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Trading Guild Fair Trade (490+ Members) is recruiting !

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Dear Adventurers of Tamriel,

our since release existing Trading Guild Fair Trade is looking for new members.

We are Non-Alliance bound Trading Guild with over 490 members and merchants in Morunhold, Eldenroot, Wayrest or Craglorn. Our main goal is a for both parties fair trading. Another important thing for us is to have a wide arrangement of wares for beginners as well as for veteran players.

We offer you to trade your new goods with strong trading guilds. Of course if there´s question or problems you can contact the guild lead, just send me a PM, i will respond as soon as possible.

Just leave a message with your ID :)

Offer lasts as long as there´s still free slots. ;-)

Regards Silverrain2602

When was the last time you saw someone cheating?

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Remember there is a difference between cheating and exploiting. Last time I saw someone legit cheat was back in 2015ish during the Memorial Day weekend cheat engine disaster.

Stam dk pvp

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Hey there I'm a pve player wanting to try out pvp so here I have a build for my dk kinda want her to be on tankish side
1h shield bar
1.shield assault
2.peirce armour
3.venomous claw
4.igneous shield
5.reflective plate
Ult:spell wall

2h bar
1.dizzy swing
2.executioner
3.volatile armour
4.rally
5.resolving vigour
Ult:take flight / magma armour

Currently using blood spawn + cyrodiil crest + meridia blessed armour with warrior mundus any suggestions from veterans ?

Why No Response to Obvious Cheating Issue with Bots

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I would like to have a Member of the Zos Team respond to all of us about the reason they do not do anything about the BOT Farmers. It IS a Breach of Zenimax TOS:

"You agree not to use any hardware or software or any other method of support that is not authorized by ZeniMax or that may in any way influence or advantage Your playing abilities, or influence or advantage Your use of the Services. Third party tools, the use of "bots", "speed hacks", "deep-link", "page-scrape", "robot", "spider", algorithms or other programs that copy or monitor any part of the Services (including, but not limited to, the Game(s) and/or forums), software that transmits, manipulates, or distributes (including, but are limited to, "mirroring") the data stream or any aspect of the Services to another computer, server websites or other publication or distribution media, or software that permits You to use Services without human input are examples of methods not authorized by ZeniMax."

"You agree not to use any hardware or software or any other method of support that is not authorized by ZeniMax or that may in any way influence or advantage Your playing abilities, or influence or advantage Your use of the Services. Third party tools, the use of "bots", "speed hacks", "deep-link", "page-scrape", "robot", "spider", algorithms or other programs that copy or monitor any part of the Services (including, but not limited to, the Game(s) and/or forums), software that transmits, manipulates, or distributes (including, but are limited to, "mirroring") the data stream or any aspect of the Services to another computer, server websites or other publication or distribution media, or software that permits You to use Services without human input are examples of methods not authorized by ZeniMax."

Why, when so many players report these cheaters, you do nothing about it. They leave and come right back.

Zos.... Please respond.

[Lighthaven] [End-game PvE/Trials/Events/Social] - Looking for dedicated players to our roster!

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lh-logo.png

Lighthaven is a growing PvE guild focusing mainly on vet trials/dungeons/pledges and are currently looking for more dedicated, experienced members to recruit and expand our roster.

Our main goal in Lighthaven is to create a safe, enjoyable and progressive enviroment for everyone. We are looking for dedicated members who wants to be part of a growing community and progress through the game together with other like-minded, competitive members.

As we continue to grow, another one of our main goals will be to host constant events, dungeon runs and trials. We ask that all members are atleast 18+ years of age!

Anyone interested in joining our guild and play together with other members or just be part of a social, friendly guild is welcome to sign up. If you're interested in joining, please post your @userID down below or send me a message in-game: @Reyalyn

We also have our own Discord server!
If you have any questions you can always contact me here or in-game.

Monster Set for Magblade

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I have been using Skoria with Spinners and War Maiden in PvE. Don't think Skoria will be good for PvP because I don't want to use dots. Any suggestions for

A: Monster Set
B: Something other than War Maiden

Solution to the magicka problem

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Ok so there's a huge problem for magicka players in that there's only 1 DPS weapon and courtesy of classes most of the game's magic is inaccessible to any given player. The problem is especially bad for wardens who only have 4 class DPS magicka abilities.

Most of the suggestions I've seen revolve around new magicka weapons. I'm definitely pro more weapons but that's complicated and probably couldn't happen quickly. Here's an alternative suggestion which possibly could.

Tidy up time.

The standard number of active skills per skill line is 5 + 1 ultimate. There are two exceptions - Vampire and Soul Magic. Four new magicka abilities in the Soul Magic skill line could significantly boost enjoyment for magicka players. They would be the perfect companion for Elswyr and the necromancers it's introducing.

IMO both the Mages Guild and Psijic Order abilities are less shiny than they could be. A few tweaks here could again significantly boost enjoyment for magicka players.

There are lots of possibilities but I have a few specific suggestions.

1) Move Weakness to Elements from the Destruction Staff to the Soul Magic line and rename accordingly. That would free up a slot on the destruction staff for another elemental damage ability.

