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picking a pvp class question

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so I am relatively new to the game, i bought it when it first came out but only played a couple months and quit up until last january. I have been trying to learn the game as quickly as i can but i dont know all the classes very well yet so trying to understand the impact of these changes is difficult.

my question is basically in your opinion, preferably someone with extensive experience in pvp on each class, which class will be the best for what i am looking for if these changes were to go live as they are this moment, i know they will change of course, but im hoping i wont have to ask the same questions again when things get reworked to know if it will effect my playstyle or not.

so what im looking for, or what i was going for i should say before all these changes were announced was solo/small scale open world pvp. so i looked up builds when i started playing and the one that caught my eye was 2h/bow nightblade in a gryphon/agility/troll king and archers mind sets as seen in this video

image

so with the coming NB changes im not sure if that setup will still be viable, i just want something that is self reliant and can go out solo but also perform well in small groups, maybe even keep capture.. i know NB wouldnt fit that description much but its just the class i first gravitated to.

the other class that caught my eye was the stamina DK which i know is also having significant changes coming and i havnt played one at all, my NB is only 205 cp even and i havnt pvped at all yet because i havnt acquired any of the above sets yet. i know from reading forums people say stam dk is boring or lacks identity, so yet again im only able to go off what i read and see in videos, but they seem very good in the live version of the game, will they be better or worse after these changes?

the video that has me thinking maybe i would like DK is also from the same person who maybe just really good at the game and makes every class look good, but hes really good at showcasing the type of playstyle i am after and explains the builds very thoroughly too.

image

i know its still really early in the PTS so majority of people probably havnt even had a chance to play many builds in pvp but if anyone shares the same playstyle im talking about, what are your opinions for this coming patch?

thanks in advance for any info



Leveling a second max char

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So I've reached 50 (and about 380 CP) on my first character and finally have him generally outfitted and skilled the way I want.

The itch to start a new character is on me, and I wanted to know how CP works when you level a new character. I'm under the impression (maybe I'm wrong) that CP is account wide.

If that's the case, does that mean that the CP are there waiting for me to apply when I hit level 50 on the next character or does that character have to earn the xp for the CP same way as the first?

When will xanmeer crates be back?

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Just wondering when xanmeer crates will be back.

The Sorry State of Magicka Templars in PvP

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Apologies for the huge wall of text. TL;DR at bottom

Ever since the repeated (and arguably necessary) nerfs to heavy armor, magicka templars have been utter garbage in PvP. We used to be seen as unkillable BoL spammers, which was generally true with constitution and the + spell damage from heavy armor. It was pretty ridiculous. There was little or no reason to use light armor in PvP because templars are the only class in the game without inherent stamina sustain on a magicka build. Stamina sustain is necessary in PvP, especially for a class that has little or no ability to reset a fight or escape.

NBs have a passive +15% recovery. Sorcs get 20%. Magicka Wardens get stamina return from healing and DKs have two sources of inherent stamina sustain in the ridiculous Earthen Heart passives. Magicka templars? Basically nothing. We could slot Radiant Aura / Repent for the passive 10% but that is a waste of a valuable skill slot in PvP. Repentance is nearly useless now that we have to fight each other for bodies. Magicka templars are in a position that forces them, more than any other magicka build, to go for stamina sustain gear of some sort. Amber Plasm and Shacklebreaker come to mind. On a DK, for instance, the sky is the limit when it comes to gear selection. I don't have to worry about running out of stamina because Battle Roar and Helping Hands are more than enough to make sure I can always break free with a little self-control.

The stamina sustain problem wouldn't be that big of a deal if magplars weren't expected to essentially sit still to fight. Our "house" is built of twigs these days because we can no longer mask the shortcomings of our class behind heavy armor. We can still use heavy armor, but we can't really fight back in it. It's defensive only, as it honestly should be. If you want to compete in duels and versatile PvP, you need to be in light armor. Heavy armor magplars are healbots. It can be fun to be a healbot, but it's not fun to be essentially the only class that can't excel without the help of others.

That's the most obvious red flag with the templar, and the most annoying part of playing one. I'm very helpful with allies at my back because I can top off their health while they do their thing. My signature beam compliments any sustained offensive effort if I'm free to cast it. As soon as those allies are gone, I'm left with mediocre damage output and some neat self-heals. No interesting utility, no roots, no effective CC, no effective ultimates, no effective source of major debuffs, such as defile, and yes, no stamina sustain.

