth considering and testing. Just keep in mind, you have to be pretty close to your enemy (5 meters) and it can bug out sometimes.

Class Skill: Puncturing Strikes - A couple of downsides to this ability are: You can be cced while using it; You have to aim it(Snares, roots really screw you over); It snares the closest enemy on the last hit, which is very useful, but is dogeable. It has an 8 meter range. You can really buff up this ability through the CP tree (Thaumaturge and Elemental Expert) to make it hit extremely hard.
First Morph: Biting Jabs - Morphing Puncturing Strikes to this morph scales it off of Stamina. It gives 2099 weapon crit for 8 seconds that you can block cancel to get. It hits for a lot of damage if you can pull all 4 attacks off. It also looks cooler :)
Second Morph: Puncturing Sweeps - This is the Magicka morph. It heals you for 40% of the damage done. For Magicka Melee Templars, I strongly recommend this skill.

Class Skill: Piercing Javelin - This ability knocks back your enemy 5 meters. It provides cc immunity and can be reflected. It is useful when you're near Slaughterfish Water :P or on top of a high ledge. However, in open PvP, I do not recommend this skill for Magicka builds. The range was buffed, and it's extremely long. However, the short CC and lack of synergy with our melee dps (Jabs) causes it to be a skill that I won't put on my bar.
First Morph: Aurora Javelin - This morph deals increased damage, up to 40%, based on how far away you use it. The new effect is unnecessary, at least in my opinion, because this ability is mainly used for the knockback, not the damage. I still don't think that this ability is worth a slot on your bar in open world. The only place it is useful(that I've found) is in a 1v1 situation against a stamina melee build. They tend to be in your face, and getting some space with javelin is helpful. However, in open world, like a lot of Templar CC's, it's not useful for the CC. It's 1.8 seconds with a knockback of 8 meters. This feedback is still current as of murkmire
Second Morph: Binding Javelin - This morph scales the ability off of Stamina. It also stuns the enemy for 3.5 seconds instead of knockback as of murkmire. It is only useable on stamina builds.

Class Skill: Focused Charge - This is a Class gap closer. It does not provide a stun(unmorphed). There is still a small delay after you use it, where you cannot cast any abilities. It's VERY clunky, and there are numerous bugs associated with it. If you land it on your enemy while he/she is casting, it stuns him/her for 3 seconds and breaks the cast.
First Morph: Explosive Charge - This morph still scales off of Magicka. The new effect is: It deals damage to all enemies within the area of the one targeted. I suggest this morph for Large Group PvP/Zerg Diving. It still does not break targets out of stealth, which is considered a bug by many templars.
Second Morph: Toppling Charge - This morph is also Magicka. It stuns the enemy for a couple seconds. I personally use this skill, despite the problems with it(that I listed earlier). Toppling Charge + Magicka Jabs is a great combination.

Class Skill: Spear Shards - This is a great Group PvP skill. If your allies synergize it they gain back Stamina. It no longer stuns, since Blab's original writing. And the huge mobility in cyro these days overshadows the benefit of this ability. I took off the bold/italic preference for that reason, but it is still a decent ability if you want to have a passive ground AOE dot without running destro staff or are a healer looking to add damage/utility for the group.
First Morph: Luminous Shards - This morph is for healers since it gives back almost 4k mag/stam on whichever pool is higher, but only gives around 2k mag/stam on any pool that is LOWER. Huge Utility.
Second Morph: Blazing Spear - This morph provides a DoT on the target area, which can proc the Burning Light passive, and was buffed to provide ADDITIONAL dmg on each tick. It also gives back Stamina on synergy. Only useful if playing defensively around a single location, since it no longer stuns since Blab's original thread.

Class Skill: Sun Shield - This used to be "The" Templar ability. It is a damage shield that is based off of your max health. It also damages enemies within a 5 meter radius. Each enemy hit increases the shields strength by 4%. Either morph is viable. Use whatever you feel is better for your playstyle. However, the small damage shield does not make it a valuable skill to have on your bar. It does little damage if you don't have an absurd amount of health, and it requires you to sacrifice dps or stamina to make it stronger. I have still listed which one I would choose IF I were to use the skill.
First Morph: Radiant Ward - This is a very viable morph option, especially after murkmire changes to shield mitigation. It costs 10% less, the 6% strength increase is for each enemy hit. It still deals damage on activation. This patch, I prefer this one because of the reduced cost. I don't run cost reduction, so the reduced cost makes a big impact. Obviously, if you are stacking cost reduction this might not be very useful. Not to mention, the damage on blazing shield and radiant ward can only get so high.
Second Morph: Blazing Shield- This morph does not deal damage based off of activation. It deals 50% of the damage it takes after the shield duration ends or after it blows up. This ability was nerfed in Murkmire by the shield resistance changes and also by the crit resistance impacting shields. It's dmg was hard nerfed AGAIN as well for no reason. Avoid this ability