2) Move Fire Rune from the Mages Guild to the Destruction Staff and make frost and shock versions.

3) Rethink or get rid of Equilibrium. Does it really get much use? Especially now with Psijic's Meditate.

4) Change the Psijic Imbue Weapon to a toggle like Mend Wounds, with the following effects: a) Increases the cost of all abilities by 10-20%; b) Reverses the magic damage / magicka and weapon damage / stamina dependencies of weapons, i.e. a physical weapon would scale to magic stats and vice versa.

5) Throw a chameleon / invisibility ability into either the Mages Guild or Soul Magic lines.

6) Fill the remainder with damage abilities because those are what is desperately needed to provide some variety for magicka players.

Question since launch...

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@ZOS_GinaBruno , @ZOS_KaiSchober , @ZOS_JessicaFolsom , @ZOS_RichLambert

Serious question team,

Why was it decided to remove Trueflame, the item, & are there any plans to bring it back?

Everyone who has ever mentioned it, admires it’s look/artwork. Arguably the best looking weapon in game but was removed what I think was the first week of launch.

Any details that could be shared would be greatly appreciated.

Help pve Magblade sustain issue!!

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Hello there I have sustain issue on my Altmer magblade I use skoria + siroria + mother sorrow + lover mundus with blue food and play with ~400 latency any advice

Well, this is awkward... (Huntsman Cuirass (female)) Please fix!

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I wasn't sure where to post this seeing as it could be considered crafting or outfit system, but it's more of a.."Who designed this chest piece?! :o "

I was re-outfitting one of my alts and wanted to try the Huntsman Cuirass. But I as soon as I put it on, I noticed its "extra feature(s)" and now I can't bring myself to wear it.
@ZOS_GinaBruno - Can we please remove the extra?? ... ahem.. pieces?
glfsgKS.jpg



PC-EU_QUALITY OF GAME POLL_ONLY FOR EU PLAYERS !

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Are you satisfy on PC-EU quality of service, functions in game like Activity Finder (Dungeon Finder) ? More than thousands of players taking ACTIVITY FINDER(DUNGEON FINDER BUG every day, unstable), lagging, spike lag, ,cyrodil lag, and can't use content like dungeons and at all battleground's because activity finder in ESO.

New Player Race Possibilities?

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It has been mentioned before, but... I thought it might be a good idea to have this foe easier reference, so...
Anyways, many people think there is ample room in ESO for more races then the "classic ten" which were not quite as classic as many others assume, actually (TES:Arena and TES-II:Daggerfall only had eight, imperials and orcs became playable only from TES-III:Morrowind onward; TES:Battlespire even had only six, missing also argonians and khajiit... and TES:Redguard obviously had only one through the premade character thing, but that doesn't really count anyhow)
...
So, let's take another look at the usual suspects, shall we?

First the ones we have already seen in the game as NPCs, even tho as antagonists (just like orcs were in the elder scrolls series, once upon a time... just like werewolves or vampires are, supposedly...):

Goblins
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Despite what some people might say, they are technically possible. They are around, they are (barely) intelligent enough to talk, cast spells and craft stuff, so... they could theoretically be player characters. Thay are also a bit... unwanted... all across tamriel, due to generally being too primitive to follow the laws civilized people live by, and thus usually end up killed on sight or enslaved for "their own good", so it may be a little iffy... but then, we also can make bretons and wander through stonefalls during the DC invasion attempt without getting murdered by our pact allies, so an exceptional gobbo becoming a hero may perhaps not be too far-fetched. It would however be a reasonable idea to give them some racial drawback to represent this bad reputation... like, penalties for vendor business (get less gold when selling, spend more while buying) and bounty reactions (gain double bounty for crimes?)

Maormer
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The sea elves would be entirely possible, they are around in this era, they are in the game, they have their own crafting style... all it needs is cobbling together some passives (maybe altmer/dunmer-istic but with storm damage bonus instead of fire?), and there we go. Yes, the race in general is isolationistic, and an antagonist race - and playing as maormer through the AD storyline or the Summerset expansion would be a little iffy. But no more so then playing as imperial in the bangkorai or reapers march questlines, or as DC race in bleakrock to stonefalls, or as AD race through shadowfen... (it might however be plausible to make maormer only playable for DC and EP, unless someone has an certain unlock... ;) Though perhaps not as proifitable, so I would not count on it...)

Reachmen
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They can or can not be their own race, that is up to the developers, the lore would support both them being just primitive bretons, or them being a slightly different race thanks to lots of interbreeding with other people in the distant past... but they are in the game, have their own crafting style and so... easy to do if the powers that be decide they want to. Of course, again there are many questlines in Glenumbra, Bangkorai, The Rift or Orsinium where reachmen are the enemies, but... see above, no more iffy then having an imperial character fighting imperials in other quests or such.

...

...and then some we have heard of, or read about, but not actually really seen them...

