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Looking for Healer Tips

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I've recently decided to try out healing, as I have not really done it before, and I want to try something different from the DPS role. I was hoping I could get some advice on how to play a healer. I think I understand what sets should be used and why, I'm looking more for tips & tricks for being successful.

I have a couple questions specifically, but more advice would be fantastic!

1) Which skills would be considered more "flex" skills - and why should I pick one over another for a specific situation?
2) To go along with that, which skills, besides Combat Prayer and healing springs, are mandatory, and why?
3) How often should skills like shards and/or orbs be cast?
4) What are the pros and cons to each class for healing?

Frostvault Walkthrough and Guide (Spoilers)

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I have completed both dungeons on the PTS and am currently working on a guide and walkthrough for all players struggling with any of the mechanics.

Brought to you by the guild Twin-Moons Covenant

See Depths of Malatar Guide

Frostvault Guide

Add Priority: Skysplitter
Skysplitters are goblin ice mages, and they're main threat comes from an ice comet ability that they will cast on a random player. Kill them as quickly as possible to reduce the amount of ice comets going out, and if killed quick enough the ice comet will be canceled if it spawning on one player.
IceArea1.png
First Boss Icestalker
IceB1.png

Icestalker is an armored frost troll boss who has many common troll abilities, including throwing a projectile and ground slam that sends out ripples through the ground in a frontal cone. Icestalker will occasionally pounce on a player, that stuns and damages everyone nearby.

Upper Punch is when he punts a player up into the air, stunning them when they land, and begins repeatedly smashing that player. Another player needs to bash the boss before he smashes the player to death. The stun is unbreakable (currently) even after Icestalker is bashed, so the healer will need to keep that player alive through the other aoe's and adds.

The boss on occasion uses a large aoe around itself that knocks back all players, stunning them briefly.

Adds spawn in a health percentage triggers, so if they become too overwhelming, begin focusing them down. Ice wraith's heavy attacks will knockback and stun a player that they hit if not blocked. Ice Spiders are not much of a threat other than additional damage. Note: Icestalker's abilities will kill the adds, so it is recommend to NOT kite any adds when they attack DPS or healers.
IceArea2.png
IceArea3.png

Second Boss Warlord Tsogvin
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Tsogvin will occasionally turn toward a player and then shield charge them. This must be blocked or dodged otherwise it will outright kill DPS and healers.

Another basic mechanic is a tether that will be placed on two random players, and the players must separate from each other to break the tether and stop the damage from hitting both players. Very similar to a Fungal Grotto II mechanic.

The boss will periodically jump into the air (he leaves a fire visual effect on the ground from where he jumped from). He'll land at a random location in the arena with a small shield on top of his health. During this mechanic, every player will have an AOE ring around them and the boss will be channeling a fire ability that will hit every player in pulses. Do NOT stack on top of another player when this mechanic is occurring. DPS must break the shield in order to stop the mechanic from occurring (very similar mechanics to vMoL first boss).

Ice tornadoes will spawn at approximately 35% (health percentage still needs confirmation) on the edge of the arena and slowly circle the arena. These are very deadly so avoid them at all cost. During this phase, the boss will still do his jump, but this time he'll always land in the center of the arena and begin channeling a blizzard storm around him. This blizzard will grow larger rather quickly, pushing the players into the path of the ice tornadoes. Simply follow the ice tornadoes to keep ahead of them until the blizzard storm is over. In addition, the boss will cast one more ice tornado on a random player, so this extra tornado has it's own path (that of the player) to add to the chaos.

Adds: The arena will have goblin archers spawn in, that can be chained in by the tank. The archers do have some powerful abilities, including Rapid Fire (the bow ultimate), which cannot be neglected. They can be cleaved down when chained in fortunately.

Vault Protector
IceB3.png
This Centurion Boss has very simple Centurion abilities that we've already seen, such as the heavy attack, spin attack and artillery attack that we see in Darkshade Caverns I and Volenfell. The boss only has one additional mechanic which is he will protect himself from an arena mechanic with a Dome Barrier.

Tank is highly recommended to hold the boss in the center of the room for the Sear Ray Trap mechanic.

The Searing Ray Trap mechanic is by far the deadliest mechanic in this fight as they were will outright kill any player. When the fight begins, the Protector will put up a Barrier around himself when the Ray Trap is activated and all the players need to put themselves on the other side of that Barrier that the laser is being produced from. The laser can be seen in use below. It is very important to not stand within the Protector's Barrier, as that will also kill you.