Yes, we have Dark Flare for defile, which will be "better" next patch, but Barrage is now the far better morph and landing Dark Flare is nigh-impossible against good players. You can write off the damage portion of the spell half the time, so even having a 100% chance to apply the defile after cast isn't enough to save this spell for PvP. We have interesting burst potential with Purifying Light, but what good is burst if you have no effective defile or stuns in your kit? Despite countless changes, Eclipse still feels clunky and useless, especially with the Total Dark morph doing nothing against CC immune targets. Unstable Core would be decent save for the fact that any player worth their salt is going to go on the defensive while it is up, meaning you're basically just giving the opponent free CC immunity and a telegraph of the next few seconds of combat. Or they can just break out of it and move on.

So we've established that magicka templars are too reliant on allied players and can't sustain stamina well. The stamina issue is compounded by our lack of escape mechanics. Sorcs can blink, NBs can vanish, and Wardens have reduced snare effectiveness, chicken wings, and stamina sustain to help them get away. DKs can root spam or just shrug off the damage while keeping their stamina in check. If a magicka templar is in trouble, they have to claw their way out of it. No speed boosts, no escape mechanics, just stand there and take it. We have good heals, sure, but they are easily hard-countered with defile. Yes, we can play a vampire, but that's yet another bandage solution. Yes, we can cleanse, but what good is cleanse with multiple players smacking away at you? You need that GCD for a burst heal if you want to get away. The magicka templar is one of the fastest classes to crumble when focused.

Our spammable, although I'm eternally grateful we have one (sorry Sorcs), again fits the theme of "good with others." If I'm fighting alone, I have little or no guarantees that I can keep the target in sight of the spell. Anyone with roots can avoid it with ease. I'm better off relying on my direct attacks like Vampire's Bane or Destructive Reach to land hits most of the time. Front-loading the snare would fix this. Give us the 70% on the first hit, not the last. Suddenly people have to work to get out of it.

Our ultimates are a disaster. Crescent Sweep is nice for stamplars in PvP, but Empowering is very unimpressive. The mitigation is decent and the cost is right, but it does little or nothing in terms of damage, especially because it's so hard to land the initial hit. There is no defile like Incap has, so the damage can be shrugged off, anyway. Nova is getting improved somewhat but will still be far too costly and ineffective against anything short of a zerg. Our healing ulti sure does heal. Meteor isn't an effective alternative because we are one of two (unless Permafrost does it) classes that can't break block. The destro ult can be good against zergs but it isn't a good choice for duels, as it has the most obvious telegraph one can imagine. We essentially have to use Soul Assault and hope it hits hard enough to make Power of the Light land a huge hit. If our opponent blocks or shields, it's not going to do much.

So that brings us to the PTS changes. They're good at addressing various unused skills, but our kit is still shoehorning us into a bland role that few people enjoy playing OR fighting in PvP. I will admit I love the Honor the Dead change, but that doesn't change my primary complaints. I don't want to be forced to hide behind my team and spam heals on them. I want to be able to compete in duels as well as being an asset to my team. I don't want to constantly fail to score kills while players escape with cool mechanics, just to turn around and be annihilated the second I find myself outnumbered, because I don't have said cool mechanics. With the current state of the game, I'm outgunned by everyone. There is nothing interesting setting my class aside from others aside from heals and cleanse, both of which being somewhat obtainable through universal skills and gear. My passives generally don't compare to those of other classes, save for a few. Crutchgore alone has given every other class a huge burst heal. I'm forced into fewer sets and loadouts to compete at all. It's boring. It's frustrating.

TL;DR version:
Stamina sustain massively sucks
Ultimates are garbage
Lacks utility (buffs, debuffs)
Lacks effective CC
Abundance of clunky skills
Can't hard reset a fight (healing doesn't count as a reset because the flow of combat hasn't been interrupted)

But hey, at least I can stand behind my NB friend and beam / BoL repeatedly, hoping the enemy team doesn't take notice.

Pathping/Trace Route Issues?

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I've been trying to fix my connection to this game for a while, to no success. Started back when Summerset launched, and it's been getting worse with time. I can play for anywhere up to an hour or so in low-population areas, but sitting in a town like Mournhold, going to Cyrodiil, or getting into a Trial, Dungeon, or Delve makes me drop every few minutes. I ran a Pathping and got the results below.

