Will we ever be able to earn/buy the Refabricated Motif Style? @ZOS_GinaBruno
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Refabricated Motif
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SNAKEBLOOD, do you use this passive ?
Passive under Alchemy
Rank III Reduces negative effects in potions by 100%
Rank III Reduces negative effects in potions by 100%
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Official Discussion Thread for "Jump into Tamriel During Our Free Play Event"

This is the official discussion thread for "Jump into Tamriel During Our Free Play Event" blog article.
Explore a world without limits during The Elder Scrolls Online Free Play Event. Find out everything you need to know to get in and play the award-winning RPG, completely free!
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First home/most recent home! Show me them!
Post a *single* pic of your oldest home that you have, then post a *single* pic from your most recent. We'll see how much we've grown (or not!)
![1f9jmjaifhzi.png]()
![fd8yduxdpbsv.png]()


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What to do as DK in PVP?
Title says it all...most of of DK skills are low ranged, you hardly come close enough to deal damage, but when you do, you get blown up in seconds.
Is DMG DK even viable in PVP? Should i focus more on tanking, supporting and anti heal sets?
Is DMG DK even viable in PVP? Should i focus more on tanking, supporting and anti heal sets?
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Destructive Clench?
With the latest patch, the morphs for the Destruction Staff skill "Destructive Touch" have been changed significantly.
One morph, "Destructive Reach" retains the damage-over-time component we are most familiar with.
The other, "Destructive Clench" removes all damage-over-time to provide utility. However, this utility is only present on the fire staff (which as a knockback/stun) and the ice staff (which has a root), not the lightning staff. Before this patch, the lightning staff used to stun the target which was very useful. Now the lightning staff only provides area effect damage. In essence, "Destructive Clench" for the lightning staff is a patently inferior version of another skill we can get from the Destruction Staff skill line - the "Elemental Ring" morph of Impulse.
I was kind of floored when I realized this yesterday. Who in their right mind would ever take Destructive Clench on a lightning staff when Elemental Ring exists? Why did Zenimax remove the actual utility (the stun) from this skill? Am I missing something here?
One morph, "Destructive Reach" retains the damage-over-time component we are most familiar with.
The other, "Destructive Clench" removes all damage-over-time to provide utility. However, this utility is only present on the fire staff (which as a knockback/stun) and the ice staff (which has a root), not the lightning staff. Before this patch, the lightning staff used to stun the target which was very useful. Now the lightning staff only provides area effect damage. In essence, "Destructive Clench" for the lightning staff is a patently inferior version of another skill we can get from the Destruction Staff skill line - the "Elemental Ring" morph of Impulse.
I was kind of floored when I realized this yesterday. Who in their right mind would ever take Destructive Clench on a lightning staff when Elemental Ring exists? Why did Zenimax remove the actual utility (the stun) from this skill? Am I missing something here?
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ESO DEITIES POLL COMPETITION ROUND 2H
Snugglorr the Magnificent is interested in the outcome of this round in the same way people are always interested in trainwrecks.
The list of all fighters and their current standings is HERE, in case anyone wants to catch up on the competition/lore. As a reminder, please comment in order to keep this bumped to the first page so other people can see it and vote!
This round closes (roughly) at noon CST (5pm UTC) on the 28th - FIGHT!!
The list of all fighters and their current standings is HERE, in case anyone wants to catch up on the competition/lore. As a reminder, please comment in order to keep this bumped to the first page so other people can see it and vote!
This round closes (roughly) at noon CST (5pm UTC) on the 28th - FIGHT!!
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If I buy housing sets, will the purchase in the Crown Store be greyed out?
If I buy housing sets, will the purchase in the Crown Store be greyed out?
Can I use the items at several locations or just in one house?
Thank you!
Can I use the items at several locations or just in one house?
Thank you!