Searing Ray Trap:
IceLaser.png

The Searing Ray Laser can be dodge rolled through, but this has not always worked and it is recommended to follow the mechanic. At certain health percentages, more Searing Ray Traps will activate. They activate at staggered times, allowing players time to get around the barrier as needed to survive. You will want to burn the boss down as quickly as possible, especially once all four Traps are activating in a single phase.

Adds:

Several Dwemer Spiders and Dwemer Spheres will spawn in. The Spiders will snare you, making it difficult to get behind the barrier and the Dwemer Spheres cause significant damage. They cannot be chained in but it is recommended to taunt them.

Rolling Dwemer Spheres that will not unravel will spawn in and have an aoe around them, and have the appearance of being electrified. These spheres will travel in a straight line across the room, and if a player enters the aoe around them, the sphere will explode, stunning all players nearby.
IceArea4.png

Rizzuk Bonechill and Avalanche
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Rizzuk is the only boss that needs to be killed; once killed, his Frost Atronarch will be destroyed.

Avalanche has a lot of AOE abilities and needs to be the tank's primary focus. An AOE will be planted at the Atronarch's feet that will cause several ice pillars to sprout up on the edge of that AOE. This acts as an ice prison, that the tank must stay in and survive until the AOE fades. (Unknown if it's supposed to be the donut ice AOE, seen on other enemies such as Galenwe in Cloudrest.)

Rizzuk will occasionally channel an ability that will need to be bashed. If not bashed, this mechanic will start shooting every player in the arena in a rapid fire method, (same as Fang Lair HM mechanic).

Ice Meteor Shower is a mechanic where the boss will teleport to the middle of the arena now place a DoT on each player that will also slow you all down. Eventually each player will be frozen and an ice meteor will crash into each player. You must all have been sufficiently separated, otherwise the stacking impacts will kill any player that were stacked. Healer needs to make sure everyone is topped off before frozen.

Now and then an ice ball will be created by Rizzuk and follow a random player. This player will have a target underneath them. The ice ball doesn't do much damage, and it is unknown on any affects if it is dragged into another mechanic or a boss. Other players have gotten in the path, and still took similar damage.

At the entrance of the arena spawns a spinning ice storm. It's effects are unknown as my group always avoided them but it is believed to be part of one of the mechanics. Believed to cause heavy damage. More ice storms will appear as fight progresses, but they're easy to avoid.

The StoneKeeper
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Rat Maze mechanics:
Ice-Rat-Area.png
Skeevatron Rat Maze is introduced before the boss fight begins, giving the group a chance to experience the mechanic. You will spawn on the map above as a Skeevatron, each player at one of the arrows seen on the center of the map, with unique Skeevatron abilities. Several of these abilities affect your allies, however this is rarely needed as you all should be going your separate ways.
Charge your ultimate once you spawn into the Rat Maze by going to the electric pillar (blue dot on the map) and spamming your first ability. Follow the pulsing lights going down the path you spawned at to a Shock Conveyor, and use your ultimate on that to deactivate it. This must be completed on four separate Shock Conveyors, one for each player. It is quickest for each player to follow their own path.

The rat maze will occur twice throughout the fight.

Phase One: Unique to phase one is the Rolling Spheres from the Vault Protector fight will be spawning at the edge of the arena and slowly rolling toward the boss. These will stun anyone near them if their AOE is touched similar to the Vault Protector fight. These can be deadly during the Fire Spin attack from the Stonekeeper.

The Stonekeeper itself is invulnerable until both his Gauntlets (aka, arms) are destroyed. The tank only needs to taunt the Stonekeeper, and that will keep the aggro of both its arm. The Stonekeeper will fire a laser at the tank, and each hit will apply a stack of a DoT on the tank. The longer it takes the DPS to destroy the Gauntlets, the greater the threat is from this DoT.
Note: Another player can place themselves between the Stonekeeper and the Tank to take a shared part of the damage. And possibly take the stacking DoT's while standing between (more confirmation needed).

The Stonekeeper's right arm is the Rotary Blade Gauntlet, and its left arm is Flame Bellows Gauntlet The tank is highly recommended to AVOID the Rotary Blade Gauntlet attack; one dodge roll will avoid all its damage and the attack will be over quickly. If not avoided, it does significant damage over a short time and believed to place a bleed DoT on the tank. Tank the Flames Bellows Gauntlet as it's damage is not nearly as much of a threat.