Imga
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...would be somewhat possible; they are technically around in this era, though they seem for some reason absent from valenwood in ESO, likely hiding somewhere in a pocket dimension like that vanishing village in greenshade (possibly in Falinesti) from Molag Bal and the soulburst troubles no doubt. But that would not preclude some being caught up in the issues and sacrificed by Mannimarco for vestige status before the rest of them got away... and thus becoming player characters (though there might be an inflated cost considering they seem to be a rare sight...)

...

Akaviri
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...are not one race but four. There is little lore if all of them were part of the akaviri invasion that took place a mere ten years before ESO - but lore does say there were survivors from that one, which eventually would make their way to Rimmen in northern elsweyr (DLC possibility?) where they join up with some human akaviri descendants from earlier visits who had once been a strong power in the empire... and make a push into cyrodil somewhen between this time and the rise of Talos in three of so centuries, though they fail to grab the ruby throne for good like everyone else in this time period... so all of them may be technically viable lore-wise... (since even iof the invasion was mostly, say, Kamal like the lore might indicate, they could plausibly have brought allies or slaves of the other races with them) though since they ought to be somewhat rare, it is a little questionable if they would be done (or at what price - adding a surcharge for extra-rarity would seem likely)

Tsaesci
ancient_tsaesci_warrior__elder_scrolls__by_fkcogus333-dc0xfmo.pngTsaesciES1.jpg
These golden-skinned snakepeople may be possible, depending on how the powers that be choose to depict them in ESO... they -are- supposedly somewhere between argonians and lamias in body structure, so they -could- be done in a humanoid enough way to be viable for all equipment... (and thus as viable player race - the question if they have legs or not has yet to be entirely cleared by the lore) or there could be two kinds of them, like with the D&D Yuan-ti where one breed/caste might have a more snake-body lamia-ish body structure, the other a more humanoid one, thus keeping both options open, with the humanoid caste available as player character race (since I doubt anyone would play a race that could not use leg and foot armor slots, yes?)
1254f3a564b189196aac093378aac72f--elder-scrolls-skyrim.jpg

Tang Mo
tumblr_molwcv43b01rlysmgo1_1280.jpg monkey_king_by_asahisuperdry-d7225a2.jpg
The monkey people of the thousand islands would seem entirely possible as palyer race. But they better also come with polearms to use staves in battle, hear! ;)

Ka Po'Tun
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Not much is known about the Ka Po'tun except they are somehow "tiger-like", which could mean anything... a feline race like the khajiit, or perhaps a rakshasa-equivalent with fur-less human bodies and tiger head? Or something half-furred in between? Or perhaps even tiger-centaurs (which would make them unsuitable as player race of course due to non-humanoid body)?
9e0c105dbaf1ce0f776ed360cf624809.jpg
Or maybe they come in various forms like the khajiit depending on moon phases? Its really up to the developers, even though most fans envision them like the tiger-person picture I found... but there is little enough intormation that the poeple at ZOS could do as they wish with them...

Kamal
24c78_81ee.jpg
Little is known about the "Snow Demons", except that they may have been the bulk of the recent invasion that spawned the ebonheart pact, and that they are rumored to freeze solid during winters - something that would make them a bit iffy when it comes to player characters and questing in eastmarch... however, noone can really say if that is not a mere rumor anyhow, it -might- just be indicating a cold-blooded reptilian race that are sluggish in winter and thus prefer to hide in warm caverns during that time...
Sf77_snow.jpg
...or perhaps more liklely ursine (aka, bear-like) race that hibernates...
b0ae15a5049c71f9bf53e8012884b6d6.jpg
...or anything, really, and chalk up the legends to their lands being accessible only through mountaijn passes that are simply snowed shut during winter!
Up to the developers.

...

...then there are some "maaaaaybe" races like:

Kothringi
KothringiFemale.png
The silver-skinned tribes of black marsh all died out in the Knarhaten flu. How-ever... that only happened twenty years before ESO, so its not entirely implausible that one or two "lone survivirs" managed to hold on, doomed to extinction, and got caught up in the troubles landing them in a coldharbour prison. They -could- be done as PC race, but if so, I would expect them to be as rare as apex mounts... either by hiding their racial unlock in crown crates at the same rarity, ot by charging an insanely inflated price.

Lilmothiit
9d26e72a7d367e4e25da88a59ab7cf388c80adeb_hq.jpg
Are in the same boat as the Kothringi. (not literally, since they for one were not taken aboard the crimson ship). Very unlikely as PC race, but not entirely impossible.

...

...and then, firmly on the "nope" side we have:

Dremora (and other humanoid daedra)
elder_scrolls_08.jpg
Playing as daedra is way more iffy, lore-wise, then anything else. I mean, come on... why would any quest giver trust a frikkin -demon- to actually help them??? Because that's what daedra are in TES lore! Thus any daedra who shows their face without some sorceror to hold their leash would be seen as mortal enemy, not potential ally. Remember how your stories all start with some sort of rescue? Well, forget that if you were a daedra! You'd get your throat slit before you even woke up after the coldharbour escape... you'd be a dead-ra at best! ;p ;)
Now, yes, it -would- be cool to play a dremora, dark seducer, skaafin or whatever... but it would not fit into ESO. If they ever make a TES game for it though... starting in oblivion, serving your dark masters, going to mundus for questing to avert some dire threat to oblivion itself, facing the usual mobs plus enraged mortals, with adventurer groups as "bossfights"... it could be fun! But it definitely is -not- ESO!