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Multi-crafting Outcomes for Refining Raw Materials
In my experience so far, refining multiple sets of 10 with one key-press produces fewer crafting materials than refining just 10 units per key-press. For example, when I refined 100 units of Platinum Dust, the outcome was 1 Iridium Grain and about 30 ounces of Platinum. In contrast, when I refine 10 units of Platinum Dust 10 times, the number of Grains for the Quality and Trait materials are significantly higher for those 100 units. Out of 10 Refine key-presses for sets of 10 units, usually at least 5 -7 key-presses produce one or more Grains of the Quality and/or Trait materials. Multi-craft refining for ore, wood, and fiber also produces fewer units of their respective Quality, Trait and Style materials.*
Unfortunately, with respect to Jewelry, in particular: Zircon and Chromium grains are too scarce. It seems that the designer forgot that the Refining outcome is one or two Grains of the metal, which must be further refined in sets of 10 to produce one plating. Then 3 Zircon platings, if not also 4 Chromium platings, are required to craft the jewelry piece with the desired quality. (It was even worse before ZOS reduced the number of Chromium platings required from 8 to 4.)
Introducing Jewelry Master Crafting Writs which require jewelry of Superior quality is not a suitable alternative. The Grains for platings which are required to make Superior quality Jewelry are only somewhat more numerous than the Grains required to also make the platings for Epic and Legendary quality jewelry. Using them to satisfy low-value Sealed Master Crafting Writs for Superior jewelry simply makes the platings unavailable for any Epic and/or Legendary Sealed Master Crafting Writs which might happen to be obtained.
If ZOS does not have a better way to do it, then all they need to do is search the Guild Stores for the prices at which the various platings are offered for sale. They accurately reflect the respective scarcities of the materials and of the platings refined from them, relative to prospective demand for them.
It is even more interesting that very few crafted necklaces and rings are offered for sale to complement a set of crafted gear. On the face of it, players would rather craft jewelry to satisfy Sealed Master Writs in exchange for vouchers, than attempt to sell necklaces or rings which are not intended for characters to de-construct in order to learn the associated Trait of the piece.
____________
* Comparison of multi-crafting outcomes to single-crafting outcomes implies that when the button is set to "Max", the software accesses the Pseudorandom Number Generator (PNG) for one outcome and uses that to read a "multi-craft" table for the results. It does not access the PNG once for each set of 10 units and read the single-set table for the outcome, for each of the respective sets of 10 units. Given the quick-and-dirty programming practices which have become rather apparent during the almost 5 years that I've played TESO, I doubt that any particular analysis was done to assure that, at the least, multi-crafting will ordinarily produce the same profile of materials that single-crafting does. The designers and programmers are too hurriedly trying to get it done, to get it done right. Then seldom will they do it over.
Unfortunately, with respect to Jewelry, in particular: Zircon and Chromium grains are too scarce. It seems that the designer forgot that the Refining outcome is one or two Grains of the metal, which must be further refined in sets of 10 to produce one plating. Then 3 Zircon platings, if not also 4 Chromium platings, are required to craft the jewelry piece with the desired quality. (It was even worse before ZOS reduced the number of Chromium platings required from 8 to 4.)
Introducing Jewelry Master Crafting Writs which require jewelry of Superior quality is not a suitable alternative. The Grains for platings which are required to make Superior quality Jewelry are only somewhat more numerous than the Grains required to also make the platings for Epic and Legendary quality jewelry. Using them to satisfy low-value Sealed Master Crafting Writs for Superior jewelry simply makes the platings unavailable for any Epic and/or Legendary Sealed Master Crafting Writs which might happen to be obtained.
If ZOS does not have a better way to do it, then all they need to do is search the Guild Stores for the prices at which the various platings are offered for sale. They accurately reflect the respective scarcities of the materials and of the platings refined from them, relative to prospective demand for them.
It is even more interesting that very few crafted necklaces and rings are offered for sale to complement a set of crafted gear. On the face of it, players would rather craft jewelry to satisfy Sealed Master Writs in exchange for vouchers, than attempt to sell necklaces or rings which are not intended for characters to de-construct in order to learn the associated Trait of the piece.