The DPS will need to focus down the Rotary Blade Gauntlet first! Once a Gauntlet is destroyed, a Centurion will spawn in. The Tank MUST taunt this Centurion and block all its heavy attacks, and the DPS need to kill the Centurion quickly before moving onto the second Gauntlet. Once the second gauntlet is destroyed, another Centurion will spawn that needs to be focused down.
Note: Centurion heavy attack can be dodged with a dodge roll.

Fire Spin: When both Gauntlets are destroyed, the Stonekeeper will then begin to spout flames out from his arm sockets and slowly spin in a circle. The group must keep ahead of these flames! If a Centurion is alive during this attack, the Tank needs to keep taunt of it and Block or Dodge Roll all its heavy attacks. It WILL one shot you if you do not block or dodge its heavy attack. Be careful of the phase unique mechanic during this attack!

Once the boss reaches a health percentage, both arms will regenerate and 4 Skeevatrons will appear on the arena. Each player goes to one and uses a synergy to complete the Rat Maze mechanic. Blade and Flame Traps are now active so use caution when traveling through the maze. Do not attempt to go through any trap until that trap deactivates.
Hint: A player can "resurrect" another Skeevatron if a player is killed by the traps, but must be near that player in order to get them back up.
Hint: Any damage on a Skeevatron will transfer to your character, including if your dead as a Skeevatron. Revive a Skeevatron before finishing the mechanic otherwise risk reviving the player while fighting the boss.

Phase two is the most dangerous as rotary blade traps will begin activating on the arena. The rotary blade traps replace the Rolling Spheres, but are far deadlier. These traps will likely kill any DPS or Healer caught in them. If a player survives then they will have had a stacking bleed DoT place on them for each time they were hit by the rotary blade traps. There are two tracks on the arena, so it is advised to call out if you see a rotary trap spawning on the inner or outer track so the tank can adjust properly. Destroy one arm, then kill the Centurion as you did before. Then kill the second, and kill the Centurion as before.

Destroy the arms again, survive the centurions and flaming spin until once again you enter the Rat Maze. No new mechanics when entering the Rat Maze for the second time. (NOTE: Second rat maze phase was removed in one of the pre-live patches. After the first rat maze, then kill the arms and the centurions then just burn down the boss.)

Phase three has a deadly but easy to handle mechanic which is a steam gust, a conal AOE, that comes out from the Stonekeeper. While it does not do very much damage, it will knock players back that will likely result in them falling off the arena or onto one of the fire platforms that will instantly kill a player. The tank may survive a knockback, but if an ill-timed heavy attack from a Centurion follows up, then the Tank will die.

Again focus the Rotary Gauntlet first, kill the Centurion, then focus the Flame Bellows Gauntlet, then kill the Centurion. After the final Centurion is killed, burn the boss down as quickly as possible.

PLEASE HELP MAGBLADE!

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The only time I get excited that I have a chance to kill someone is when they are a MagBlade themselves. I've never been a fan of cannibalism....

ZOS, Your Lackluster Communication Concerning Wood Elf Racial Changes is Frustrating

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ZOS, since mid-January, members of this community have created threads and written posts -- many with logical, lore-based, well-reasoned arguments -- against the current Wood Elf racial changes that you pushed to live, and you persisted in ignoring most of them. It's frustrating to read and listen to comments about how you "listen" to the community, and then watch you let excellent feedback that was grounded in logic and lore just fade into the void. Sithis would be proud of you -- I am not. I just don't understand how you ended up so far off with the Bosmer changes.

  • Do you even feel the slightest bit of embarrassment that your own community of players felt compelled to lecture you, multiple times, in many threads and posts over the past month and a half, about Wood Elf lore because your changes did not align with lore?

  • Did you even realize that your changes directly contradicted the in-game description for the Wood Elf race -- the one that a player reads when they are creating a character -- because it listed "stealth" as part of what makes a Wood Elf a "dangerous foe?" Your own game was informing your "millions" of players about one of the benefits of the race (one that made sense according to lore), and then you pulled that rug from out under them with a significant change after they had created their characters.

  • Were you aware of how contradictory your statements were, in the first racial changes preview, when you wrote that "sneaking isn’t a universal mechanic to the game (many enemies in Tamriel can’t be bothered sneaking about!)" as justification for removing Wood Elf stealth bonuses, and that you then proceeded to lecture us in the comments about how Wood Elves have adeptness for detecting potential threats as justification for giving them a detection radius bonus? C'mon now.