Dwemer
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The deep elves are long gone in this era (with one exception), and they won't be coming back for as far as anyone knows - even in games set a thousand years later, noone has ever recorded seeing another living dwemer (and they would have, seeing how its one of the great mysteries of tamriel, and anyone who found out could have gotten free drinks from the fame along for life).
Only way we will see them is in some "flashback" quest, like the nedes or chimer - which is entirely possible. But never as player characters without some serious lore breakage.

Sload
600px-ON-creature-B%27Korgen.jpg artworks-000255035897-srt1je-t500x500.jpg
...are for one not present on Tamriel at this era (Sea Sload incursions into Sumerset aside), since they generally live on isles to the southwest of the continent; for another may be structurally unsuitable as player characters - they are supposed to be sluggish fat slug people, barely able to support themselves on land, which may not be all that great for player characters (I always kinda think of jabba the hutt when I read about them...)

Snow Elves
cfbc1f3daec19bd9beacce28f5afc2f9--the-elder-scrolls-anime-art.jpg
...are long gone by the time of ESO. And the only remaining ones are in hiding until met in TESV:Skyrim-Dawnguard. Ther blind mutated descendants the Falmer may show up in some dwemer ruin beneath some skyrim reguin though...

Wild Elves / Ayleids
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...have more or less been wiped out by the alessian rebellions, and the cyrodillic empire that rose in their wake; some possibly seeking sanctuary among the altmer... There are rumors occasionally, but those "hidden Ayleids" are kinda like the tamriel-tastic equivalent of elvis sightings... someone's father's brother's nephew's cousin's former roommate has seen one somewhere near someplace, they swear it was true... but whenever scholars go there to check, the reported Ayleids are nowhere to be found (or turn out to be a drunk altmer in torchlight dressing up in a costume on a dare).
And thus... ayleids not really viable as player-race, long gone and only their ruins remain... though perhaps possible as NPC... and rejoice! We meet just one such NPC in the course of the coldharbour assault questline..

Atmorans have become Nords... Youkudans have become Redguards... Nedes have become Imperials... Chimer have become Dunmer... Aldmer have become Altmer...
...making all those races part of history, and no longer around in their ancient incarnation.

As for all giants, lamia, ogres, minotaurs, or other races that have non-humanoid or oversized bodies - obviously those are all unsuitable for PC races (Can't have a player race that would clip through half the scenery after all! Or a player that needs a completely new set of animations!)

(So, I think this time I gathered all the thoughts in one place ;-) )

Now that Elsweyr was revealed, what do YOU want next?

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Now that Elsweyr was revealed, what do YOU want next?

I remember an old poll in the forums with a similar title. Well, most requested area was Summerset. Second most requested area was Elsweyr. Most requested class was Necromancer. Most requested feature was trait change and Jewelry Crafting.

My point is: ZOS does listen! So what do YOU want next?

Me: a Bard’s College DLC. A full questline, similar to the Thieves Guild one, a passive skill tree, new emotes, mementos, personalities, repeatable quests, motifs, songs, bard NPC intetactions...

Also, my Chapter request takes place in an Oblivion realm. It can honestly be any. Cold Harbour is one of my favorite maps to date!

Let’s discuss!

Initial thoughts on Tzogvin’s Warband

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Tzogvin’s Warband (Medium)
2 – Adds 833 Weapon Critical
3 – Adds 833 Weapon Critical
4 – Adds 1487 Physical Penetration
5 – When you deal critical damage with a Light or Heavy attack, you gain a stack of Precision, increasing your Weapon Critical by 129 for 10 seconds, up to 10 stacks max. At max stacks, you also gain Minor Force, increasing your Critical Damage done by 10%.

Think this will replace AY for stam? Also if so, would likely replace trap too, no?

What the FX contest - enter by Feb 25th

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As mentioned by @JHartEllis on Twitch, we are holding a What the FX contest throughout the majority of February.

The requirements are simple: a PC NA, publicly accessible, decorated home that leverages Essential Housing Tools' FX system to add at least 5 effects to the home.

Judging will be based on how well the FX enhance the aesthetic of the home and how well they integrate with the overall build.

Submissions must be sent using the new "Share with Mail" option from EHT's FX menu to @Cardinal05.

All submissions must be received no later than Feb 25th.