____________
* Comparison of multi-crafting outcomes to single-crafting outcomes implies that when the button is set to "Max", the software accesses the Pseudorandom Number Generator (PNG) for one outcome and uses that to read a "multi-craft" table for the results. It does not access the PNG once for each set of 10 units and read the single-set table for the outcome, for each of the respective sets of 10 units. Given the quick-and-dirty programming practices which have become rather apparent during the almost 5 years that I've played TESO, I doubt that any particular analysis was done to assure that, at the least, multi-crafting will ordinarily produce the same profile of materials that single-crafting does. The designers and programmers are too hurriedly trying to get it done, to get it done right. Then seldom will they do it over.
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cp ideas 2.0
this cp system is designed with performance in mind but also advanced gameplay. Feel free to add your own ideas to this thread.
Version 2.0
the new cp system will max out at 1500 and will be unlocked to cp 1000 and then 100 each quarter until 1500 is reached (5 additional quarters).
Group 1: Cp milestones
General
Each cp gives you a flat health/mag/stam bonus according to 5 tiers.
tier 1 is 1-160cp and gives 3200 ( 20/cp)
tier 2 is 161-300cp and gives 2100 ( 15/cp)
tier 3 is 301-600 and gives 1800 (6/cp)
tier 4 is 601-1000 and gives 1600( 4/cp)
tier 5 is 1001-1500 and gives 1000 (2 per cp)
A grand total of 9700 health/mag/stam at cp 1500, but gains suffer diminishing returns so much of it will be collected by cp300.
The method of using flat base stats is an alternative to cost and damage reductions which will no longer be used , in a general sense, in an effort to reduce and streamline calculations. It works the exactly the same way in the end except the base stats are more flexible and apply to everything. Secondary stats will benefit the most here due to the way primary stats are stacked in this game. Primary stats will also go up but not by nearly as much.
Because some cps which greatly increased damage are being removed they have to be replaced to keep players on par with what can be done now. This will be done differently though and more organically within the game. Using the milestone system that systematically unlocks useful things rather than choose percentages.
Food and drink
At cp 250 you can now use both food and drink at the same time but can only use a green recipe for the second choice.
At cp 500 you can use a blue recipe.
At cp 1000 you can use a purple recipe.
At cp 1250 you can use a gold recipe.
In all cases the second choice operates at a 50% penalty. This is to partially compensate for the loss of some of the dmg enhancements available in the cp trees currently.
Utility barslot
At cp 400 you can unlock the utility barslot. This slot is common to both bars and you can slot any non ultimate but cannot be activated. Only passive will apply.
At cp 800 you gain full functionality of the new slot and can now activate it as you would any other slot.
Double Mundus
At cp 100 you gain the double mundus ability (twice born star will be revamped) but similar to the food and drink milestone the second mundus operates at a lower efficiency. At cp 100 it is 30%. I list the percentages but you only get the flat rate. As opposed to improving everything by a set percent you now have to choose again which one you want.
At cp 500 it is 40%
At cp 700 it is 45%
At cp 1100 it is 48%
At cp 1500 it is 50%
Armor Cap
At cp 200 the armor cap is raised to 55%
At cp 450 the armor cap is raised to 57%
At cp 900 the armor cap is raised to 59%
At cp 1300 the armor cap is raised to 60%
a 60% armor cap is required to balance the dmg reduction cps for tanks.
These five milestones will yield a similar return as players get from the cp system now but still offer choices in how they go about that in ways that already exist within the game with hopefully minimal calculations required.
Group 2, 3 and 4 have choose-able abilities that you can “purchase” with your cp. Like before the system is round robin so you get a total of 500 points for each group at cp 1500.
Group 2: Alternate Abilities
Group 2 has alternate versions of abilities in the weapons skills and guild lines which are generally enhanced. These skills are slottable like any other ability. Each weapon line and guild line will have two new abilities to choose from. You have to have the appropriate standing and cp to unlock the abilities. In addition these abilities may (or may not) have a quest component that is required to be completed before you can unlock the ability. This could be a simple as unlocking the ultimate for a weapon line, maxing out a guild rank or could be more intensive.
All abilities cost 250 so you can purchase your first one at cp 750 and your second at cp 1500. You can only have two at a time but you can unlock them all by completing the content.