Computing statistics for 400 seconds...
Source to Here This Node/Link
Hop RTT Lost/Sent = Pct Lost/Sent = Pct Address
0 Home IP Address [Redacted For Privacy]
1/ 100 = 1% |
1 6ms 1/ 100 = 1% 0/ 100 = 0% router.Home [Redacted For Privacy]
0/ 100 = 0% |
2 8ms 2/ 100 = 2% 1/ 100 = 1% 67-4-96-254.sxct.qwest.net [67.4.96.254]
0/ 100 = 0% |
3 10ms 3/ 100 = 3% 2/ 100 = 2% stpl-agw1.inet.qwest.net [207.109.3.201]
0/ 100 = 0% |
4 19ms 4/ 100 = 4% 3/ 100 = 3% cer-brdr-02.inet.qwest.net [67.14.8.73]
0/ 100 = 0% |
5 19ms 5/ 100 = 5% 4/ 100 = 4% ae-10.r07.chcgil09.us.bb.gin.ntt.net [129.250.8.173]
0/ 100 = 0% |
6 22ms 1/ 100 = 1% 0/ 100 = 0% ae-7.r20.chcgil09.us.bb.gin.ntt.net [129.250.6.62]
3/ 100 = 3% |
7 35ms 10/ 100 = 10% 6/ 100 = 6% ae-4.r23.dllstx09.us.bb.gin.ntt.net [129.250.4.152]
0/ 100 = 0% |
8 38ms 7/ 100 = 7% 3/ 100 = 3% ae-6.r10.dllstx09.us.bb.gin.ntt.net [129.250.5.4]
0/ 100 = 0% |
9 36ms 4/ 100 = 4% 0/ 100 = 0% ae-0.akamai-prolexic.dllstx09.us.bb.gin.ntt.net [128.241.219.102]
2/ 100 = 2% |
10 36ms 6/ 100 = 6% 0/ 100 = 0% po110.bs-b.sech-dfw.netarch.akamai.com [23.57.102.245]
1/ 100 = 1% |
11 --- 100/ 100 =100% 93/ 100 = 93% a72-52-1-147.deploy.static.akamaitechnologies.com [72.52.1.147]
0/ 100 = 0% |
12 37ms 7/ 100 = 7% 0/ 100 = 0% ae121.access-a.sech-dfw.netarch.akamai.com [23.57.102.251]
4/ 100 = 4% |
13 --- 100/ 100 =100% 89/ 100 = 89% 93.191.173.209
0/ 100 = 0% |
14 --- 100/ 100 =100% 89/ 100 = 89% a72-52-29-88.deploy.static.akamaitechnologies.com [72.52.29.88]
0/ 100 = 0% |
15 --- 100/ 100 =100% 89/ 100 = 89% 198.20.192.3
0/ 100 = 0% |
16 77ms 11/ 100 = 11% 0/ 100 = 0% 198.20.198.110

A Trace Route gets me this:

Tracing route to 198.20.198.110 over a maximum of 30 hops

1 27 ms 1 ms 1 ms router.Home [Redacted For Privacy]
2 7 ms 9 ms 8 ms 67-4-96-254.sxct.qwest.net [67.4.96.254]
3 6 ms 9 ms 5 ms stpl-agw1.inet.qwest.net [207.109.3.201]
4 17 ms * 15 ms cer-brdr-02.inet.qwest.net [67.14.8.73]
5 27 ms 14 ms 19 ms ae-10.r07.chcgil09.us.bb.gin.ntt.net [129.250.8.173]
6 16 ms 16 ms 33 ms ae-7.r20.chcgil09.us.bb.gin.ntt.net [129.250.6.62]
7 32 ms 32 ms 31 ms ae-4.r23.dllstx09.us.bb.gin.ntt.net [129.250.4.152]
8 32 ms * 92 ms ae-6.r10.dllstx09.us.bb.gin.ntt.net [129.250.5.4]
9 34 ms 32 ms 31 ms ae-0.akamai-prolexic.dllstx09.us.bb.gin.ntt.net [128.241.219.102]
10 35 ms 34 ms 33 ms po110.bs-b.sech-dfw.netarch.akamai.com [23.57.102.245]
11 32 ms 31 ms 34 ms a72-52-1-147.deploy.static.akamaitechnologies.com [72.52.1.147]
12 32 ms 32 ms 32 ms ae121.access-a.sech-dfw.netarch.akamai.com [23.57.102.251]
13 62 ms 63 ms 63 ms 93.191.173.209
14 76 ms 74 ms 74 ms a72-52-29-88.deploy.static.akamaitechnologies.com [72.52.29.88]
15 * 73 ms 73 ms 198.20.192.3
16 73 ms * 74 ms 198.20.198.110