  • Did you think that it made sense to give Wood Elves a faster overall speed after a roll dodge? You called it a "...natural speed boost when tactfully engaging combat," but where did that come from? Nothing in lore talks about Wood Elves having natural speed boosts that would affect their overall speed. Wood Elves are agile, but they don't move at an overall faster speed than other races -- they simply perform agile moves with more efficiency and grace (see definition of agile: https://www.merriam-webster.com/dictionary/agile). Also, after nerfing speed across the board, you decided to give Wood Elves an unjustified overall speed bonus that you then had to cut in half before live because of PVP balance implications. Why are you so hung up on insisting that Wood Elves get an overall movement speed bonus that both contradicts lore and caused enough balance issues that you had to nerf it before live?

  • Did you think adding a penetration bonus for a short duration after performing a roll dodge would be well-received by players? It's a situational bonus that fits oddly into PVE, and most often would only see use in PVP counter-play. Also, how is it that performing an acrobatic move the drains stamina magically gives a Wood Elf the power to penetrate more?

I assume I will never get an answer to these questions, but they were born of my frustration. Your attempt at communicating thus far has been weak. We have a single note from the class rep meeting thread that reads: "Note: Reps specifically asked about the community’s concern that bosmers are trading stealth for different buffs. We were told that ZOS saw these concerns and would work on creating more options/systems for stealth gameplay outside of race. With these additions, stealth gameplay will open up to more players, and also allow bosmers to have the nice combat buff [while] still having avenues to be as stealthy as before."

This one note is most definitely better than nothing, but it's frustrating that just before the Dark Brotherhood and Thieves Guild events were scheduled to start you still decided to strip Wood Elves of their stealth, and that you have left your players clueless about what the stealth changes are and when they would occur. Also, that note only discusses stealth, and it doesn't explain what is going on with the rest of the changes that didn't make sense (see bullet points above).

@ZOS_Gilliam
I am disappointed. I had hoped for logical, lore-based, and balanced changes. The Wood Elf changes fell far short of that.

Werewolves in Batteground

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Two sentences:

1. Overperforming in BG < Level 50
2. Underperforming in BG >= Level 50

Thank the eight...

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...there's no "take all" button to accidentally take everything from your bank and add it to your inventory like in Skyrim.

The ESO WEEKEND NEWS of 11/03/19

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The ESO WEEKEND of 11 March
News - Events - Vendors

BREAKING NEWS & EVENTS

* EARN INDRIK EVENT TICKETS by doing T/G & D/B DAILIES
REQUIREMENTS:
Thieves Guild - Rank 3 and “The Long Game
Dark Brotherhood - Rank 2 and "Lesson in Silence"

* UNLOCK the SHIMMERING INDRIK MOUNT
image

* INVISIBILITY POTION:
Vanish 15s, +30% Speed 15s
Lorkans Tears, Blessed thistle, Blue Enteloma, Namira's Rot

…..

ESO GOLDEN VENDOR ITEMS – 2019/03/08
* Spelunker’s Ring – Robust 250,000g / 500,000AP
* Light Speaker’s Ring – Arcane 250,000g / 500,000AP
* Thunderbug’s Ring – Healthy 150,000g / 300,000AP*
* Ring of the Veiled Heritance – Robust 150,000g / 300,000AP*
* Kra’gh’s Shoulders – Infused / Impenetrable (Light, Medium, Heavy) 100,000g / 200,000AP
* Iceheart’s Shoulders – Infused / Impenetrable (Light, Medium, Heavy)100,000g / 200,000AP

.....

DETAIL OF ESO SETS ON SALE THIS WEEKEND:
All sets at Epic (purple) level

Spelunker
(2 items) Adds 1096 Maximum Stamina
(3 items) Adds 129 Stamina Recovery
(4 items) Adds 129 Weapon Damage
(5 items) Adds 400 Weapon and Spell Damage to your Undaunted abilities. When an ally uses one of your Undaunted ability synergies you restore 1500 Stamina.

Light Speaker
(2 items) Adds 833 Spell Critical
(3 items) Adds 1096 Maximum Magicka
(4 items) Adds 129 Spell Damage
(5 items) Adds 450 Spell Damage to your Restoration Staff abilities.

Thunderbug's Carapace
(2 items) Adds 2975 Physical Resistance
(3 items) Adds 2975 Spell Resistance
(4 items) Adds 129 Spell Damage
(5 items) When you take Physical Damage, you have a 50% chance to deal 5160 Shock Damage in a 5 meter radius around you. This effect can occur once every 3 seconds.