Group 3 specialization packages
Each package is tailored to a specific type of playstyle or role. Each one is unique but usually includes offensive defensive and utility bonuses related to that style. There are three levels to specialization Adept, Expert and Master.
The points are set up so you can have two choices but only one of those choices can escalate to master and only one of those choices can escalate to expert. These also suffer diminishing returns so the difference between adept and master is not overwhelming combat damage wise. Expert and Master levels will include more utility instead and minimal dmg upgrades.
At cp 200 you get your first choice
At cp 450 you get your second choice
You can use your points to upgrade the skills of your choosing.
Upgrade to expert 200 cp ( cp 600 min)
Upgrade from expert to master 100cp
So at cp 900 you could have a mastery and an adept.
At cp 1500 you could upgrade one of that adept to an expert.
Or you can have two experts at cp 1200.
Fire Mastery
Ice Mastery
Shock Mastery
Poison Mastery
Disease Mastery
Man at arms (physical/generalist)
Magician (magic/generalist)
Light Armor Specialist
Medium Armor Specialist
Heavy Armor Specialist
Healing Mastery
Combat Support ( general)
Specializations would have a package of skills, some unique skills. i.e you can only get frost/ice dmg bonus for choosing to specialize in frost. The higher the specialization the more perks you get. The lower levels focus on dmg and the higher ones on utility. The lower levels would be missing some of these from below.
General outline for offensive dmg types
1) you get an increase modifier of that specific dmg type. General types like physical and magic receive less an increase because of their more varied usefulness.
2) you get a better chance to apply a condition with a light attack
3) You get natural resistance to that dmg type
4) you get an increase in duration of that dmg types dots
5) your light attacks have a unique behavior
6) your heavy attacks have a unique behavior
7) other unique abilities such as a mag regen/ health regen bonus when you are hit by dmg of that type and other special abilities related to that type.
general outline for defensive armor types
1) bonus of armor to that type per piece ( remember armor is more important now that hardy etc is gone)
2) cost reduction suitable to armor type per piece ( block for heavy/dodge for medium/ sprint speed for light)
3) reduction to snares ( light), stuns (heavy), off balance (medium)
4) other unique abilities that modify the behavior of your light attacks such as light attacks in 7 heavy now taunt enemies for 5 seconds
general outline for Healing & support specialties
1) increased healing
2) increased duration of buffs
3) increased time of healing dots
4) increase in synergy effects
5) faster resurrections
6) unique behavior to light attacks
7) unique behavior to heavy attacks
Group 4: non combat abilities
this group has everything non or not directly combat related. Each one costs 100 so you can have any 5 at cp 1500.
adventuring:
Mount speed
lockpicking
pickpocket
swimming speed
fall dmg
armor repair costs
vendor prices ( purchasing)
vendor prices ( selling)
lucky strike treasure enhancement
lucky strike gold enhancement
harvesting enhancements:
ore & metals
wood & ingredients
Cloth & leather
crafting enhancements:
blacksmithing improved chance with less tempers
jewelcraft improved chance with less platings
woodworking improved chance with less resins
tailoring improved chance with less tannins
alchemy chance to make more potions or poisons
cooking chance to make more food or drink
enchantment chance to make an additional enchantment
misc:
pet replacement skins
teleportation cost reduction
wardrobe change cost reduction
access to npc guild vendor
Other Changes:
Light attacks: Animation Cancelling for dps
Animation cancelling for dps will be removed to improve general performance. This will be accomplished by putting light attacks on the global timer and possibly assigning a minor cost to them (500 mag or stam). Bash will be resolved by increasing its cost and then decreasing that cost in the one hand and shield weapon skill line.
Improvement to light attacks will come in the form of extra utility through the specialization system where you would be able to select different types of light attacks similar to how you would select a potion.
Enchantment changes
Enchantments/poisons will no longer proc from weapon skills but will now only proc from cooldown on light and heavy attacks to improve performance. Enchantments will now also do more dmg or last longer than before. Poisons will see a slight reduction.
Changes to procsets
Many procsets will be now be 100% chance to proc on cooldown and cooldowns will be increased to reflect this. This will help reduce calculations and general server load.