I opened a ticket, and sent in the report from the ESO troubleshooting tool. I was contacted and told to check my antivirus exceptions and do port forwarding stuff, which I have already done. And then told to contact my ISP. I'm not the primary customer on my ISP (someone else pays for it and has me on their network), so it's difficult for me to deal directly with them. It doesn't help that I'm not super knowledgeable about all this terminology. I'd love to play this game without constantly dropping every time I want to do a group activity. Is there anything that can be done on Zenimax's end of the line to fix this?

How do you counter a stamblade with a magblade?

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I mostly do endgame PvE and my semi-casual PvP happens in spurts. The last time I PvPed was last summer, so I haven't followed the PvP-specific changes that closely.

I play a destro/resto ranged magblade, and last night, I ran into a stamblade ganker, and I did what I had always done in the past: Mark them. I typically haven't had much difficulty dispatching gankblades.

But I was in for a rude surprise when I found that my target can now cloak while still Marked because the reveal portion of Mark had been reduced to a pitiful 5s in Murkmire. All that the stamblade needs to do is dodge a couple of times, vigor, cloak, and he's reset the fight. I can't burst him down because I can't build and fire a bow proc in just 5s. So my question for the more seasoned PvPers out there: what could I be doing differently here?

MagSorc PVP Builds?

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Most of the MagSorc PVP builds I see run Master Staff. Is that a necessity now? Further, I keep hearing about these famed pet builds but I've yet to see any builds. Would someone mind?

What is the strongest PvP class?

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Just came back to the game and want to know where community stands.

Account wide bounty for more of a challenge

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I don't see how you can just change to an alt, and pretend you did not just rack up hundreds of thousands of gold in a bounty, and get away with it lets make Bounties account wide, after all the characters are known by an account name so why don't they share a bounty o:) >:)

100k bounty achievment

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What's the best place to kill NPCs in vvardenfell? For dat achievement

Twenty Hour Timers

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ZOS can you please move away from the use of 20 hour timers? There have been many threads and complaints about how hard they are for players to keep track of. In the past there have been many events that held back customer satisfaction due to the twenty hour timer on the rewards.

Today I missed out on my Arena Gladiator Proof and when I sent a ticket to see why I received a prompt response that I had not waited 20 hours for it to reset. I think it is about time for ZOS to FULLY switch to daily resets for all systems.

TL;DR: 20 hour timers suck. ZOS should change it to a daily reset already.

Balance PvP separate from PvE?

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First of all I’m mainly a PvP player, but I’ve heard all the PvE players complaining about the nerfs made specifically for PvP reasons and I understand the struggle. That’s why I’m bringing up this topic.

What reason does ZOS have for not balancing these two parts of the game separately? What opstacles lie ahead? What is keeping them from doing this? I suppose it could just be laziness but what other excuses could be made?

PTS Update 22 - Feedback Thread for Class Balance

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This is the official feedback thread for current class balance and the class ability audit in this update. After you have a chance to try out different combat scenarios, let us know what you think of the current balance. Specific feedback that the team is looking for includes the following:
  • Are there any changes you feel are against the spirit of the class?
  • Are you able to weave abilities better or worse in this Update?
  • Do you feel your class is stronger, weaker, or relatively the same with the standardization pass on class abilities?
  • Do you feel we addressed abilities that in the past year have been over or under performing?
  • Do you have any other general feedback?

How do you use Guild Traders?

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Is there a guide or wiki somewhere that explains how I can sell things through Guild Traders? I cannot find one to save the life of me. Thanks.

Eternal Ready Check

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The group finder keeps glitching into:

Ready check
Ready check succeeded
Someone declined the invite. You were placed at the front of the queue.

To the point where it is stuck on my notifications, even after exiting queue.

Please help/fix.