Armor of the Veiled Heritance
(2 items) Adds 129 Weapon Damage
(3 items) Adds 2975 Physical Resistance
(4 items) Adds 833 Weapon Critical
(5 items) When you deal damage, you have a 10% chance to increase your Weapon Damage by 400 for 5 seconds.

Kra'gh
(1 item) Adds 1487 Physical Penetration
(2 items) When you deal damage, you have a 10% chance to spawn dreugh limbs that create shockwaves in front of you dealing 1300 Physical Damage every 0.4 seconds for 1.2 seconds. This effect can occur once every 3 seconds.

Iceheart
(1 item) Adds 833 Spell Critical
(2 items) When you deal Critical Damage, you have a 20% chance to gain a damage shield that absorbs 8600 damage for 6 seconds. While the damage shield holds, you deal 770 Frost Damage to all enemies within 5 meters of you every 1 second. This effect can occur once every 6 seconds.

.....

ESO LUXURY FURNITURE VENDOR ITEMS – 2019/03/08
* Dock Rope Wheel 3,000g
* Fisher’s Catch of the Day Rack 5,000g
* Harbor Floats 5,000g
* Mooring Line, Tidy 5,000g
* Mooring Line, Coiled 7,500g
* Antler Coral, Crimson 50,000gNew

.....

ZOS EVENTS
Now - Wrathstone DLC (Frostvault & Depths of Malatar)
Now - Swarm Mother Style Page at Vet Spindleclutch & Maj-Al-Ragath Chest
Now - 11 March Weekly Veteran Trial - Aetherian Archive
Now - 18 March Thieves Guild & Dark Brotherhood Celebration
Now - 18 March Indrik Ticket Event
22 March - Jesters Festival
25 March - Elsweyr Pre-Quest

…..

CROWN STORE (Noteworthy)
Sheogorarth The Mad statuette - FREE to ESO plus members
Wrathstone DLC (Frostvault & Depths of Malatar) DLC - 1500 Crowns
Thieves Guild DLC - 1000 Crowns
Dark Brotherhood DLC - 1000 Crowns
Hubalajad’s Treasure (for Mournfull Aegis Target Dummy) - 5000 Crowns (2 days left)
Princely Dawnlight Palace (for collectors) - 14,000 Crowns (2 days left)
Elsweyr Pre-Purchace (before 4th June)

.....

UNDAUNTED PLEDGES
Saturday
Spindleclutch I
City of Ash I
White-Gold Tower

Sunday
TBA

.....

MARCH TWITCH DROP SCHEDULE
8-10 March All ESO Streamers Thieves Guild & Dark Brotherhood Event (ends 11pm EDT)
15 March ESO Live (Ouroboros Drops) 6pm-7pm EDT
22-24 March Jester’s Festival (Start 10am EDT, ends 11pm EDT)
25-26 March Elsweyr Prologue Quest (Start 10am EDT, ends 10am EDT)
26 March Bethesda MainStream (Ourobos Drops)(2pm-4pm EDT)
29 March Bethesda Days (Leopard Pet Drop)(Incl Console)(6:30pm-7:30pm EDT)
30 March Bethesda Days (Leopard pet Drop)(Incl. Console) (3:30pm-4:30pm EDT)

More detail and links:
https://forums.elderscrollsonline.com/en/discussion/462666/march-twitch-drop-schedule/p1?new=1
https://www.facebook.com/groups/131211320795196/permalink/381946549055004/

.....

MARCH LOGIN REWARDS
Login nr. 21 - Psijic Mascot Wolf Pup

https://www.facebook.com/photo.php?fbid=10212770637092991&set=gm.379120899337569&type=3&eid=ARAc966nCd90g98t0V0F-m3q6_BrBqElvioMJl89kX3Fd-A7-AEWu4hVEYcefsW5LAURyUtsYX0mqJdZ&ifg=1

.....

RESET TIMES
8am gmt - Dailies Reset (Crafting Writs, Guild Dailies, Pledges, Special Event Dailies)
9pm gmt - Guild Trader Reset (Sunday)

.....

PATCH NOTES
https://forums.elderscrollsonline.com/en/categories/patch-notes

.....

UPCOMING MAINTENANCE
for the week of March 11:
• PC/Mac: NA and EU megaservers for patch maintenance – March 11, 4:00AM EDT (08:00 UTC) - 8:00AM EDT (12:00 UTC)
• Xbox One: NA and EU megaservers for patch maintenance – March 12, 3:00AM EDT (07:00 UTC) - 12:00PM EDT (16:00 UTC)
• PlayStation4: NA and EU megaservers for patch maintenance – March 12, 3:00AM EDT (07:00 UTC) - 12:00PM EDT (16:00 UTC)

…..