3 Winners will be announced both here and by @JHartEllis on Twitch on March 1.

The winners:
  • Can submit one custom effect to Essential Housing Tools' library of FX (submitted in the form of an image)
  • Can submit a Wax Figure of one of their characters to be added to the library of FX as well (submitted in the form of a screen capture)
  • Will be featured on @JHartEllis' stream
image

Need help to understand the race balance

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From what I was reading in the forum, I have a few questions I wish to have an answer for them (sorry if they sound stupid I just wish to understand) :

1) The whole point for ZOS balancing was divide races either a sustain or damage, so for instance we have altmer for damage and breton for sustain for mag races and we have orc dmg and redguard sustain for stamina.
My understanding about damage races is: they do high damage over a short period of time, the high damage compensate the lack of sustain, in other word if they don't finish the fight fast they die. the sustain races on the other hand have better recovery which mean they can stay in a fight for longer, but in return they sacrifice damage.And the whole point of the balance was ensure that no race have them both (of course you can get dmg/sustain from food and armor).

My question is from the parse that people have been sharing the damage race and the sustain race have very close dps, if that is the case how is that balanced? shouldn't the damage race have an edge? I understand that 6 mil dummy is a short fight but in a real fight wouldn't be a sustain race a better choice?

2) I have seen a lot of post saying that breton is better and other saying no altmer are still better. Have anyone from the skilled players (not a good pvp player and don't have that many friends to test with on pts) tried a duel between a high elf and a breton? And if so is there a post or something with the result?
since both have very close dps and with breton better sustain and resistance wouldn't that make them better then high elf?

3) for stam race comparing orc to dark elf I fail to see a case where a dark elf is better then an orc, I'm wrong about that? I mean both are dmg race with very close stat but orc extra speed + extra health and health regain seems to me to make them a lot better in 1v1and a better choice overall?

4) I have seen the new racial, some are good other are okayish but some are bad, I don't like the altmer passive that give stam back since most of the time is useless in pve (maybe useful in moon hunter keep but most of time will return stam while not need it, not sure pvp side) and I see why bosmer player are angry as well don't have a single bosmer but still while most of the race get 4th racial with all the time active effect bosmer one is lacking , not sure about argonian seen some people complaining as well. Orc, on the other hand, seems to be too good with there passive.

My question is however, why some people are getting too defensive about balancing orc while other are getting too offensive toward players complaining about their race (altmer/bosmer ), I mean side by side comparaison between say orc, altmer it show clearly that orc are getting too much useful passive, since both are getting almost same stat. I even saw people saying it is ok to have orc op race, while they deny that for altmer and from a lore point of view altmer ruled over tamerial enslaving all other races, and they are regaining their empire during skyrim while orc didn't manage to maintain a single kingdom. Not trying to ask for any race to be op just pointing out what to me look hypocrisy.

one last thing I'm not biased toward high elf or any other race I already have 11 toons only 2 of them are high elf in fact I have a toon in each race aside from bosmer, but I'm still finding hard to understand some aspect of the balance.

Problem with Infused Crusher on Tank

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If I'm not mistaken crusher from blockade can only proc on 1 enemy. ZOS really needs to rethink their approach to this.

Everything needed to know about Bow/Bow in PVE

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Changelog
  • 2018/10/23 - Updated for Murkmire
  • 2018/07/17 - Updated weapon section (different trait/enchantments), added links to various (good) bow builds
  • 2018/07/17 - Updated and rewrote several parts (sustain, classes)
  • 2018/06/02 - Updated and rewrote first part of guide for Summerset patch
  • 2018/01/04 - Rewrote skills and warden section.
  • 2017/12/29 - Added information about Acid Spray (negative) value regarding stamina sustain
  • 2017/12/24 - Rewrote Champion points setup, Stamina sustain, Racial choice and Weapon setup parts
  • 2017/11/24 - Reworded weapon/trait part slightly
  • 2017/11/23 - Added Dark Deal as viable skill choice on Sorc
  • 2017/11/22 - Marked Imperial as good race choice. Reworded race/class choice to define better and worse options (than from best to worst)
  • 2017/11/21 - Changed Warden Rotation. Added Warden parses. Added recommended gear to Warden, NB and Sorc

DISCLAIMER: No information below is in any way based on experience using bow/bow setups in high level (score pushing) veteran trials. Everything said is based solely on my own experience and testing and different people can get different results. Everyone should be well aware that ranged stamina builds ( = bow/bow) lack on DPS, utility and survivability to either magicka dd, stamina melee dd or both.

In short, main point of this guide is to show how to make bow/bow work in any content and for any user.



BASICS
Race: Redguard, Imperial, Khajiit, Bosmer
All four races are viable, but Khajiit and Imperial will come slightly on top and Bosmer are noticeably worse in damage, but their sustain can be helpful if struggling.

Food/Drink: Dubious Camoran Throne or Artaeum Takeaway Broth
Always. Sustain is the most important thing (in general and double so on bow). Dubious is cheap, Broth is better, but much more expensive version with very small difference.

Potions: Stamina+Brutality+Savagery, Stamina+Savagery+Health (must find other source for Major Brutality)

Mundus: Lover or Warrior
Getting high enough penetration is important so if you are not using some sort of penetration set (spriggan, TFS), pick Lover. Otherwise Warrior.