The problem with faction lock for the veteran PvP players

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Like many of the folks I play with on a daily basis, we have been here since launch. Over the past almost 5 years, many of us have made friends on all 3 factions, especially since One Tamriel. After one has been playing a game for 5 years, fighting the same groups day in and day out, presents little challenge. There are also times of the day or certain days of the week, where the populations in Cyrodiil are grossly imbalanced. So you have players, like myself, who will swap to our other faction toons because we prefer to not be a part of the zerg trains. Example: it's Monday night and EP has a queue of 70+, but I want to play in Cyrodiil. I don't have over an hour to waste sitting in a ridiculous queue, so I choose to gather a few friends from my guilds to play on AD or DC where the queues are shorter or where more balance might be needed. Because honestly, how fun is it to constantly be on the side who is on the larger side of a 30 v 5 fight? Where is the challenge in that? That's not PvP, that's giving the opponent no chance at all.

There has always been a tinfoil hat brigade that is under the assumption that griefing or spying is prevalent, when in fact, it hasn't been a problem in 4 years. The few that do, will find a way to be trolls regardless of the changes ZOS makes. Because the conspiracy theorists shout the loudest, those of us who have friends across all 3 sides, are now forced to choose to essentially retire multiple toons or go to dead campaigns. We no longer have any flexibility to enjoy the game with whomever we like. We no longer have the option to go to the losing side when large groups are mowing over entire maps (which is quite frankly boring and what is truly ruining Cyrodiil). We no longer have the option to play the toons we poured hours of work into without being penalized. We no longer have the option to engage in interesting fights against new opponents.

Faction locking serves no purpose other than to ostracize a large portion of the veteran PvP community. I'm not alone in saying this will probably be the end of my subscription. I know many who have said the same. That's $180/year ZOS will no longer see from me and it will also influence my decision to purchase new content. With no resolution to performance issues in sight, and now this, why would I?

The proposed changes are further evidence that ZOS doesn't actually understand the actual problems with Cyrodiil and just wants to slap a bandaid on it, again, to appease some players, but give the rest of us another reason to jump ship the minute an even slightly better game comes along. Many of us inch closer to that ledge every day we log in.

NB Changes v5.0.1: Problem Areas and Potential Solutions

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TL;DR
Problem: grim focus is lacking functionality
Solution: grim focus should grant major brutality/sorcery. Drain power would lose major brutality/sorcery.

Problem: mark target is lacking functionality.
Solution: mark target should grant minor vulnerability instead of major fracture/breach. Teleport strike would lose minor vulnerability.

Problem: lotus fan is overloaded with functionality.
Solution: teleport strike should lose minor vulnerability. Ambush morph should stun the enemy, even if they are a player.

Problem: incapacitating strike is lacking functionality, on account of minor mangle having very limited usefulness.
Solution: incapacitating strike should lose minor mangle, but stun at the base ability cost of 70 ultimate (instead of 120 ultimate)

Problem: veiled strike is granting too much defense and not enough offense for an offensive spammable.
Solution: veiled strike should be moved to the assassination skill tree, and blur should take its place in the shadow skill tree. Surprise attack should be given major fracture, concealed weapon should be given major breach

I understand why ZOS is rebalancing the NB class. I also agree with their stated goals in Update 22 Combat Direction. And, for the most part, they have been pretty good at working toward those goals in their most recent changes. But the class is nowhere near done, in my opinion. There are a few aspects of the class that still need work, and the following is my detailed explanation of why, followed by some potential solutions to how they could be resolved.

Goals of Class Rebalance, According to Update 22 Combat Direction
1. Eliminate redundancy in class toolkit. If one skill grants a certain function (ex/ major expedition), no other skill within the same class should also grant that function.
2. Redistribute skill functionality. Some skills have too much functionality, while others have too little. The goal is to try to balance functionality between individual skills.

The State of the NB Class as of v5.0.1
1. Redundancy has been resolved. With the removal of fracture from surprise attack, expedition from cripple and double take, and maim from mass hysteria, there are no more instances of multiple NB class skills granting the same function.
2. Functionality between class skills is still not balanced. Some issues of overloaded functionality have been resolved (ex/ surprise attack losing major fracture, incapacitating strike losing major defile, grim focus losing minor berserk and minor endurance), but others still exist (or in some cases have been introduced). Other skills have gained much needed functionality (double take receiving snare removal and immunity), but some others are still underwhelming. I will address these individual cases in detail, which brings me to:

Problem Areas within the NB Class as of v5.0.1
1. Grim Focus and it's morphs is lacking functionality. With the removal of berserk and endurance, this skill is now the only skill in the game (accross all classes) that does not give anything back to the user upon the initial cast. 100% of the functionality of this skill is reliant on the user activating the ability (for resource cost), successfully landing 5 light attacks on an enemy, and then activating the ability again (for more resource cost). To gain the benefit of this skill, the user must sacrifice 2 GCD and also deplete their resources twice, all the while adhering to the skill's complex conditional of landing 5 successful light attacks. No other skill in the game does this. Its an empty skill. Relative to the cost and functionality of other skills in the NB toolkit, this one is severely lacking.
2. Mark Target and its morphs is still lacking functionality. To bump up the relative functionality of Mark Target, major fracture was removed from surprise attack, leaving Mark as the only armor debuff in the NB toolkit. This, however, does not increase the value of the skill on its own, especially when compared to similar skills like elemental drain. Both of these skills provide a major debuff to the enemy's armor, can be used at range, and have similar durations. Mark target costs resources though, where elemental drain does not. Mark target can be applied to only one target, while elemental drain can be applied to many. Mark target's additional functionality (a heal when the marked target dies) relies on a conditional, while elemental drain's magicka steal does not. For the added inconvenience Mark Target brings in comparison to elemental drain, it's benefit is extremely underwhelming.
3. Lotus Fan (morph of Teleport Strike) is overloaded in functionality. This skill acts as a gap closer, applies minor vulnerability to the enemy, snares the enemy, and provides a very strong AoE DoT. Compare this to cripple, which is only a single target DoT and immobilize (half of what Lotus Fan is), and the imbalance in functionality becomes clear.
4. Incapacitating Strike is lacking functionality. Right now, minor mangle is being applied after the damage portion of incapacitating strike. In PvP, this means that after using incap on an enemy, mangle is reducing their max hp by 10%, but this 10% of their hp has already been lost due to the damage of incap itself or the damage of other skills used before incap in combo. It is contributing nothing in PvP. In PvE, mangle can be useful for eliminating potentially millions of hp from enemy bosses. But this is only the case with 100% uptime, and this is not achievable given the ultimate cost and short duration of mangle provided by incapacitating strike. Minor mangle is adding virtually nothing to the skill, leaving the only difference between Incapacitating Strike and the base skill, Death Stroke, to be that for increased ultimate cost the ability stuns the enemy. Compare this to the other morph, soul harvest, which gains major defile and also ultimate generation for killing enemies and incap becomes extremely underwhelming. If you compare incap to dawn breaker (which costs only 5 ultimate more), the skill becomes even more underwhelming. Dawn breaker does everything incap does (for a similar cost), but acts as an AoE when incap is single target. The DoT of DB offsets the 20% damage increase of incap. Incapacitating Strike is definitely lacking, especially considering how it is an ultimate ability.
5. Veiled Strike has enough functionality, but it's focus should shift away from defense and toward offense. As a spammable attack, this skill should be used primarily for its offensive capabilities. But as a skill in the shadow tree, it is currently granting the user defensive bonuses in major ward and resolve on account of the shadow barrier passive. With the boost to power extraction's tooltip damage and the removal of fracture from surprise attack, this single target spammable is just barely ahead of the NB AoE spammable in terms of damage output. I find myself primarily using this ability for access to major ward and resolve. This skill should be more oriented toward offense, and not defense.