Minor trading overhaul
You will now be able to sell your goods through the existing npc guilds( fighters,mages etc) without the requirement for a guild trader. You will not be able to sell as many items and the fees will be greater. The new npc traders will all be within the local guilds they represent, off the beaten path, so to speak. This is to ensure there is an option to sell for those who have guilds with no trader or who don’t have guilds.
These changes are designed to improve the eso experience for the average player both from a performance and gameplay perspective while giving some longer term reasonable incentives to continue to progress.
Version 2.0
the new cp system will max out at 1500 and will be unlocked to cp 1000 and then 100 each quarter until 1500 is reached (5 additional quarters).
Group 1: Cp milestones
General
Each cp gives you a flat health/mag/stam bonus according to 5 tiers.
tier 1 is 1-160cp and gives 3200 ( 20/cp)
tier 2 is 161-300cp and gives 2100 ( 15/cp)
tier 3 is 301-600 and gives 1800 (6/cp)
tier 4 is 601-1000 and gives 1600( 4/cp)
tier 5 is 1001-1500 and gives 1000 (2 per cp)
A grand total of 9700 health/mag/stam at cp 1500, but gains suffer diminishing returns so much of it will be collected by cp300.
The method of using flat base stats is an alternative to cost and damage reductions which will no longer be used , in a general sense, in an effort to reduce and streamline calculations. It works the exactly the same way in the end except the base stats are more flexible and apply to everything. Secondary stats will benefit the most here due to the way primary stats are stacked in this game. Primary stats will also go up but not by nearly as much.
Because some cps which greatly increased damage are being removed they have to be replaced to keep players on par with what can be done now. This will be done differently though and more organically within the game. Using the milestone system that systematically unlocks useful things rather than choose percentages.
Food and drink
At cp 250 you can now use both food and drink at the same time but can only use a green recipe for the second choice.
At cp 500 you can use a blue recipe.
At cp 1000 you can use a purple recipe.
At cp 1250 you can use a gold recipe.
In all cases the second choice operates at a 50% penalty. This is to partially compensate for the loss of some of the dmg enhancements available in the cp trees currently.
Utility barslot
At cp 400 you can unlock the utility barslot. This slot is common to both bars and you can slot any non ultimate but cannot be activated. Only passive will apply.
At cp 800 you gain full functionality of the new slot and can now activate it as you would any other slot.
Double Mundus
At cp 100 you gain the double mundus ability (twice born star will be revamped) but similar to the food and drink milestone the second mundus operates at a lower efficiency. At cp 100 it is 30%. I list the percentages but you only get the flat rate. As opposed to improving everything by a set percent you now have to choose again which one you want.
At cp 500 it is 40%
At cp 700 it is 45%
At cp 1100 it is 48%
At cp 1500 it is 50%
Armor Cap
At cp 200 the armor cap is raised to 55%
At cp 450 the armor cap is raised to 57%
At cp 900 the armor cap is raised to 59%
At cp 1300 the armor cap is raised to 60%
a 60% armor cap is required to balance the dmg reduction cps for tanks.
These five milestones will yield a similar return as players get from the cp system now but still offer choices in how they go about that in ways that already exist within the game with hopefully minimal calculations required.
Group 2, 3 and 4 have choose-able abilities that you can “purchase” with your cp. Like before the system is round robin so you get a total of 500 points for each group at cp 1500.
Group 2: Alternate Abilities
Group 2 has alternate versions of abilities in the weapons skills and guild lines which are generally enhanced. These skills are slottable like any other ability. Each weapon line and guild line will have two new abilities to choose from. You have to have the appropriate standing and cp to unlock the abilities. In addition these abilities may (or may not) have a quest component that is required to be completed before you can unlock the ability. This could be a simple as unlocking the ultimate for a weapon line, maxing out a guild rank or could be more intensive.
All abilities cost 250 so you can purchase your first one at cp 750 and your second at cp 1500. You can only have two at a time but you can unlock them all by completing the content.
Group 3 specialization packages
Each package is tailored to a specific type of playstyle or role. Each one is unique but usually includes offensive defensive and utility bonuses related to that style. There are three levels to specialization Adept, Expert and Master.