Dawn's Wrath
Ultimate: Nova - This is Templar's best group ultimate, but efficiency reduced due to a highly mobile game. It reduces the damage enemies do, and it has a DoT. The cost isn't too bad. I recommend this skill for Group Play. It isn't too useful in Solo PvP situations. The synergy dishes out a ton of damage.
First Morph: Solar Prison - I advise this morph for Group Play. The synergy is a lot more powerful. It deals more damage and stuns for longer.
Second Morph: Solar Disturbance - This morph provides a persistent major maim to every enemy inside its target area. All enemies leaving the circle will have 4 seconds of additional Major Maim. It is also the only form of major maim present and major/minor maim calculates before your main mitigation begins, so that is something to keep in mind.

Class Skill: Sun fire - This is a instant cast DoT with initial direct damage. It is reflectable and spell crit buff is "bugged" where it will not apply if your target dodge rolls the initial hit. I don't use this skill for those reasons but other templars use it for the damage and snare.
First Morph: Vampires Bane - I highly recommend this morph for 1v1, if you really want to use this ability, because it increases the damage and has a higher duration on the crit buff. If it hits, the crit will be the longest duration of all the morphs but will drop off if your target dies/loses the dot.
Second Morph: Reflective Light - This morph spits out 3 projectiles around your inital target. The AOE can be useful for snaring additional targets however you trade it for a lower crit buff/dmg duration.

Class Skill: Solar Flare - This is a great skill because it deals a lot of damage but was changed so that empower only impacts your next light attack. It has a cast time, so you have to be careful while using it. If you land one with another skill right after, it can hit like a truck.
First Morph: Dark Flare - This morph is far superior that the other. It has the same effect as the unmorphed version along with a Major Defile debuff, which reduces your enemy's(And the enemies near him/her) heals by 30%. In PvP, this is a great skill for small group play. In solo, you are the main target, so even if your opponents don't know that it's interruptible, you are still likely to get hit by bashes/poison injections/crushing shock/etc. In small group play, it is VERY beneficial. If you are DPSING an opponent, and your group mate is casting dark flares, not only can it crit for a lot of damage (7K plus), but the healing debuff allows you to out DPS your opponent's heals, especially if it's a Templar you are fighting.
Second Morph: Solar Barrage - I do not suggest this morph. It doesn't deal enough damage, and costs more than Puncturing Sweeps, while Sweeps can do just as much damage in 1 or 2 hits. It was nerfed more after Blab's original writing but it cast time was removed and provides 3 additional empowers after each blast which do not need to hit a target in order for you to receive the empowers.

Class Skill: Backlash - This is a great skill. It basically adds free damage, considering how low it costs. The more damage you deal to your enemy while it is active, the more he/she will take.
First Morph: Purifying Light - This is the Magicka Morph. It creates a small AOE heal on the ground. The new effect isn't too important, however it can be a little useful at times, especially when you need some healing during offense. For Magicka builds, this morph is the way to go.
Second Morph: Power of the Light - This is the Stamina morph. It basically does the same thing along with a small armor debuff. For Stamina builds, this is the morph to choose.

Class Skill: Eclipse - This skill is very useful against any build, but has some significant limitations (and only for magplar since it scales off mag stats). It no longer reflects all single target spells back at the opponent, instead each time your target hits your with a direct damage attack, it will heal you while also damaging your enemy. A few downsides are: If the opponent has cc immunity, you can't cast it on him/her, your opponent can cc break it, and doesnt work like a typical CC.
First Morph: Total Dark - I like this morph because the heals are just too good to pass up. Every direct damage attack that hits your from the bubbled target, heals you for a decent amount. If you cast it on a target that isn't paying attention, you will constantly be healed until the effect ends. This is the morph I recommend choosing, since both the heal and damage can crit/scale off your penetration.
Second Morph: Unstable Core - This morph deals the same redirect damage and burst damage when the effect ends. The burst damage was changed to also be completely unavoidable, block/dodge roll targets will feel the damage and the bubble is identical to total dark so some people don't expect the AOE dmg at the end. Most templars pick total dark because the heal outweighs the AOE damage. But the AOE burst DMG will go through CC immunity! So there is use for Unstable Core, and is the morph I am currently using (but I swap between the two ALOT). DO NOT SELECT Enduring Rays passives as the extra 2 seconds will not do anything except let the enemy know they have a bubble on them and potentially might make you miss out timing the burst with purfying light.