Potential Solutions
1. Grim Focus and it's morphs should grant major brutality/sorcery. Providing these major buffs would distribute much needed functionality to this skill, while at the same time keeping the overall power of the NB class unchanged because they already have access to these through other skills. To resolve potential redundancy issues, major brutality/sorcery should be removed from drain power and its morphs (which provide enough functionality on their own without these buffs).
2. Mark Target and it's morphs should apply minor vulnerability instead of major fracture and breach. This would provide a very powerful debuff that is capable of stacking with outside sources of fracture and breach, and make the skill a lot more valuable in group play, while keeping almost exactly the same value in solo play. To resolve redundancy issues, minor vulnerability should be removed from Teleport Strike and it's morphs, which brings me to:
3. Teleport Strike should no longer provide minor vulnerability, and the Ambush morph should stun the enemy (even if it is an enemy player). This change would remove some of the functionality from the currently overloaded Lotus Fan, while at the same time keeping the Ambush morph up to speed. The removal of minor vulnerability on this ability opens up the door for minor vulnerability on mark target as well.
4. Incapacitating strike should lose minor mangle and instead stun the enemy at 70 ultimate (the base cost of the ability) instead of 120 ultimate. The loss of mangle wouldn't hurt the skill much (uselessness of mangle outlined above), but it would allow for the price of the stun to be dropped down to the base ability cost in compensation. This way, in comparison to the base skill death stroke, incapacitating strike would flat out gain a stun (without the conditional of a higher cost) which would allow it to compete with soul harvest's major defile and ultimate generation. It would also differentiate it from Dawn breaker, allowing it to be a cheaper, single target alternative.
5. Veiled strike and it's morphs should be moved to the assassination skill tree, and blur and it's morphs should be moved to the shadow skill tree. Then, surprise attack could provide major fracture and concealed weapon could provide major breach. Having major fracture on surprise attack was too strong because, as a shadow skill, surprise attack was also granting the user major ward/resolve on account of the shadow barrier passive. Moving this skill out of the shadow tree would eliminate this defensive bonus, and allow the skill to keep its major armor debuff, emphasizing its offensive capability and highlighting the high risk/high reward playstyle of the NB class. Removing the major resistances from the main spammable attack would force NB to periodically go on the defensive as opposed to continuously attacking, emphasizing their bursty nature. I highly doubt this change has any chance of being implemented, but that's not going to stop me from posting it here as I feel it's the right direction to take the class.


The Effects of these Changes
In PvP, adopting these changes together wouldn't affect the overall power of the NB class, but it would make NB combat flow so much smoother. Right now, NB have too much of a "spin up time" on buffing themselves and debuffing enemy targets to gain maximum damage potential. They are expected to mark the target (for fracture/breach), then open with incap strike (for mangle), or with ambush (for vulnerability), or with drain power (for brutality/sorcery). Placing brutality/sorcery on Grim Focus instead of drain power and minor vulnerability on mark target instead of teleport strike both work toward streamlining the buffing/debuffing process and put less pressure on NB to open up a fight with a specific moveset. By condensing their buffs and debuff into two skills outside of their spammable (grim focus and mark target), it allows for a shorter time and resource investment to reach max damage potential and makes it easier to retain that potential while switching targets. It would also eliminate the opportunity cost of opening up with a specific skill instead of another. I believe these changes would drastically help the flow of NB combat, while both increasing balance between the abilities in the NB toolkit and also maintaining balance between NB and other classes.
On the PvE side of things, these changes would be a drastic boost to NB group utility. Letting mark target grant minor vulnerability would help open the door to NB in support roles (tank/healer). Right now, most healers are running infallible aether for reliable uptime on minor vulnerability. Putting a reliable source of minor vulnerability in the NB toolkit (without the drawback of gap closing to the target) would allow healers to forego infallible aether, and instead wear a different utility set. They still probably wouldn't be 100% meta, but it would definitely boost their competitiveness and finally give the NB class a near-exclusive class buff to bring to the table in group play.

Make the Gloam Wolf more... animated?

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Compared to the pup the mount is sorta.. lack luster


Maybe give it the same wisps?
Or maybe have the trailiing smoke effect permanent and not needing a roar/howl for it?

For a gem exclusive its rather... eh

Magicka Sorcerer Pet Build PvE DPS help

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Xbox na server. I’m a high elf sorcerer cp555 need help with my pet build. I’ve tried using https://alcasthq.com/eso-magicka-sorcerer-pet-build-pve/#content5. I’m not quite sure how good his set ups are. I’m using Necropotence and mothers sorrow sets now. I can’t seem to brake my 12k dps. If you think you can really help me beat that. Please pm me on Xbox DarKnight1119X. I’ve put it under Xbox one na to maybe get better replies from Xbox players.

Consoles and group dungeon strategy.

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So I've run into a snag with getting more into vet dungeons and was curious how the console community deals with certain things.

My primary snag is voice comms hardly ever work for me on xb1. I've seen a few threads before but didn't know if this was something that is consistently a problem and if so, how do you typically get around it? Group up on live, use discord etc.

Second is potion swapping. I typically have my offensive pot and tri-pots at all times but it's really clunky for me to switch on the fly. In a group setting I can see not bothering with tri-pot if you have good healers around, but does anyone know a trick for smoother potion selection in the middle of a fight?

Thx in advance!
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