CLOVER GUIDES

Thieves Guild & Dark Brotherhood Helpers Guide & Walkthrough
https://forums.elderscrollsonline.com/en/discussion/comment/5883051#Comment_5883051

Beginners Guide
https://www.facebook.com/groups/131211320795196/permalink/341502516432741/

PvP Builds (Bislobo)
https://www.facebook.com/groups/131211320795196/permalink/376229006293425/

Trading
https://www.facebook.com/groups/131211320795196/permalink/371451873437805/

Buying Elsweyr
https://www.facebook.com/photo.php?fbid=10212531435953112&set=gm.360253894557603&type=3&eid=ARBRuiQ65ZOzb5Tqhslg65LedwaUBN2DjjFi4p-aDRnX0JnyMu8Xf6kW6cESkmnktjM7QGWZeQ5Q_HNh&ifg=1

Game on!
Marius Buys
Golden Clover ESO https://www.facebook.com/groups/131211320795196/permalink/327777021138624/

Veteran Trial Guild Recruiting

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Veteran Trial guild is recruiting CP300+ players.
- You can sign-up for scheduled Trials
- Progress through ranks (4 tiers)
- Join core groups
- Raids usually start between 19:00 and 20:00 CET


We welcome beginners and experienced players.
On schedule we do vAS+1, vMoL, vCR+0, vCrag and will add harder Trials as we grow.
Core group currently do vHoF and vCR+1 is in the making.
We have nice laid back atmosphere in the guild. No mandatory events. You just need to be on discord and attend a scheduled trial once in a while.

PM @Mizaeron in-game or add Miza#0546 on discord.



Group Dungeon Head Collected ^^

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Finally, I cleared 8 X Group Dungeons by myself (SOLO), surely that is very very hard work, but watching those boss heads hanging on the wall, I talk to myself: I am not the strongest Nord, however, i am not an easy target too! :D
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The Alcast no CP vMOL run, is CP really the culprit in power creep?

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Because it looks like the sets are also responsible.

Very Fishy NPC names - Surely they MEANT to do that?

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Like is this guy's name actually Rube in Denial?
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I've seen others like that too, one was a street person in Balmora, called something Popeil (Ron Popeil was a big TV Infomercial or whatever advertising promoter guy with hiw own brand; I think he went bankrupt....)

Also saw a weirdly named Khajiit; but I forget now - will post it when i find it again.

Have you seen any?

Return of Dwarven Crates / Gem Items?

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Anyone hear anything about the return of Dwarven Crates / Gem items?

Hope For The Vestige

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Hope For the Vestige is a newly formed casual older player guild, we don't want to grow to a big guild size but to keep low numbers and create that friendly environment, so far we are 4 older player strong and taking our time with things. We are reaching out to those older players out there, A few points that summarise what we are trying to create within our community.

• For new players who would appreciate a little help.

• For the more experienced player who would appreciate a comrade in arms now and again.

• For players who just want to be left alone to enjoy the game. But also want to be part of a friendly community

• For the older player who doesn't want the politics or hassle of an ordinary guild.

• This is an extraordinary guild 😀

• no pressure, keep it casual, no need to log on every day.

Ideally we would like age to be 35+

If this guild feels like something you would be interested in being part of, then please reach out to us.

Altii, Jharym, Laethoria

PC NA Aus/NZ Trials Guild LF New Members

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<House Noctua> A friendly AUS/NZ PVE trial guild is recruiting new and experienced players alike. We have officers experienced in trials and Dungeons. We have a guild Hall, Discord and are looking to grow!

Anyone is welcome from anywhere, though our trial times are AEDT. We run a trial or two just about everyday and have a progression team for vMoL.

Post here or mail to @ozby or @extchickenman for an invite!

⭐TRON-Australia &South East Asia:vAS/vCR progression group needs members!

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GUCcyem.jpg

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To join , please post here with your IGN and Country
Discord is required!


Our discord Shenanigans:
image



Disclaimer:
THIS IS NOT A FAMILY FRIENDLY GUILD.
We are 18+ and our discord can be very "lively" .We curse like sailors, enjoy questionable jokes .We have people of many races/religions/gender preferences, people in the guild often joke about these things between each other in good fun If you are a person who is easily offended then please look elsewhere

Media Screenshots

We held a memorial for our fallen guild member- Agungzilla (Gone but never forgotten) :
Reddit post:
ESO: https://www.reddit.com/r/elderscrollsonline/comments/90ymj3/a_tribute_to_a_fallen_guild_member_and_eso/
Warframe: https://www.reddit.com/r/Warframe/comments/90yjyy/a_tribute_to_a_fallen_clan_mate_and_warframe/
dnsw5bw0sib11.jpg

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Mundus Stone sale already over?

