Currently the master writs are all gear, gear, gear, gear. Why aren't there master writs for crafting furniture?
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Can we get furniture crafting master writs?
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Off-meta healer identity crisis
I will attempt to do your job ZoS and give some good ideas for adding class heals to each of the non-meta healing classes!
Sorcerer:
Lightning form - have one morph give you an AoE HoT (balance it with the current buffs), and the other be what hurricane is currently
Dragonknight:
Cinder storm should add something else to the heal or increase the radius for it to be competitive with templar's ritual
Enjoy!!
Sorcerer:
Lightning form - have one morph give you an AoE HoT (balance it with the current buffs), and the other be what hurricane is currently
Dragonknight:
Cinder storm should add something else to the heal or increase the radius for it to be competitive with templar's ritual
Enjoy!!
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KIll PVP
Title says all. Cant stand the whiny pvp players and they nerf this nerf that because they suck in the game so please ZOS KILL PVP. They dont deserve any more time.
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PTS Update 23 - Feedback Thread for Housing
This is the official feedback thread for Housing, including the new homes and furnishings. Specific feedback that the team is looking for includes the following:
- What did you think of the two homes currently on the PTS for testing?
- Did you like the new furnishings?
- This update includes the third tablet for the Hall of the Lunar Champion. If you were able to check out this new wing, what did you think?
- Do you have any other general feedback?
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[solved ?] Dibella Statue "Bug"
Hello, I bought the Dibella furnishing pack from the current crownstore offers for 4500 crowns.
There are not many exclusive items within, basically:
- the large statue
- the 2 butterfly arrangements (animated)
- The redguard fountain
- (and a Pergola)
The fountain is pretty small, ok. Half the diameter of an elsweyr lion fountain.
And the water sparkles somewhat hectic compared to the elsweyr fountain, I would like an option to switch to a slower mode in a romantic furnishing pack.
But those are minor issues.
The butterflies are so small, that you almost cannot see them, if you don't stand directly in front of them.
This is a major issue, and was not clear from the preview, that looks pretty great.
The third issue is the light color, pixeled border around the large statue. It becomes visible, if the statue is not placed in a shadow. A Dark Elf statue beside it has no such border.
This is a real showstopper, the main gadget of a quite expensive addon is looking like a error.
Could you please fix that, or offer a compensation? The package does not offer what it shows in the preview, and is not worth the 4500 crowns.
Picture:
![l9knd3qjpsoj.png]()
Link to picture (external):
https://imgur.com/sXd5onu
Regards, Mark
There are not many exclusive items within, basically:
- the large statue
- the 2 butterfly arrangements (animated)
- The redguard fountain
- (and a Pergola)
The fountain is pretty small, ok. Half the diameter of an elsweyr lion fountain.
And the water sparkles somewhat hectic compared to the elsweyr fountain, I would like an option to switch to a slower mode in a romantic furnishing pack.
But those are minor issues.
The butterflies are so small, that you almost cannot see them, if you don't stand directly in front of them.
This is a major issue, and was not clear from the preview, that looks pretty great.
The third issue is the light color, pixeled border around the large statue. It becomes visible, if the statue is not placed in a shadow. A Dark Elf statue beside it has no such border.
This is a real showstopper, the main gadget of a quite expensive addon is looking like a error.
Could you please fix that, or offer a compensation? The package does not offer what it shows in the preview, and is not worth the 4500 crowns.
Picture:

Link to picture (external):
https://imgur.com/sXd5onu
Regards, Mark
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Buying completed skill trees makes the under-level-50 PvP campaign pay-to-win
Personally, I think it is real-wrong to allow players to use real money to buy skyshard skill points and completed skill trees. But it's in the game or soon will be, so it is a done-deal. However, Dear ZOS, please consider adding a "flag" to characters such that if a player buys skyshard skill points or any completed skill tree at the Crown Store that character CANNOT enter the under-level-50 PvP campaign. Being able to use a credit card to buy skill points and completed skill trees for a new character clearly makes the under-level-50 campaign Pay-to-Win. There are some players who spend most of their game-time in that campaign and won't mind spending the real money to dominate other (poorer) players. I have enjoyed playing this campaign in the past; but I shudder to think how this campaign will play with big-spenders able to buy advanced character abilities for their new characters. I am very sad to see the game go down this path.