Class Skill: Radiant Destruction - It's a ranged execute that deals a ton of damage when your enemy is below 50%. The range, damage, and the fact that it cannot be dodged make it very powerful. It is extremely useful for finishing off players - especially stamina builds. Yet, it can be very dangerous for the caster if he/she isn't paying attention. It still has a long cast time which leave you open to being interrupted. If you are out of Stamina, that interrupt will likely be the cause of your death. You just have to be careful when using it, and make sure that you have somewhat of a distance (Unless your enemy is a potato because potatoes can't bash).
First Morph: Radiant Glory - This is the morph to go with. The extra heal will give you full benefit.
Second Morph: Radiant Oppression - This morph is no longer recommended. The dmg dealth based on your max mag pool NEVER sees the full tooltip due to the fact the dmg boost is calculated after casting the ability. You will almost always see less damage on every cast due to the morrowind sustain changes but radiant glory's heal will help offset setbacks on this being a channel ability

Restoring Light
Ultimate: Rite of Passage - This ultimate isn't the best for PvP. I recommend it for PvE mostly. One of the morphs can come in handy, however, I would take Nova over it any day. Stamplars use this ability however since they have no other heals to make use of passives, and need the "burst" heal at times.
First Morph: Remembrancr- I prefer this morph because the 30% damage mitigation really makes your heals more useful. It's like a mini nova. The 30% damage mitigation is useful when you are taking a lot of damage. You pop it, you take less damage and get tons of heals. For PvP, this is the morph to choose. The major protection buff can also persist after casting it too.
Second Morph: Practiced Incantation- This morph can be viable too, I just don't use it. The extra couple seconds can be useful for healing dungeons. However, for PvP, I do not recommend this morph.

Class Skill: Rushed Ceremony - This is "The" Templar Heal. It doesn't cost TOO much and is very efficient. I definitely recommend using this skill as a Magicka build, no doubt about it. It was nerfed, and the Honor the Dead morph only heals one person, while the Breath of Life morph only heals 2 people. Cast at low health to make use of your mending passive.
First Morph: Honor the Dead - This morph gives you Magicka back. However, it only heals 1 person. That 1 person isn't always you. If you solo, this is a great morph to run.
Second Morph: Breath of Life - This morph is better for Open World PvP. It heals 2 people, so you don't have to recast it over and over trying to heal a certain person. The base cost is the same. I recommend using this morph. If you are using the other morph and are attempting to heal yourself, you might need to cast it multiple times because it only heals one person (not always you). In the end, it's possible that you used up more magicka than you got back. It was also changed before Murkmire where the secondary heal was reduced to a small amount. Some templars consider Honor the dead the superior morph for this reason.

Class Skill: Healing Ritual- Since blab's writing, this ability because instant cast but with some drawbacks. HUGE cost (6k with breton in light armor) and same tooltip heal as BOL. It is your AOE burst heal. For solo play, this is not a heal to run. But for healers it has a few uses.
First Morph: Ritual of Rebirth - This morph heals an ally outside the circle for around 6k. Useful to hitting an ally that pugs out. I would not use this morph however, due to the cost, but it will heal 6 targets for a BOL heal that is boosted by your mending passive (and grants those targets ultimate).
Second Morph: Hasty Prayer - This is the better group morph. It grants Minor Expedition for 6 targets, and with the speed nerfs of Murkmire, that minor buff can be useful for small man groups. But there might be better heals.


Class Skill: Restoring Aura - This is an interesting skill for sustain. Un Morphed version and First Morph only differ in range. When you activate it though, it gives boring minor mag steal but is AOE cast and more group oriented. While slotted, you get 10% Stamina, Magicka, and Health regen (all morphs).
First Morph: Radiant Aura - Can be useless if you are running elemental drain from destro weapon line, as the debuff mag steal is identical. But this ability doesnt require a weapon and hits all targets around you with minor mag steal helping all allies that aren't focusing your specific target. Tank oriented morph, in my opinion for PVP.
Second Morph: Repentance - I like this morph better because it's an instant health + stamina return. I don't need to recast it every so many seconds. It costs nothing and they fixed it so all templars can cast this ability on dead targets. Only grants stam for you however so it is still selfish, but a free heal.

Class Skill: Cleansing Ritual - Hands down, one of Templar's best abilities. It's Efficient Purge on crack. It has an aoe heal, it purifies negative effects, and allies can synergize it to purify ALL of their negative effects and get a small heal. It was nerfed in that it no longer purges projectiles and it's cost increased.
First Morph: Extended Ritual - This morph is superior to the other. Once it is maxed out, it purifies up to 5 negative effects. I STRONGLY recommend this skill to Stamina and Magicka builds.
Second Morph: Ritual of Retribution - This morph makes the ability last longer, but adds a heal over time with damage every 2 seconds. I do not recommend this morph. The other morph just completely outweighs the additional time that comes with this one, especially since you only get 2 debuff removal. But it is useful for templars that do not mind only cleansing 2 debuffs but are looking to add passive damage and want the stronger heal of time.