The points are set up so you can have two choices but only one of those choices can escalate to master and only one of those choices can escalate to expert. These also suffer diminishing returns so the difference between adept and master is not overwhelming combat damage wise. Expert and Master levels will include more utility instead and minimal dmg upgrades.
At cp 200 you get your first choice
At cp 450 you get your second choice
You can use your points to upgrade the skills of your choosing.
Upgrade to expert 200 cp ( cp 600 min)
Upgrade from expert to master 100cp
So at cp 900 you could have a mastery and an adept.
At cp 1500 you could upgrade one of that adept to an expert.
Or you can have two experts at cp 1200.
Fire Mastery
Ice Mastery
Shock Mastery
Poison Mastery
Disease Mastery
Man at arms (physical/generalist)
Magician (magic/generalist)
Light Armor Specialist
Medium Armor Specialist
Heavy Armor Specialist
Healing Mastery
Combat Support ( general)
Specializations would have a package of skills, some unique skills. i.e you can only get frost/ice dmg bonus for choosing to specialize in frost. The higher the specialization the more perks you get. The lower levels focus on dmg and the higher ones on utility. The lower levels would be missing some of these from below.
General outline for offensive dmg types
1) you get an increase modifier of that specific dmg type. General types like physical and magic receive less an increase because of their more varied usefulness.
2) you get a better chance to apply a condition with a light attack
3) You get natural resistance to that dmg type
4) you get an increase in duration of that dmg types dots
5) your light attacks have a unique behavior
6) your heavy attacks have a unique behavior
7) other unique abilities such as a mag regen/ health regen bonus when you are hit by dmg of that type and other special abilities related to that type.
general outline for defensive armor types
1) bonus of armor to that type per piece ( remember armor is more important now that hardy etc is gone)
2) cost reduction suitable to armor type per piece ( block for heavy/dodge for medium/ sprint speed for light)
3) reduction to snares ( light), stuns (heavy), off balance (medium)
4) other unique abilities that modify the behavior of your light attacks such as light attacks in 7 heavy now taunt enemies for 5 seconds
general outline for Healing & support specialties
1) increased healing
2) increased duration of buffs
3) increased time of healing dots
4) increase in synergy effects
5) faster resurrections
6) unique behavior to light attacks
7) unique behavior to heavy attacks
Group 4: non combat abilities
this group has everything non or not directly combat related. Each one costs 100 so you can have any 5 at cp 1500.
adventuring:
Mount speed
lockpicking
pickpocket
swimming speed
fall dmg
armor repair costs
vendor prices ( purchasing)
vendor prices ( selling)
lucky strike treasure enhancement
lucky strike gold enhancement
harvesting enhancements:
ore & metals
wood & ingredients
Cloth & leather
crafting enhancements:
blacksmithing improved chance with less tempers
jewelcraft improved chance with less platings
woodworking improved chance with less resins
tailoring improved chance with less tannins
alchemy chance to make more potions or poisons
cooking chance to make more food or drink
enchantment chance to make an additional enchantment
misc:
pet replacement skins
teleportation cost reduction
wardrobe change cost reduction
access to npc guild vendor
Other Changes:
Light attacks: Animation Cancelling for dps
Animation cancelling for dps will be removed to improve general performance. This will be accomplished by putting light attacks on the global timer and possibly assigning a minor cost to them (500 mag or stam). Bash will be resolved by increasing its cost and then decreasing that cost in the one hand and shield weapon skill line.
Improvement to light attacks will come in the form of extra utility through the specialization system where you would be able to select different types of light attacks similar to how you would select a potion.
Enchantment changes
Enchantments/poisons will no longer proc from weapon skills but will now only proc from cooldown on light and heavy attacks to improve performance. Enchantments will now also do more dmg or last longer than before. Poisons will see a slight reduction.
Changes to procsets
Many procsets will be now be 100% chance to proc on cooldown and cooldowns will be increased to reflect this. This will help reduce calculations and general server load.