UNIVERSAL SKILLS
There are several skills you will want to use on any class and most of them have no alternative. First, the most obvious backbar trio (on any stamina build) is Poison Injection, Endless Hail and Razor Caltrops. These skills (and morphs) are mandatory to even attempt reaching respectable DPS. Your semi-spammable AoE skill to damage more enemies is Acid Spray. The other morph of it, called Bombard, is useful if you are beginner or playing solo a lot, but can't compare damage wise. As for main single target spammable skills there are few options. Any morph of Snipe for most damage, but cast time with movement slow can make the use annoying or even dangerous. In that case Psijic skill Crushing Weapon or Warden skill Cutting Dive can be used as instant (less damaging) spammables. To get Minor Force buff use either Fighters Guild Trap Beast or Psijic Accelerate. One morph of Trap Beast forces you to melee range which could be undesirable and second one either requires casting it twice in rotation or losing half the uptime. Both of these issues can be solved by using (preferable morph of Accelerate) Channeled Acceleration to gain Minor Force buff for long time.
To survive all the punishing mechanics, slotting Vigor is never bad choice.
For ultimates, the choices don't differ much either. If you aren't Warden you will need to have Flawless Dawnbreaker on front bar and Ballista on backbar, because these will give you most damage. Warden will want to have Wild Guardian on both bars for any content that doesn't make pets useless or dangerous. For the rest, the same two ultimates as other classes.

CLASS SKILLS
Nightblade must have skills are Relentless Focus and Leeching Strikes, but for some situations using Reaper's Mark or Killer's Blade can be beneficial.

Sorcerer will always slot Bound Armaments on front bar (but preferably on both bars) for the amazing passives it gives. If you can or have to stand in melee range, Hurricane is very good skill that offers even useful armor and speed buff. Critical Surge for some amazing self heals is always recommended when bar space allows it or content demands it. Greater Storm Atronach can be used as alternative to Ballista, giving you less DPS, but offering powerful synergy to others and temporarily increasing your health.

Warden skill bars will always include Subterranean Assault and Bull Netch. Cutting Dive as mentioned above, if needed instant spammable, and Wild Guardian for ultimate. There are many skills in Warden's toolbox that can offer different levels of utility. Most notably Ice Fortress to help with survivability and Green Lotus for self heals or sustain passive (when healing others), but almost any skill Warden has can be used to help dealing with difficult mechanics or when playing solo.

Templar will always have Power of the Light, Restoring Focus and Repentance. If there is bar space, having any Aedric Spear skill on front bar (and even back bar) for the passive is recommended too.

Dragonknight has no obvious must have skills. Venomous Claw or Noxious Breath can be very useful and the first one even significant DPS gain, but both limit user to melee range. Flames of Oblivion has greater range (still not very large) so that is recommended skill to always slot and use when situations allows. If forced to melee range, ultimate Dragonknight Standard can be used as alternative to Ballista.

GEAR
Primary (body) set: Relequen, Vicious Ophidian, Twice-Fanged Serpent, Strength of the Automaton (sorcerer or templar), Hunding's Rage, War Machine (warden)
Obvious choice this patch is overperforming Relequen set, but this set is not useful in every boss situation and obviously not when clearing mobs. Interestingly enough, such situations always benefit from AoE damage or more sustain because of spamming and recasting AoE abilities making Vicious Ophidian perfect replacement for Relequen. If you can't afford to use more sets than one don't make that first choice to be Relequen.

Secondary (weapon) set: War Machine (warden), Briarheart, Veiled Heritance, Strength of the Automaton (sorcerer or templar), Vicious Ophidian, Hunding's Rage
The best set for weapon are those that make you lose the least when swapping from it to back bar (where more preferable unique bows have place). This makes mostly War Machine and Briarheart/Heritance very good choices. But having VO or Hunding on weapons make you lose least amount of stats (compared to other primary sets) and most importantly not lose any stacked buffs (like TFS or Relequen would).

Monster set: Stormfist, Velidreth
In my opinion, 99% of the time you should use Stormfist. Sustain is everything and Stormfist is one of the cheapest (damage being currency) ways to get it. Velidreth with its range still offers some usefulness. All other monster sets are noticeably worse than these two picks and should be preferably avoided (exception is Slimecraw and its usefulness in content where healers can't get good enough Combat Prayer Uptime)

Back bar weapon: Maelstrom Bow, Master Bow, Bow of Secondary set
Your backbar is place for unique bows. There is no choice. If you don't have any, you obviously use same bow as on front to at least get your secondary set on both bars. If you can get Master bow, you put that one there, but your ultimate goal will always be to get the Maelstrom Bow, because it is the most significant DPS boosting piece of gear.

TRAITS AND ENCHANTMENTS
Armor: Divines with Stamina
Jewelry: Infused with Weapon Damage
Weapons: Infused with Absorb Stamina (front) and Infused with Weapon Damage (back)
For armor and jewelry the choices are pretty clear. Having Infused (on armor) or Robust (on jewelry) is still pretty much good enough, your goal is to eventually farm or transmute everything to the best traits.
Armor enchants are generally stamina ones, but you can always place Tri Stat enchantments or health enchantments to gain necessary health pool values.
Jewelry, when trying to get best DPS, is without doubt always enchanted with weapon damage. But if you keep struggling with sustain (not having stamina is always bigger DPS loss than losing weapon damage) using stamina regen glyph is possible.
Weapon traits/enchantments are self-explanatory, but if you dont struggle with sustain (while not having enough to use stam/health food) you can always go for Poison enchant or Nirn/Precise trait on front.