Class Skill: Rune Focus - This is a great skill. It provides 5K extra armor and spell resist, and costs very little. If you have room on your bar, I high recommend this skill. Since Blabs' writing, the skill was changed so that both morphs give you 18 seconds of armor and resources! You must place this ability on your bars!
First Morph: Channeled Focus - This morph essentially boosts your Magicka regen by 240 mag every 1 second. That is a very large amount. Since it costs so little, you gain magicka by using it. I suggest this skill for Magicka builds. The sustain it adds is very significant and allows you to drop some of your regen to push more damage.
Second Morph: Restoring Focus - Same ability as channeled focus, but cost stam to cast and gives 240 stamina every 1 second. GREAT for stamplars for the same reasons mentioned above, but also useful for magplars looking to add stamina sustain.



Some other skills and ultimates I recommend.

Other skills
Defensive Posture - One hand/Shield
Spell Wall - One Hand/shield
Magicka Detonation - Alliance War: Assault (not as powerful as it once was, but useful for group play!)
Annulment - Light Armor (magplar running 5piece light only)
Evasion - Medium Armor (stamplar running 5pc medium only)
Rapid Regen - Restoration Staff
Ward Ally - Restoration Staff (healing ward nerfed since murkmire)
Deep Thoughts - Psijic Order (huge sustain with free cost, but is stationary. Gives you major protection buff through passives!)
Time Freeze - Psijic Order (AOE snare and AOE Stun! Costs less than temaplr's javelin lol)
Symbiosis - Psijic Order (Turns your light/heavy attacks into heals. VERY useful for healers!)
Elemental Weapon - Psijic Order (gives you extra damage that procs from your light attack. Also gives you a 100% chance to proc a status effect, but it is randomized between burning/concussed/chilled. Very useful if you don't want to use either jabs/crushing shock for your spamable). Stamina morph VERY useful for stamplar for the same reasons, but also gives a heal similar to puncturing sweeps.
Elemental Drain - provides major breach for the templar, that lacks it. Plus gives 300 mag per second while you damage a target with this ability on. Just remember to stagger your dots so each 2 second tick procs this ability on cooldown (otherwise you will only see 300 mag every 2 seconds). Free cost+heavy attack can mean the difference in a fight.
Elusive Mist - Vampire (Best mobility tool for templar currently, at least after the speed nerf changes in Murkmire. It clears ALL snares/imobilzes in one cast, gives 75% dmg mitigation, gives major expedition for 4-5 seconds but you trade ability to receive heals and mag regen is shut down.)

Entropy - Mages Guild
Stampede - 2 Handed
Invasion - One hand/Shield


Other Ultimates
Meteor - Mages Guild
Dawnbreaker - Fighter's Guild
Barrier - Alliance War: Support
Beserker's Rage - Two Hand (either magplar or stamplar running 2h weapon)
Life Giver/Lights Champion (life giver only on par with lights champion, if you have combat prayer selected. Life giver autocasts 3 abilities and combat prayer will give you 8 seconds of super rare 8% dmg buff)
Batswarm - Vampire (If you are vampire, it offsets the low health regen from the passives)
Temporal Guard - Psijic Order (New escape ultimate since SUmmerset and provides you with minor protection buff for your as long as you are on that bar. Resets fights you could lose because it fills up your health bar to what it was 4 seconds ago. Costs as much as dawnbreaker/resto ultimate for templar so you don't have to worry about having enough ultimate points)



Gear and Traits Recommendation:(Magicka)

Gear
All of these sets I have tried and like:

Crafted:
Magnus(2/3/4/5 bonuses are all good) [need to test if this is still good, but more sets came out since this original writing]
Seducer(2/3/4/5 bonuses are all good for heavy armor templars)
Torug's Pact(buffs to enchants and other light attack changes makes torugs a strong set)
Kagrenacs Hope(All bonuses are good. Better version of Magnus unless you want the chance to negate the cost of a spell). [great for healers but considered an "old" set]
Willows Path(All bonuses are good. Provides really high regens. Downside is - no max stat or spell damage increase. Works on drinks now! but still weak for the downsides present)
Julianos(PvE mainly. Gives a lot of spell damage but no regen)
Hundings (same as julianos but for stam)
Shacklebreaker - mix mag/stam stats with a WD/SD bonus. Best all around base stat set
Night Mother's Gaze - crit+major fracture. Very important for stamplar since they lack this buff.