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I heard that Mundus Stones were on sale and was all ramped up to buy them for my guild(s), but apparently it's already over?? What's with these short sales?

Snares

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Alright, so now that rapids has been nerfed, everyone is on an even playing field. That playing field is equally terrible and unfun for everyone. I think it was right for rapids to be nerfed, as it gives us a base to start building back up from.

It's not even an issue of being slowed anymore. In combat now, there are frequently so many snares on you that you literally are unable to move. There is no cooldown on snares. Snares are spammable. Snares stack. As a templar, who is arguably the class best suited to dealing with it thanks to Ritual, this is still incredibly frustrating because immediately after purging I am covered in 10 different snares again. On any other class, once you're in combat you are simply forced to stand there until you win or die because you're snared to immovability. Playing a melee build is pretty much impossible due to lack of escape or ability to control where you are while fighting (no wonder bow is so popular with its 40m ability).

We seriously need to get some major updates to snares to make combat more manageable, and more importantly make the combat fun again. Right now, combat is just a frustrating slow moving joke.

Garlic String furnishing recipe does not exist?

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There's an entry for it in ESO Fashion. But there are no hits in TTC, and I found this old thread from last year that never got any responses: Garlic on a string - blueprint not dropping. The old thread was in Bug Reports but maybe it's supposed to be this way and reports of this recipe's existence are erroneous? I'd like to see some sort of answer from devs, please. @ZOS_GinaBruno?

Currently Roar of the Crowds (Gold Coast) not starting PC NA

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The arena is bugged and never starts at this time (PC NA)

End the tyranny of Eastmarch! [Annual request to fix the map]

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It's been almost five years and the provience of Skyrim is still enroaching upon Morrowind territory.
wvJMZFR.png
Here are the two maps separately for better visibility:
0c6SaNe.jpg
8khiK0h.jpg
This is the Anthology map (the latest and last official Bethesda-sanctioned map, released in 2013 as part of the physical Anthology collection) laid over ESO's in-game map.
For the most part ESO actually adheres to the Anthology map pretty decently, there are some deviation here and there but you generally did a pretty good job. Except for Morrowind and Skyrim.

For some reason Skyrim is shifted almost all the way to the east which resulted in Morrowind also getting moved to the east, elongating Skyrim, misaligning Vvardenfell and the upper right arm of the province (this area is Telvanni territory btw). The most egregious problem here though is that Skyrim is completely pushed onto the left arm of Morrowind, severly distorting the shape of Morrowind, completely erasing Blacklight ( the long standing central city-state of the Great Redoran House and future capital of Morrowind), and the Dunmeri Pass, an ancient and important travel and trade route between Skyrim (more precisely Windhelm) and Morrowind (was also used by Tiber Septim to invade and conquer Morrowind at the end of the 2nd era).

And before someone asks "Does Blacklight even exist yet?", yes, it does. Here's a quote from an ESO live stream from 2015:
Gina: I bet! Man, I bet chat’s just going crazy right now, “my god, he said all these things!” We’ve had a couple of questions from the forums and I wanted to ask one in particular. Sorry, I didn’t write the name down. Prior to the Third Era 414 and Imperial reorganisation, Vvardenfell was Temple-governed (persevere) as established by the treaty of the armistice in 2E 896. So, question is, what is Vvardenfell’s current status - political as well as demographic and infrastructure wise - are there any chances of seeing for ourselves? (With a little winky face).

Lawrence: So, tl:dr: What’s going on in Vvardenfell? So I can give you the current situation there in general outlines without having to go into character or anything. Vvardenfell... Much of it is still - I wouldn’t say wasteland - but the central part of Vvardenfell is largely inhabited by nomadic Ashlander tribes, the east coast of Vvardenfell, along the inner sea, facing the Telvanni Peninsular - there are various places there that are of value to the Telvanni Mage Lords so they have more or less claimed the eastern coast of Vvardenfell. Then there is the upper north-west portion, that faces Blacklight across the sea there, and where there are exploitable resources and things there, that’s pretty much administered by the Great House Dunmer from Blacklight.