STAMINA SUSTAIN
Sustaining on bow build means everything, because heavy attacks are great loss of DPS. For that reason, you should be using every possible cost effective way to sustain.
  • Dubious Camoran Throne drink or Water-Stained Psijic drink
  • Having Infused Absorb Stamina enchant on weapon
  • Vampire Passive for 10% stamina regen
  • Stormfist Monster set for 129 stamina regen
  • Vicious Ophidian set (when not using Relequen) for 8% cost reduction
  • Maximum available (up to 75 - 100) CP in Mooncalf for up to 15% stamina regen
  • Wearing 6 or 7 medium pieces
  • Having all proper passives and sustain skills
  • ... and obviously using proper potions restoring stamina with over 45s of Major Endurance

CLASS SPECIFIC NOTES

Important Note: Always light attack before EVERY skill cast. Always cast ultimate when ready. Replace Channeled Acceleration with Rearming Trap Beast in melee range fights (as alternative to Acceleration). If you don't have access to Acceleration at all, use Lightweight Trap.

Warden has some unique skills in Cutting dive, Bear ultimate and Sub Assault offering many ways to play on top of very good survivability (for the cost of damage) coming from Ice Fortress.
This allows for three different rotations dependable purely on user preference, ease of use, content or sustain. Mind the synergy between Sub assaults and various skills. Each Sub assault allows for 2 instant cast skills OR casting Channeled Acceleration OR single heavy attack cancelled by instant cast skill before allowing another cast.

Backbar: Endless Hail -> Poison Injection -> Caltrops -> (Netch if running out ->) Frontbar ->
Variant 1 (most DPS, simple):
(Channeled Acceleration if running out ->) Snipe until swap with bear ulti when ready

Variant 2 (mobile, difficult, more AoE dmg and debuff):
Sub Assault -> (Channeled Acceleration if running out OR Cutting Dive x2) -> Sub Assault -> Cutting Dive x2 -> Sub Assault -> Swap
Replace any Cutting Dive with Bear Ulti when ready

Variant 3 (mobile, simple, least DPS)
Sub Assault -> anything you need to do until it is 1s before swap (recast Channeled Acceleration or spamming Cutting Dive or using bear ultimate) -> Sub Assault -> Swap

Nightblade offers the most damage possible thanks to their natural light attack based rotation and great sustain. For that reason using Crushing Weapon rotation is very beneficial tho still being slightly behind Snipe rotation.

Backbar: Endless Hail -> Poison Injection -> Caltrops -> Frontbar:
Weave Crushing Weapon or Snipe until you have something else to do. Recast Leeching Strikes when out. Recast Relentless Focus when out. Recast Channeled Acceleration when out. Shoot Relentless Focus bow proc when ready.

Sorcerer is in a way the most boring out of all classes, but very good thanks to strong passives and passive skills.

Backbar: Endless Hail -> Poison Injection -> Caltrops -> Frontbar:
Cast Focused Aim (preferable) or Crushing Weapon until swap. Recast Channeled Acceleration when needed. Cast Hurricane when useful (melee range, speed, survivability).

Templar/DK SOON





Outdated parts

Regarding range
At some parts before I already briefly mentioned overall effect of long shots passive on DPS. And in short, it has noticeable, but small effect. Minimum range needed for full 12% bonus is 25m, which will almost never be worth it. First you want to be in area of effect of Combat Prayer to get Minor Berserk (not needed on NB). Second you want to be in are of effect of your healer to gain any buffs offered. So generally you will always be pretty close to enemy (10-20m), in front of the healer, usually in the same pack as other magicka casters. In some combat situations stacking on top of each other and/or going to melee range is even required. Then another important bit is the damage from long shot is low anyway. It increases just your bow skill output (usually less than 50% of your damage) and is additive with all other sources of bonus damage (hawk eye, berserks, CP, warden passives, ...) so usually it will improve the DPS of your bow skills by 3-8%. So half that if bow skills are half of your DPS. And that is usually less even less on warden. So in combat situation, prefer firstly position that can use anything healer offers without making him do stuff he would not have to do without you. Then adjust to avoid as much boss aoe as possible and then to gain as much range as possible.

Regarding overall survivability and true reason why not do veteran trials
There is simple difference between ranged magicka DD and stamina melee DD. Melee DD gets Blade Cloak with 25% AoE damage reduction. Ranged magicka gets range and shields. Bow gets only range, making your survivability big issue in fights where you can't simply outrange AoE damage. There are tools that increases your chances to survive and those commonly are Vigor, Surge (on sorc), Major Ward and Major Resolve buffs. Uncommonly you can use shields with health scaling (like Bone Shield), Warden Shimmer Shield (anti projectile shield) or sources of damage reduction (like Minor Protection on Warden's Ice Fortress). These uncommon sources are often not worth it, offering very small increase in survivability, costing resources and your DPS and giving your teammates just another reason to kick you from group. So golden rule is avoid content you can survive without these.