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Grim focus/Shade nerfs
Do not have access to pts, so im wondering how are these abilities doing? Since snb nerfed, grim focus' importance took a hit and now the mitigation also nerfed, how does it feel? There is still that huge bow damage to take in consideration too.
Shade had a big dps boost but now cost got higher and damage got lower, how is it? Im guessing it still worth to slot because it cost magicka anyway and caltrops got nerfed.
Shade had a big dps boost but now cost got higher and damage got lower, how is it? Im guessing it still worth to slot because it cost magicka anyway and caltrops got nerfed.
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Master Writs Need to be Easier to Track
I know have one master writ clogging my quest log because I accepted it and only then realized I didn't have the proper trait researched on for that item. I tried pre-crafting a bunch of stuff today and boy is it easy to mess that up.
It would be really nice if the writ would tell us if we can make what it desires, all the parts. Yes, I can look that up, but the interface on the PS4 makes that quite challenging. I am sure you PC players all have an addon that does that, but it really should be part of the game and not require an addon, especially since we can only accept a single Master Writ at a time (in each category).
It would be really nice if the writ would tell us if we can make what it desires, all the parts. Yes, I can look that up, but the interface on the PS4 makes that quite challenging. I am sure you PC players all have an addon that does that, but it really should be part of the game and not require an addon, especially since we can only accept a single Master Writ at a time (in each category).
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Any News on Future Writ Events This Quarter?
Given that we only have a single berry (unless it changed in the second week and I missed that), when will the other 3 berries for this quarter's mount come?
I looked all over and cannot find anything. Is it still not announced or can someone point me to the known plan?
I looked all over and cannot find anything. Is it still not announced or can someone point me to the known plan?
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GeForce Experience: ESO Performance Killer
Hardware:
Aorus 2080ti Extreme
i9 9900k
When I allow GeForce Experience to optimize ESO, it sets optimal at max settings, this drops my frame rates to around 20-25 fps. When I move the slider down two notches, the frame rate is fine, around 60-100 fps at 3440x11440. Unfortunately, GeForce experience later automatically boosts the setting back up to max. I cant seem to stop it from doing this. I guess I will have to hide ESO Elswyer to keep it from doing it
Aorus 2080ti Extreme
i9 9900k
When I allow GeForce Experience to optimize ESO, it sets optimal at max settings, this drops my frame rates to around 20-25 fps. When I move the slider down two notches, the frame rate is fine, around 60-100 fps at 3440x11440. Unfortunately, GeForce experience later automatically boosts the setting back up to max. I cant seem to stop it from doing this. I guess I will have to hide ESO Elswyer to keep it from doing it

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Disparity Between Mag and Stam DPS: Focused on Sets
Hello Everyone,
I'm sure a lot of people have seen discussions regarding how stam sets are better than mag sets. This has mostly been a problem since Summserset with the release of Relequen and Siroria (although Velidreth, which is getting nerfed on PTS in favor of Maarselok, is still a contentious point too compared to Zaan).