But Vvardenfell in the Second Era, during the time of Elder Scrolls Online, is lightly peopled and we do hope eventually to go there, because that was so much fun in Morrowind, but it’s not currently on the slate of anything that we are working on. I hope that adequately answered the question.

While Lawrence was mainly talking about Vvardnefell here he definitely confirmed that Blacklight exist and that it's the seat of government for the dunmer who are colonizing the upper north-west portion of Vvardenfell, also known as West Gash. West Gash's major city is Gnisis, a traditional Redoran city. Therefore obviously Blacklight is a Redoran city as well, which makes perfect sense as Redoran is the traditional warrior house, so they would obviously be situated on the border of Morrowind, defending it from a potential norse incursion. Not like that needed to be proved.

So, after all this lead up let's see, what is exactly the problem here:

dXJKIPs.jpg?1
(The region map of Eastmarch and The Rift overlaid on the Anthology and in-game world map)

- So as I said, Skyrim is just simply too far to the east. Windhelm is almost directly south from Winterhold (the northernmost city of Tamriel, once the capital of Skyrim, supposedly built by the legendary Arch-Mage Shalidor) and should be where it's at on the left side of the picture.
- Skuldafn takes up an obscene amount of space and potentially should be relocated slightly so it's less of an eyesore.
- It's hard to see but the way Eastmarch is currently placed on the world map actually ruins the connection between The Rift and Eastmarch. Both the waterfalls near Fort Amol/Ivarstead and Boulderfall Pass are misaligned.
- Bleakrock itself is misplaced as well. According to a loading tip "Bleakrock is an island off the northeast coast of Skyrim between Windhelm and Solstheim". But that's completely untrue right now, it's between Skulldafn and Solstheim, or Vvardenfell and Solstheim, nowhere near Windhelm. Also, being as completely frozen over as it is Bleakrock is just too close to the volcanic Vvardenfell, not even the southern side of Solstheim is this frigid. Even without taking the misplaced Windhelm into account the current placement makes no sense and should be relocated. As it happens, on the TESV Skyrim map there's a perfectly sized and situated unnamed island, just waiting to be called Bleakrock.
R1kKRcx.png


And finally, while I'm here, here are some additional pain points about the world map:
- The lack of Niben river on the world map. Niben river is an iconic and extremely important waterway (leading to the heart of Cyrodiil) and without it the map just doesn't look right, just feels off. It really should be added.
- Stormhold (Shadowfen) is too far to the north. Stormhold is a traditional Black Marsh city but when you overlay the Anthology map with the in-game you will notice that in ESO it's well within traditional Dunmer borders. Furthermore, the correct location would be where the Hatching Pools are. It probably would be too big of a task to fix this problem on the map itself considering all the quests that take place in Stormhold and all the voice lines that refer to it so my recommended solution would be to solve it with Lore. An example and suggestion: maybe Stormhold is more of a name than an actual city, it follows the border and it's always the northernmost city that gets called Stormhold. The wandering city of Black Marsh.
R5EOIFI.png
- Craglorn empty space. When you unlock all the wayshrines in Craglorn it's extremely noticeable that the wayshrines are awkwardly cramped together and there's a huge strip of unused land on the bottom side. This blank space is extra weird as Craglorn contains a gate that leads directly to Bangkorai and you can see the other side of it there. However due to the cramped wayshrines it appears that on the world map the two sides of the gate are miles away from each other.
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- Vvardenfell's southern coast is too far from Stonefalls on the world map.

Bonus: an alternative way to align the Anthology and in-game maps:
SbudheG.png

In this one the coastline of Elsweyr, Black Marsh, Valenwood, Cyrodiil and Skyrim align up better, Morrowind is still pretty awful and Sumerset, Hammerfell and High Rock are pretty much worse.

Interesting map related links:
A very high quality map based on mainly the Anthology map while also incorporating information gained from other official maps, including ESO's: https://www.reddit.com/r/teslore/comments/92lbs1/map_of_tamriel/ (I'm sure ZoS has it's own Bethesda improved internal map but I still recommend the Loremaster to take a look at this one)
Lady N's map for the 4th era, also incorporating information from ESO: https://www.reddit.com/r/teslore/comments/8u6f8i/the_complete_map_of_tamriel_june_2018/
A collection of official and fanmade maps: https://www.imperial-library.info/content/cartography

Old threads on this subject:

I don't know who the new Loremaster or the person responsible for the map is so I'm tagging you @ZOS_GinaBruno. Just so I can be somewhat/slightly sure that at least one ZoS employee opens this thread.
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