Dropped:


Willpower(HIGHLY RECOMMENDED FOR FRONT BAR)
Spell Power Cure - Mainly for PvE. It gives a lot of spell damage and max magicka.
Arch Mage - 2/3/4pc is like Magnus, however it's in a different order. 3PC bonus is very powerful - Recovery, spell damage
Vicious Death(2/3/4/5) (group/bombplars only)
Transmutation(2/3/4/5)
Maelstrom Restoration Staff
Lich - Great sustain
Bright-Throats Boast - copy version of bone pirate but with mag stats. Work with spring loaded infusion drink to give you decent health/stam pools!
Spinners - penetration works on shields! So good set for all around damage dealing with two set bonuses dedicated to max mag.
Overwelming Surge - AOE procs lighting dmg which can proc minor vulnerability status effect. Pulls nightblades out of stealth, and is considered a really strong 1v1 set.
Amberplasm - Similar to shacklebreaker but dedicated to regen. Best all around base regen set (sometimes combined with shacklebreaker or bright troat for massive stats)
Impreg - Best crit resist stack set. Lets you roll block/dodge roll traits while still having 2500-3k crit resists.
Ravaging - high weapon damage that procs off using jabs.
Cyro's Ward - stamina regen set that gives major defile on melee attack use. VERY useful for stamplar.

Undaunted Sets:

Bloodspawn
Engine Guardian
Any 1PC that gives Health
Valkyn Skoria
pirate skeleton
balourghs


This was blab's old set combos, but are considered outdated since most 2pc monster sets together outweigh using two separate 1pc sets:

1PC Bloodspawn + 1PC Kena is REALLY good. If you don't have any undaunted set, don't worry. You don't NEED an undaunted set. Valkyn doesn't provide any sustain, however it can boost your damage. It will proc off of Blazing Spear DoT, Jesus Beam, Puncturing Sweeps/Biting Jabs, Vampires Bane, Crescent Sweep DoT, Nova, etc.

1PC Bloodspawn + 1PC (Anything that gives health) is great. 2PC Engine is great.

1PC Molag Kena + 1PC Bloodspawn is insanely powerful

Advice:

Willpower is very powerful, and I recommend it for almost all magicka builds. NEVER put points in health. IF you want more health, use prismatic enchantments.


Experiment with armor. Find out what you need and what you don't.

If you are using engine guardian, make use of the resources it gives back!
Let's say I'm using immovable(heavy armor skill) and engine guardian. If I get a stam proc of engine, I'm going to spam dodge rolls, cast immovable, break any cc, etc. If you get a magicka proc, SPAM magic abilities. You want to get the most out of engine guardian. It usually brings you to full resources with some extra ticks. Those extra ticks go to waste if you don't make use of the resource.

Traits:
For crafted set bonuses, where you can choose the trait, I recommend the following:

These are presented in order(Greatest to least in my opinion)

Impenetrable - Best trait in PvP. It is a necessity. The damage reduction is too much to give up.
Divines - Allows you to boost your mundus stone effectiveness, but overall not as strong for offense since you will lose more defense via lost impen traits.
Infused - Allows you to get higher stats, but only for head/chest/legs/shield.
Well fitted - great trait for both since in nCP you'll lose the valuable Stam cost reduction off dodge roll and Sprint cost reduction stacks with ight armor passive.
Sturdy - great for blocking, but that is it. Only use it if your build wants to block ALOT or you are running impreg which lets you give up valuable Impen traits.

The other traits are not worthy in my opinion, though decisive might be decent with the new major/minor heroism sets but templar doesnt have anything unique for ultimates aside from casting them sooner (TLDR; DK's use decisive better and even then its been tested to be "eh").

For Weapon Traits I recommend the following(Assuming all traits are working as intended):
Nirnhoned (Boost's your weapon's damage by 15% on gold. Powerful on swords but has similar effective spell power to sharpened if used on staffs)
Sharpened (penetration. Very strong with staffs/bows since both have lower damage from the weapons.)
Precise (crit is still a viable stat. But only because not everyone is running with more than 3k crit resistance. If you have a precise weapon drop, it's not the end of the world, just be patient till you can transmute to the trait you wanted. )
Defending (A tiny bit more tanky. Great for resto staff backbar)
Infused (great for single target enchant procs! Great resto staff trait since you can place beserker enchant with purfying light with a light attack every 6 seconds and get the buff)


Type of Armor
This, like most things, is 100% preference.
I recommend running at least 1PC of each armor if you have the Undaunted Mettle Passive. You will be able to push your stats higher that way.
I do NOT recommend 7PC light because: You will be very squishy, the extra Magicka management is unnecessary.
If you want to run a lot of light armor, 5 is the max I would do.
Heavy armor is 100% viable as well. A lot of people run 5PC heavy and 2PC light/medium and do perfectly fine.
Again, like I stated previously, try things out. Duel some friends, do some open world pvp. Find out what works best for you, and go with it.