Long Version:
Relequen is pure damage gained from simply stacking LAs on a target (and allowing mobility) whereas magicka relies on staying stagnant to build up stacks of siroria which add SD. This in itself isn't a problem and if Siroria were a stam set, 600 WD would go a long way with WD modifiers stam has (granted, the nerf to Flawless DB goes a long ways here). However, magicka tends to scale poorly with SD as most magicka modifers are resource (max magicka) based rather than SD based... this disparity resurfaces through the ages with the introduction of sets such as Spell Strategist as well. Keep in mind magicka rarely are offered the chance to stay stagnant and thus keeping this set up and running requires extreme amounts of effort (if possible) relative to keeping relequen going with bow LAs on transitions or mechanics. Compared to other magicka sets (such as FGD in Elsweyr or Spell Strategist, which does lack cleave) Siroria is oftentimes used purely for parse fights and mechanics and creates disparity between dummy parses and actual raid encounters where mag is scarce at the score pusher level anyways. Relequen, on the other hand, can be used in most fights (albeit lacking cleave, which is usually not an issue for most trials/encounters) even if they require extreme amounts of movement and gives a flat damage boost rather than a boost to skill damage (i.e. it's more of a proc set). If we consider monster helms, magicka's counterpart to velidreth, zaan, suffers from the same problems as Siroria and additionally requires mag to be in melee distance which may not always be possible. With the release of Wrathstone and Elsweyr, the set disparity has only gotten worse with the release of Tzogvin and Tooth of Lokkestiiz, both VERY powerful sets in their own right with no counterpart in mag. Mag Crit % is also low enough that sets like Mother's Sorrow (possibly w/ the exception of Magcro in certain sets/circumstances) are still required to maximize magicka dps. Stam does not suffer from these problems and only benefits from sets such as Tzogvin, which provides NEARLY EQUAL crit compared to Mother's Sorrow as well as Minor Force (and synergizes well w/ stam's lack of pen on the fights it's typically used in over Relequen). Lokkestiiz just added to the punishing disparity mag faces vs. every stam, as it is a high uptime source of Major Slayer on self with complementary sources of weapon damage and crit (all help make up for the lack of AY, which is not as important on Stamcro).
Tl;dr:
Stam sets provide more utility, are easier to use or require less skill to maintain generally (Relequen vs. Siroria), and generally cohesive with stam identity and modifiers (weapon damage and weapon damage modifiers vs. SD and max magicka modifiers). Example set disparities include Zaan (melee range only), Siroria, False God's Devotion, and Mother's Sorrow. Stam counterparts that are generally better (in order of their mag counterparts) include Velidreth/Maarselok (Maarselok on PTS), Relequen, Lokkestiiz, and Tzogvin's Warband.
As an example of how powerful Lokkestiiz is, here's an example of a friend's magcro parses comparing Mother's Sorrow to Lokkestiiz:
![in8xe9qdg4qx.png]()
Notes:
1. Mother's Sorrow PROBABLY performs a bit better than Lokkestiiz, but the number of Light Attacks (and LA ratio) on the Lokke parse increased, which led to a DPS increase there
2. Magcro has internal crit added in execute (not shown on CMX) which helps to offset the loss of Mother's Sorrow a bit, but other classes wouldn't fail as well
3. Magcro has its own synergy which allowed for an amazingly high Major Slayer uptime (this would not be as common in a trial and lead to a dps reduction relative to Mother's Sorrow)
4. The point here is that a Stam set can provide so much utility that it's actually viable on magicka without losing extraordinary amounts of dps - something that is NOT conversely true for stam sets using magicka sets... point being stam sets provide a lot of utility that mag sets do not get (or counterpart sets just provide less utility in general; ex. Tzogvin's Warband and Mother's Sorrow)
I'm sure a lot of people have seen discussions regarding how stam sets are better than mag sets. This has mostly been a problem since Summserset with the release of Relequen and Siroria (although Velidreth, which is getting nerfed on PTS in favor of Maarselok, is still a contentious point too compared to Zaan).