Minor trading overhaul
You will now be able to sell your goods through the existing npc guilds( fighters,mages etc) without the requirement for a guild trader. You will not be able to sell as many items and the fees will be greater. The new npc traders will all be within the local guilds they represent, off the beaten path, so to speak. This is to ensure there is an option to sell for those who have guilds with no trader or who don’t have guilds.
These changes are designed to improve the eso experience for the average player both from a performance and gameplay perspective while giving some longer term reasonable incentives to continue to progress.
↧
[Class Rep] Werewolf Feedback Thread
The purpose of this thread is to give you a place to post your current top two pain points with Werewolves. Our new Class Representatives will be keeping a close eye on this thread, and will utilize it to gather additional feedback for the notes they’re currently compiling for their first meeting with the Dev Team next week. Please be sure and keep your post clear and succinct, and focus more on what is currently frustrating you rather than potential solutions. Thanks!
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My Sugar Bowl Suite
I just completed my Rimmen Inn room today. I had more that I wanted to put in, a bowl of rice, a sugar bowl, a ball of yarn etc but I met the item limit unfortunately.
![image]()
I would have made it an open house with EHT and invited JHartEllis around but my antivirus reports one of EHT's files as malware, deletes it and refuses to let me use it. I contacted the antivirus company to ask them to check it and mark it as non harmful so it can be used.

I would have made it an open house with EHT and invited JHartEllis around but my antivirus reports one of EHT's files as malware, deletes it and refuses to let me use it. I contacted the antivirus company to ask them to check it and mark it as non harmful so it can be used.
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Which dummy do you recommend for housing?
It's just for checking gear and my DPS. I am not sure I a trial dummy is exaggerated and a normal dummy would be enough.
Moreover, there is a price difference!
Moreover, there is a price difference!
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NEW SCROLLS ORDER - New player and veteran guild for lone wolf/soloists.
New Scrolls Order
About Us: We are a group of 490+ mostly soloist/lone wolves who came to together to help each other learn, improve and eventually master this game. We originally catered to primarily new players however as we have progressed through the game we are now a home for veterans as well. At the heart of this guild is a love for ESO and desire to help others progress.
What we offer: We offer both spontaneous and planned World Boss, Skyshard and Dungeon runs. Daily runs through undaunted pledge dungeons. Legerdemain/Gold farming. Introduction to normal, vet and trial dungeons. Battleground groups as well as multi-alliance Cyrodiil events. Housing events, aka Crib Crawls. An expert team of Master Crafters that can craft the gear, food, potions and glyphs that you need but also help you achieve Master Crafter status. Trial runs 3-5 times a week. A lottery that is run several times a month. We have several furniture stores filled with high end/rare furnishings available to NSO members only. We intermittently have a Trader (1-2 times a month). Most importantly, friendly and helpful guild mates.
Communication: Our preferred source of communication is via Discord. Our address is located in the MOTD in game. In game text chat also fairly active.
If this sounds like the guild for you please message Sookmagook or Braxain on PSN or leave a message here and an invite will be sent.
We look forward to meeting you!
About Us: We are a group of 490+ mostly soloist/lone wolves who came to together to help each other learn, improve and eventually master this game. We originally catered to primarily new players however as we have progressed through the game we are now a home for veterans as well. At the heart of this guild is a love for ESO and desire to help others progress.
What we offer: We offer both spontaneous and planned World Boss, Skyshard and Dungeon runs. Daily runs through undaunted pledge dungeons. Legerdemain/Gold farming. Introduction to normal, vet and trial dungeons. Battleground groups as well as multi-alliance Cyrodiil events. Housing events, aka Crib Crawls. An expert team of Master Crafters that can craft the gear, food, potions and glyphs that you need but also help you achieve Master Crafter status. Trial runs 3-5 times a week. A lottery that is run several times a month. We have several furniture stores filled with high end/rare furnishings available to NSO members only. We intermittently have a Trader (1-2 times a month). Most importantly, friendly and helpful guild mates.
Communication: Our preferred source of communication is via Discord. Our address is located in the MOTD in game. In game text chat also fairly active.
If this sounds like the guild for you please message Sookmagook or Braxain on PSN or leave a message here and an invite will be sent.
We look forward to meeting you!