Weapons:
Destruction Staff - High damaging heavy/light attacks that can help with burst. Ice staff blocking is also great and lighting staff boosts your jabs damage.
Restoration Staff - Useful spells in this tree that I mention earlier
2 Handed Sword - Increase in spell/weapon damage, and with sword increase in all damage. Powerful single target ultimate, snare/immobilze immunity spell, strong burst heal, self buff major brutality spell, etc. Very strong weapon line.
S/B - Defensive Passives that allow more tankiness. Can use Asylum SNB set with defensive/absorb mag spell on magplar and ultimate lets you barswap to offensive bar jabbing.
Dual Wield - Increases Spell/Weapon damage, swords increase overall damage by 5% allows you to make use of another set bonus and additional weapon traits (like nirn main with sharp offhand. stamplar can use bleeds or maces/daggers to boost damage)
Bow - Major Expedition and for 28 meter ranged CC that also burst heals you.

Staff light attack weaving is the best dmg potential for mag builds. Dual weld/2h can be used but you trade light attack weaving for extra SD to your other abilities.


Additional Information


Champion Points
Not going to in depth with this because it's something that you should be tweaking based off of your performance. If I find that my Magicka management is too low, I'll take points out of other passives and put them into Magicka regen.

Passives I recommend:

Tumbling
Magician
Mooncalf
Arcanus
Warlord
Sturdy
heavy attack regen
health debuff star if using major/minor defile sources

Resistant
Hardy
Elemental Defender
Quick recovery
Thick Skin


Thaumaturge (damage over time)
Elfborn (20% in CP gives you 1.8 modifer with one aedric spear ability slotted!)
Blessed (only add if your other stars are maxed out according to dimishing returns)
Elemental Expert (15% maxed out means probably aim for 12-14% only)
Master in Arms (direct dmg)
Staff/weapon Light/heavy attack bonus (but stack master in arms first since light/heavy attacks is basically a direct attack anyway, but you will be able to increase your other direct dmg component sources of which templar has alot of combined direct/dot abilities.)


One recommendation I have (in regards to the red tree)

If you are trying to mitigate damage, stack Hardy/Elemental Defender BEFORE stacking resistant. By mitigating OVERALL damage, you are killing two birds with 1 stone. Reduction to overall damage is a reduction to critical damage. After 70 ish points in Resistant, you will see less value in dumping points since all CP stars are subject to their own diminishing returns).

The same can be applied to the blue tree (for dps)

Stack OVERALL damage BEFORE stacking critical damage. Pushing overall damage higher will increase your base damage and critical damage. At max CP in Murkmire, you should be able to hit 13% ele expert, 23% in either master in arms or thaumaturge and 10-20% in the other, and STILL get 20% elfborn with another 20-30 into penetration.

Consumables
This is similar to enchants where you kinda want to use for to round out your build. Food/drinks are the best way to get max stats however and it is recommended that you select your main food/drink first. You can also hotkey a food and a drink so in combat you can consume a tri-regen drink when running away from zergs for extra resources coming in while eating your main food after you are in a good location.

Either way this are the commonly used food/drinks. Please experiment with other items and let us know!
Drink:
  1. Double Bloody Mara
  2. Witch Mothers Potent Brew
  3. Spring Loaded Infusion (has lower stars than tri-food but works with bone pirate/bright throat sets!)
  4. Dubious Camoran Throne
Food:
  1. Longfin Pasty
  2. Clockwork Citrus Fillet
  3. ghoul eye (huge max mag/huge Regen)
  4. lavafoot (same as ghoul eye but for stamina)

Think this is the most commonly used.. Maybe there's a couple more

Enchantments/Attribute Points
A lot of people ask "The Proper Way" to enchant your armor and spend your attribute points.
There is no proper way.
You put points where you need them, and you enchant your armor according to what you need. If you want more Magicka, put points into Magicka. If you want a balanced on all of your stats, enchant/spend points accordingly.

Most Templars are saving their jewel enchants for spell/weapon damage since at gold it's 170 per enchant. You can also go SD/WD on your mundas and use one Regen enchant to help with sustain. Just watch how your performance is and swap out enchants as you see fit. You can also have multiple gear items so you don't have to waste kuta enchants all the time too (I have like 3 sets of transmutation jewels with ALOT of enchants/traits lol)

For armor, if you use tri-stat prismatic enchants make sure to use them on head/legs/chest first. Those will give you the most value for the cost, since they use an expensive rune to make.