Long Version:
Relequen is pure damage gained from simply stacking LAs on a target (and allowing mobility) whereas magicka relies on staying stagnant to build up stacks of siroria which add SD. This in itself isn't a problem and if Siroria were a stam set, 600 WD would go a long way with WD modifiers stam has (granted, the nerf to Flawless DB goes a long ways here). However, magicka tends to scale poorly with SD as most magicka modifers are resource (max magicka) based rather than SD based... this disparity resurfaces through the ages with the introduction of sets such as Spell Strategist as well. Keep in mind magicka rarely are offered the chance to stay stagnant and thus keeping this set up and running requires extreme amounts of effort (if possible) relative to keeping relequen going with bow LAs on transitions or mechanics. Compared to other magicka sets (such as FGD in Elsweyr or Spell Strategist, which does lack cleave) Siroria is oftentimes used purely for parse fights and mechanics and creates disparity between dummy parses and actual raid encounters where mag is scarce at the score pusher level anyways. Relequen, on the other hand, can be used in most fights (albeit lacking cleave, which is usually not an issue for most trials/encounters) even if they require extreme amounts of movement and gives a flat damage boost rather than a boost to skill damage (i.e. it's more of a proc set). If we consider monster helms, magicka's counterpart to velidreth, zaan, suffers from the same problems as Siroria and additionally requires mag to be in melee distance which may not always be possible. With the release of Wrathstone and Elsweyr, the set disparity has only gotten worse with the release of Tzogvin and Tooth of Lokkestiiz, both VERY powerful sets in their own right with no counterpart in mag. Mag Crit % is also low enough that sets like Mother's Sorrow (possibly w/ the exception of Magcro in certain sets/circumstances) are still required to maximize magicka dps. Stam does not suffer from these problems and only benefits from sets such as Tzogvin, which provides NEARLY EQUAL crit compared to Mother's Sorrow as well as Minor Force (and synergizes well w/ stam's lack of pen on the fights it's typically used in over Relequen). Lokkestiiz just added to the punishing disparity mag faces vs. every stam, as it is a high uptime source of Major Slayer on self with complementary sources of weapon damage and crit (all help make up for the lack of AY, which is not as important on Stamcro).
Tl;dr:
Stam sets provide more utility, are easier to use or require less skill to maintain generally (Relequen vs. Siroria), and generally cohesive with stam identity and modifiers (weapon damage and weapon damage modifiers vs. SD and max magicka modifiers). Example set disparities include Zaan (melee range only), Siroria, False God's Devotion, and Mother's Sorrow. Stam counterparts that are generally better (in order of their mag counterparts) include Velidreth/Maarselok (Maarselok on PTS), Relequen, Lokkestiiz, and Tzogvin's Warband.
As an example of how powerful Lokkestiiz is, here's an example of a friend's magcro parses comparing Mother's Sorrow to Lokkestiiz:

Notes:
1. Mother's Sorrow PROBABLY performs a bit better than Lokkestiiz, but the number of Light Attacks (and LA ratio) on the Lokke parse increased, which led to a DPS increase there
2. Magcro has internal crit added in execute (not shown on CMX) which helps to offset the loss of Mother's Sorrow a bit, but other classes wouldn't fail as well
3. Magcro has its own synergy which allowed for an amazingly high Major Slayer uptime (this would not be as common in a trial and lead to a dps reduction relative to Mother's Sorrow)
4. The point here is that a Stam set can provide so much utility that it's actually viable on magicka without losing extraordinary amounts of dps - something that is NOT conversely true for stam sets using magicka sets... point being stam sets provide a lot of utility that mag sets do not get (or counterpart sets just provide less utility in general; ex. Tzogvin's Warband and Mother's Sorrow)
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Double major resistances as necromancer
Necromancer have a self major resistance buff. But it not counts as major resistance.
Basically if you run mighty chudan and getting buffed by own major resists you will be carryed by double major resistances buff. It's not showing in stats, but you got extra resistances and take less damage.
Basically if you run mighty chudan and getting buffed by own major resists you will be carryed by double major resistances buff. It's not showing in stats, but you got extra resistances and take less damage.
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Can We Just Rework Sorcerers Already?
People don’t like the way sorcerer plays, I for one don’t like playing sorcerer in its current state and the shields aren’t a good enough defense especially after the new patch. The whole class should be overhauled to be the “mobile shock mage” and not be a walking Jurassic Park. Maybe add some kind of class heal and some healing passives, some stam morphs, maybe a shock damage spammable. Just some ideas for the class to fit the theme of the shock mage.
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ESO gaming on Tablet
Does anyone currently (2019) play ESO on a tablet? I know it's definitely doable on a laptop but I really need to find out if any tablets can handle the demand of ESO.
Any leads or info is helpful, thanks
Any leads or info is helpful, thanks

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RIP Senches
So Senche's is not a very common set, but it was nerfed into the ground. The 5 piece set bonus now gives %12 more crit dmg for 8 seconds.