Closing notes I will dedicate to ZoS
Bow really really need significant changes to how heavy attacks work (or overall how much they are needed in current meta). It also needs proper spammable that is accessible to every class and is not weak like Cutting Dive. Overall DPS coming from non bow skill is lower than from other builds, because of low weapon damage on bow (so even less gained from agility passive, fighters guild passives and brutality buff) and because bow passives do not in any way increase them, except for Accuracy which for some reasons gives as much crit as just 1 dagger.
Another thing is very low survivability of medium armor in PVP and PVE. In PVE mitigated by Blade Cloak AoE reduction inaccessible without DW weapons.
Design of two handed weapons has still negative impact on DPS. Firstly by offering one less set piece (mitigated by using unique bows), then by not having better enchantments or meta traits (nirn and infused giving same value to bow that to 1 sword).
Presence of melee limited buffs is not helpful either. Notably Redguard Adrenaline Rush passive. Related to that is the overall lack of clear bow race choice. Each of 3 top racial choices (khajiit, redguard, bosmer) waste one passive on buff not useful for ranged DPS and no race choice actually offers obvious damage buffs to bow (other than obviously presence of max stamina and crit). For example race like Altmer offers both maximum stat bonus and regen like redguard does, but instead of range/skill choice limited third passive, it has clear damage bonus to everything potential DD Altmer will do.

What stamina ranged DD absolutely needs to be effective
  1. Damage - bow has less weapon damage than other stam builds, less of main resource than magicka builds, less crit than stam builds and less penetration than magicka builds. It heavily stacks damage done % (decrease of efficiency) and that only towards bow abilities. Either current damage done passives (longshot and hawkeye) need to affect every ability, or other parts of overall damage (wd+stam; crit; pen) needs to be increased.
  2. Survivability - bow lack of weapon damage makes own heals less powerful (lesser issue in PVE) it also lacks any defensive ability. Magicka builds have shield, 2H builds have (sort of) shield and DW builds have AoE damage reduction. It would be to great benefit of all (stam builds) in both modes, if AoE damage reduction was present outside of weapon tree (medium armor, Fighters guild, undaunted, ...). If that is not welcomed, then the class that was supposed to be ranged DD (warden) should have its own access to something like that.
  3. Sustain - heavy attacks arent balanced, enough said. DW heavy attacks are fast, do not slow down player. 2H heavy attacks proc beneficial passives. Lightning heavy attacks have splash. Resto heavy attacks offer great sustain. I guess fire/ice are bad too, but most magicka builds (in pve or pvp) either have lightning or resto with them. Bow heavy attacks go against everything by slowing player and making him vulnerable and potentially even losing hawk eye stack.
  4. Race - ALL stamina races for DD, except the worst one (Nord) have 1 whole passive out of 3 not usable in PVE DPS
  5. Skills - lack of spammable on anything but warden forcing classes to use selfsnaring cast time ability (+ for some reason DW has better ranged spammable in dagger); much weaker lightweight trap (with short duration)



My own 6M parses on PTS. Affected by my own imperfection and high PTS ping. Useful for comparison between positions and skill usage. Obviously all subjected to RNG or potential inflation from some buffs and debuffs. All done to maximize stamina used. Unless specified otherwise (in description), always Khajiit with 5TFS, 5VO, Infused Poison Frontbar, Nirn WD Backbar. Always selfbuffed
(NB - need to self cast Major Fracture every 3rd rotation; Warden - MF part of rotation; Sorc - No MF available ; DK - need to self cast MK every rotation; Templar - No MF available)
Nightblade Album Link
Warden Album Link

Build links:
Warden Build

Also, sorry for very long text. Bet this would be much better in video form.

Insightful links:
Alcast's Stamina Warden Bow Build “Racer”
Masel92's Stamina Nightblade Shadow Thorn Build
FearTurbo's website with several bow builds

Clarification on enchants: Unnecessarily over-complicated?

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I am not sure I understand how this was determined to be a necessary move as it seems to be quite clearly imbalanced against 1H + Shield tanks and no one else (unless I am misreading something).

1H + Shield is only one weapon and an armor piece yet it had it's enchant strength cut in half which hurts everyone due to loss of infused crusher primarily being the tank's responsibility and 2H staff procs being unreliable when adds are around.

Dual wield has two weapons but it is unclear how enchants will work. Will each hand have a SEPARATE chance to proc and enchant cooldown? If that is the case then there is basically no change to dual wield assuming they put the same enchant on both weapons.

Does having infused on one dual wield weapon reduce the cooldown and increase the strength of both hand enchants?

Why is 1H + Shield the only weapon being punished by this change?

@ZOS_GinaBruno

So yeah, can you do SOMETHING in combat?

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You cannot mount in combat
You cannot open this in combat
You cannot change gear in combat

And there's much more. What's next ZOS?
You cannot deal damage in combat?
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