Mundus Stone
So, for Mundus Stones, I recommend the following:

Apprentice - Increased Spell Damage
Atronach - Increased Magicka recovery
Lord - Increased Max Health (if health is low)
Tower - Increased Max Stamina (if max stam is low)
Mage - Increased Max Magicka (if max mag is low)
Thief - Increased Critical Chance (if crit chance is REALLY low)
Serpent - Increased Stamina Recovery
Warrior - Increased Weapon Damage
Lover - Penetration (best overall damage but can be similar to apprentice/warrior
Steed - health recovery and 10% overall speed! Great mundas for Orcs.

If you feel your stats are low, then the max stat choices might be what you are looking for.
If you feel your damage is low, Apprentice/warrior is a viable option. If using Nirn weapon trait, use this as well for the best bonus.
If you feel your Magicka/stam recovery is low, Atronach/serpent is the way to go.
If the only problem you are having is stamina management, go with Serpent.

Races
Some Races are better than others. However, your Race should not define your playstyle.

Recommended Races for Magicka Builds(Not in order):
Imperial
Dark Elf
High Elf
Breton
Argonian

Since Race Change is apparently being added, I'm sure there might be some changes to races. So that being said, these are subject to change. Since blab wrote this, zos did add race change tokens and made announcement about additional changes to race passives. Definitely this section will need to be updated, but for the most part work with what you have and don't let it discourage you from playing.

Recommended Races for Stamina Builds(Not in order):
Imperial
Redguard
Wood Elf
Khajiit (weapon crit synergizes with templar crit hit damage but overall might not be best for passives. But still if you have one, don't give zenimax $30 because some nerd tells you it is bad)
Orc (best all around PVP race for stam builds according to some)

Useful Links:
Defensive Set Mitigation Thread:
https://forums.elderscrollsonline.com/en/discussion/383840/math-pvp-defensive-set-comparison-impreg-brass-pariah-riposte-more/p1

Dmg Mitigation Thread:
https://forums.elderscrollsonline.com/en/discussion/279426/damage-mitigation-explanation-updated-for-murkmire/p1

Templar Feedback Master Thread:
https://forums.elderscrollsonline.com/en/discussion/416459/class-rep-templar-feedback-thread/p1

Buff and Debuff List Thread:
https://forums.elderscrollsonline.com/en/discussion/284053/buffs-and-debuffs-a-full-list-updated-for-summerset/p1

Useful/Informative PVP Videos:
BG Comentary (includes LOS reposition, abilities for playing in heavy lag, and defensive use of mist form):
image

Hope this helps! And please add your thoughts to the thread (I will add some info since I missed ALOT).

Winter Mid Year Mayhem Event?

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Wasn’t there talk of having two of these this year?

PC/Mac NA & EU - Seeking/Offering Vampire or Werewolf Bite

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We’ve created this thread in an effort to facilitate coordination among players on the PC/Mac North American and European megaservers who would like to become vampires or werewolves and those who already are. Rather than creating a new thread, please post here to let others know if you’re seeking or offering a vampire or werewolf bite.

A few things to keep in mind:
  • This thread is for coordinating free bites
    • We do not allow for trades or sales of any kind to be coordinated on the forums.
    • Some players may offer or request payment, and we want to remind everyone that if you choose to pay for a bite, you do so at your own risk.
    • Accepting in-game payment for a service like this and not delivering the agreed upon service is a violation of the game’s Terms of Service.
  • Please only post once
    • Posting multiple times clutters the thread and makes it more difficult to navigate.
    • The only exception here would be if you’re seeking a bite in your first comment, and later in the thread you are offering a bite to others.
  • Do not create separate threads in addition to posting here
    • This creates more work for us, as we're actively closing the smaller request threads and redirecting to the appropriate places.
Thanks for your cooperation, everyone!

How much DPS do you need to pull in order to be a REAL DPS?

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So as many people have discussed, when queuing for vet dungeons, DLC dungeons and trials, having enough DPS can certainly help the group progress the content and make it a more enjoyable experience. No one likes to initiate a kick nor being kicked.

Many end game trial groups require combat metrics DPS parse before inviting you to the group so they know you are qualified.
Many YouTubers have created videos sharing their builds and DPS rotations to help people improve their skills and DPS.

But is hitting over 60k single target on parse really necessary for casual players who just want to try and complete the vet content?

For players who don't have end game trial gear, perfect rotation, nor BIS meta build, how much DPS does one need in order to be a REAL DPS for vet content (no hm), making the game enjoyable for oneself and as well as its teammates?

Show your character!