Here is how it compares when the stats are broken down relative to Mundus stones.
The Shadow Mundus stone will give you 13% crit dmg, rather than 238 weapon damage (Warrior Mundus Stone). So for each % of crit dmg, you give up 18 weapon dmg (238/13=18)
Senches will give you 12% crit dmg, rather than say hundings rage which will give you 299 weapon dmg. So for each % of crit dmg, you give up 25 weapon dmg (299/12=25).
AND that’s assuming senches has full uptime, which it won't. AND you have to use like 2.5k stamina to roll dodge
RIP Senches
Here is how it compares when the stats are broken down relative to Mundus stones.
The Shadow Mundus stone will give you 13% crit dmg, rather than 238 weapon damage (Warrior Mundus Stone). So for each % of crit dmg, you give up 18 weapon dmg (238/13=18)
Senches will give you 12% crit dmg, rather than say hundings rage which will give you 299 weapon dmg. So for each % of crit dmg, you give up 25 weapon dmg (299/12=25).
AND that’s assuming senches has full uptime, which it won't. AND you have to use like 2.5k stamina to roll dodge
RIP Senches
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Reconsider the immobilization change of Trap Beast
As a player who has been running Veteran Maelstrom Arena competitively for over three years, I can easily say that the reduction of the immobilization effect of Trap Beast to 2 from 6 seconds will completely annihilate all Stamina builds in vMA, as far as competitive score pushing is concerned. It is a change that nobody asked for and a change that is not needed at all.
Stamina builds already have to face enough nerfs in the next update, such as damage reduction of Volley, Caltrops, Poison Arrow and Silver Leash, as well as the removal of the rearming effect of Trap Beast. While these changes will have a negative impact in Maelstrom score pushing, they are changes that one can definitely live with and adapt. But the reduced immobilization effect of Trap Beast will mean the end of Stamina builds in Maelstrom. Again, as far as top scoring is concerned. The reason for that is that with just a 2 second immobilization duration, mobs will simply walk out of your (already weakened) Area of Effect abilities right after they spawn. This will result in a significant time loss, as you will now have to focus down almost every single mob, instead of locking them in your AOEs and move the the next one/s. This change pretty much kills all the fun of playing Stamina in Maelstrom altogether.
So please, do this one a favor and reconsider the change.
Stamina builds already have to face enough nerfs in the next update, such as damage reduction of Volley, Caltrops, Poison Arrow and Silver Leash, as well as the removal of the rearming effect of Trap Beast. While these changes will have a negative impact in Maelstrom score pushing, they are changes that one can definitely live with and adapt. But the reduced immobilization effect of Trap Beast will mean the end of Stamina builds in Maelstrom. Again, as far as top scoring is concerned. The reason for that is that with just a 2 second immobilization duration, mobs will simply walk out of your (already weakened) Area of Effect abilities right after they spawn. This will result in a significant time loss, as you will now have to focus down almost every single mob, instead of locking them in your AOEs and move the the next one/s. This change pretty much kills all the fun of playing Stamina in Maelstrom altogether.
So please, do this one a favor and reconsider the change.
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Make Blessing of Protection (Combat Prayer) a HoT
With the current changes to healing I can see that healers will have to perform a kind of rotation to squeeze out some serious healing.
Right now you put some HoTs on players or on the ground, and then you focus on burst heals for squishy or unlucky players. The problem is that Combat Prayer is over-performing in burst heals and other burst heal abilities are shadowed by it.
So I propose to change the mention ability to a heal over time with some upfront burst heal. So for example 20% as a burst and the rest 80% in 8 seconds.
Right now you put some HoTs on players or on the ground, and then you focus on burst heals for squishy or unlucky players. The problem is that Combat Prayer is over-performing in burst heals and other burst heal abilities are shadowed by it.
So I propose to change the mention ability to a heal over time with some upfront burst heal. So for example 20% as a burst and the rest 80% in 8 seconds.
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What CONCERNS you about the proposed healing changes?
I believe we are turning a multifaceted discussion into a binary one.
This poll is my attempt to help quantify our community's opinions regarding the proposed healing changes. (At least, the ones that read the forums.)
There will be a what CONCERNS you and a what EXCITES you version of this poll.
This poll is my attempt to help quantify our community's opinions regarding the proposed healing changes. (At least, the ones that read the forums.)
There will be a what CONCERNS you and a what EXCITES you version of this poll.
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Engulfing flames op
To start off im talking about engulfing flames from a pve tank perspective. Engulfing flames currently offers a unique debuff making the target receive 10% more flame damage from the entire group.
Unlike other debuffs this one can only be applied by a dk and no other sources. In my opinion this gives dk tanks an unfair group utility advantage over other class tanks in end game groups running trials. Other classes have specific named debuffs that dont stack but have many ways to get them. Sure a templar running power of the light gives minor fracture and breach but its not the ONLY source of those debuffs.
Right now necromancer is the only class that can provide major vulnerability but that is with an ultimate.
Warden is the only source of minor toughness for the group. Toughness is a very useful ability but health can be gained from many sources.
The dragon knight engulfing flames ability is not an ultimate that is accessible sometimes and is a direct damage buff for the group unlike minor toughness. In my opinion for better game balance this ability should be changed to only affect the user of the ability not the entire group. This change would put all tanks on an even playing field rather than groups requiring a dk tank because if they dont have engulfing flames on the boss at all times the group misses out on 10% flame damage.
For some perspective before people say 10% is not a lot..
Major fracture/breach is a 5280 armor debuff.
5280 armor reduction =8% more damage for the whole group.
Engulfing flames offers 10% more flame damage for the entire group and is only attainable from 1 source.
Again im not asking for the ability to be nerfed for dk dps, if anything it should be buffed. But for the sake of fairness it should only apply to the caster if it remains a unique debuff like it currently is. If it needs to remain a debuff that the whole group can benefit from then i suggest it be changed to major breach instead. Even if it was changed to offer major AND minor breach it still wouldn't be as unfair as it currently is because both versions of breach can come from multiple sources allowing one to still apply those debuffs to the target.
Unlike other debuffs this one can only be applied by a dk and no other sources. In my opinion this gives dk tanks an unfair group utility advantage over other class tanks in end game groups running trials. Other classes have specific named debuffs that dont stack but have many ways to get them. Sure a templar running power of the light gives minor fracture and breach but its not the ONLY source of those debuffs.
Right now necromancer is the only class that can provide major vulnerability but that is with an ultimate.
Warden is the only source of minor toughness for the group. Toughness is a very useful ability but health can be gained from many sources.
The dragon knight engulfing flames ability is not an ultimate that is accessible sometimes and is a direct damage buff for the group unlike minor toughness. In my opinion for better game balance this ability should be changed to only affect the user of the ability not the entire group. This change would put all tanks on an even playing field rather than groups requiring a dk tank because if they dont have engulfing flames on the boss at all times the group misses out on 10% flame damage.
For some perspective before people say 10% is not a lot..
Major fracture/breach is a 5280 armor debuff.
5280 armor reduction =8% more damage for the whole group.
Engulfing flames offers 10% more flame damage for the entire group and is only attainable from 1 source.
Again im not asking for the ability to be nerfed for dk dps, if anything it should be buffed. But for the sake of fairness it should only apply to the caster if it remains a unique debuff like it currently is. If it needs to remain a debuff that the whole group can benefit from then i suggest it be changed to major breach instead. Even if it was changed to offer major AND minor breach it still wouldn't be as unfair as it currently is because both versions of breach can come from multiple sources allowing one to still apply those debuffs to the target.
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What EXCITES you about the proposed healing changes?
I believe we are turning a multifaceted discussion into a binary one.
This poll is my attempt to help quantify our community's opinions regarding the proposed healing changes. (At least, the ones that read the forums.)
There will be a what CONCERNS you and a what EXCITES you version of this poll.
This poll is my attempt to help quantify our community's opinions regarding the proposed healing changes. (At least, the ones that read the forums.)
There will be a what CONCERNS you and a what EXCITES you version of this poll.
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