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Greetings everyone!
This forum need a thread where we can share our best character pictures!
XeyfGpy.jpg



Whats with the 5 piece bonuses ?

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I’ve always wondered why they say for example, “dealing 1300 Physical Damage every 0.4 seconds for 1.2 seconds. This effect can occur once every 3 seconds.”

Why not just state a total ? Does 3900 every 3 sec...

Its like every piece has this. Does 986 damage every 3 seconds for 6 seconds. Just put the total amount.

Suggestion for Emperor Restrictions

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I'll start by saying I am never anywhere near becoming Emperor, so this is not directly for my benefit. I'll also say that I know the PVP lifers will have a field day putting this suggestion down, so am wearing heavy armour in readiness.

I think ZOS should look at placing restrictions on how often and/or how frequently the same character (not player) can become Emperor in the same campaign. I don't mean only once per 7/30 day campaign, I am talking about a restriction over something like a 6 month time span.

Say you are current Emp in Vivec on PC NA, once you are either deposed or the campaign finishes, that character is unable to be crowned Emperor in Vivec on PC NA for another 6 months. You can bring another character in, or run that character in another campaign, or even keep running that character in that campaign. If you stay on that character and your alliance takes all the Emp keeps, the next character in line becomes Emp, even if you are on top of your alliance leader board.

Never spending enough time in Cyrodiil to even get near Emp, I am not sure but do not see any lasting benefit in repeatedly being crowned Emperor. I believe you get perks while you are Emp which help you and your group in fights (and may also stroke your ego) but once you are deposed, it makes no difference if you have been Emp once of fifty times.

I just think that it would help keep the interest up if more people had the chance of becoming Emp without having to sacrifice their life in favor of zerging in Cyrodiil.

I'm ready for the backlash now, so bring it on.

*Updated* HOP is Recruiting for Team 1 & 2!

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Good Day!

Same story, different clear.

The house is a little empty, and we are looking for people to join the family!

We have 2 levels of teams:
V1 & V2

Team 1 is looking for 1 mageblade or Magplar DPS. Criteria for DPS: 45k+ solo tests in raid CP & Mundus - Zaan is not acceptable. Must have raid awareness. Must have raid parse at 55k+. Raid time: M & W 8:45 PM EST - 12 AM. This team just completed their DD as well as Voice of Reason achievement within the past 3 months (11 new for each achievement… 1 person each time we cleared missed raid for one reason or another…). The team is solid and cleared every trial in every difficulty with the exception of vCR +1 - which we will be going to once we clear vAS +2 for score. We are looking for OG raiders - ones with hyper awareness and a calm personality. We are casually sweaty and don’t want finger pointing in our guild. We got to where we are from our hard work and dedication - not stepping on each others toes and pointing fingers when we make mistakes. Must love to raid. ***Bonus if you also play a stam character or tank***. The reason there are spots open is because when we cleared vAS +2, and are headed to vCR, people did not want to continue to vCR. They chose to step down and take a break with no hard feelings.

Team 2 needs DPS & Main Tank. They just finished their vHOF progression. They are back in vMOL for score until team gets solidified. If you would like to inquire, they raid T & Th 8:45 PM EST - 12 AM. Must have vMOL and vHOF experience.

We have built and rebuilt and rebuilt some more. DPS have commitment issues these days - so if you aren't looking to commit, don't apply. We are looking for people that are looking for a home and that want to raid because they love to raid - not just to get a skin / achievement.

NO SKELETON WARRIORS!

Must have Line App for communications.

GT: PaMiChiC - for line and XBL

Cheers!

Skyshards account bound

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So, I played on EU and NA, and am coming back from a long break. I never got max level on NA, and have been working towards that since I've been back, and a thought occurred to me.

Why aren't skyshards account bound after you unlock ALL of them in a region? I mean yes, it is fun to have to explore the map again and again, but it does get tedious. Especially since there is over 400 of them. No one wants to do that over and over again. Sure, it would hurt some PvP aspects, but ultimately, it would save the player time.

It wouldn't be the first time the game lets you skip content either, if I remember correctly, You can skip the main story line if you've beaten it, once. You can skip the tutorial, if you've done it once, so why not also offer the option to do this? It would make collecting skyshards feel more rewarding. It would be easy to implement as well, at least in my mind.

Does Queen's Elegance affect Mend Wounds?

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Queen's Elegance says that it increases the damage of light and heavy attacks while mend wounds makes your light and heavy attacks heal, so would mend wounds heal more with the Queen's Elegance set equipped? I would test this myself in the PTS but I couldn't find the Queen's Elegance set, so could someone test this or tell me if this does work? It would help me a lot so I wouldn't have to invest in the Psijiic Order grind and get a set that may or may not be helpful.
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