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Your opinion on succesful set combinations
I am just curious what people have succes’s using (gear only) for different classes. It dosent have to be bis og btb - thats interesting too but what you have had good succes running this patch ![:) :)]()
My stamblade 5M 1h 1m
2h/bow 5x briahheart and 5x spriggans 2x bloodspawn. Good damage but a little stamina hungry on bow bar
Magdk detro/s&b 5L 1h 1m
2x Bloodspawn 5x shacklebreaker 5x impregnable. Hard to kill and great sustane. I wanna try julianos on this with SB for more damage.

My stamblade 5M 1h 1m
2h/bow 5x briahheart and 5x spriggans 2x bloodspawn. Good damage but a little stamina hungry on bow bar
Magdk detro/s&b 5L 1h 1m
2x Bloodspawn 5x shacklebreaker 5x impregnable. Hard to kill and great sustane. I wanna try julianos on this with SB for more damage.
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Things can only get better. August Update
August 2019 Update
Below is a summary for August to give you an update on how work is coming along for the next couple updates. In short, all work is on track to roll out with the corresponding game update. See below for specific details.
Q4 2019: Update 24
Memory management overhaul
The game code for this is complete and we're now in the internal testing phase. This is on track to release with Update 24.
Behind-the-scenes combat ability improvements phase 1
Performance updates on the most consumptive combat-related abilities have been completed and are now in internal testing.
Champion passive performance updates are also complete and in internal testing. Note: Champion System work for this update is solely focused on game performance. We are still in the design phase for what we want to do in the future with the overall system.
Complete rewrite of the Looking for Group system
The dungeons portion of the game code is complete and in internal testing. (We completed the first scale test during the Update 23 PTS, week 2.)
The Battlegrounds portion of the game code is being finalized and will be in internal testing soon. This is on track for an Update 24 delivery.
Q1 2020: Update 25
Patching overhaul
Work continues on identifying duplicate/unused data. This is on track to release with Update 25.
Faster loading fixtures and characters
The game code for this is complete and we're now in the internal testing phase. Note: These changes do require significant testing, but we are still on track for an Update 25 delivery.
Behind-the-scenes combat ability improvements phase 2
No new updates on this one at this time. Work is still ongoing and on track.
Frame rate improvements part 1
Work is scheduled to begin after the Update 24 memory management overhaul polish/bug fixing is complete.
Server optimization & stability
Investigation is still in progress, with the current focus on combat-related game code
https://www.elderscrollsonline.com/en-us/news/post/56681
Looking forward to Dragonhold.
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Master Weits Why Bother
All master writs so far issued to my characters are for
Sets I don't have
Crafting stations in regions I haven't visited
It should be possible to Issue master writs depending on the Game lvl (Silver, Gold)
with possibly a lower lvl of vouchers
Sets I don't have
Crafting stations in regions I haven't visited
It should be possible to Issue master writs depending on the Game lvl (Silver, Gold)
with possibly a lower lvl of vouchers
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Summer Holiday Contest Winner
@D3AKUs won our Discord housing contest with his absolutely amazing 'Monster Hotel'! I thought I would post a little video of his amazing work, to share with the community, because it is just spectacular! The video doesn't really do it justice, in person it is even more impressive ![:) :)]()
I am really hoping that he starts his own YouTube channel soon, because all of his creations are just so wonderful and he puts so much care and effort into all of them, I think that everybody should see them!![:) :)]()

I am really hoping that he starts his own YouTube channel soon, because all of his creations are just so wonderful and he puts so much care and effort into all of them, I think that everybody should see them!


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Free play time ?
Is this just for new players? I don't see an option for the free time at all.
Thanks
Thanks
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3 Underperforming Skills that Should be Addressed in Update 24
I’m sure there are a few others that could be added to this list, but I wanted to bring up these 3 skills specifically since it is straightforward to show how they are falling behind similar skills.
Haunting Curse (Sorcerer)
This skill was once considered the PVP only morph, but with the changes to pet damage it is becoming more popular in PVE as well (Daedric Prey is not needed without pets). The problem is that it’s damage is not on-par with other similar skills. The easiest comparison is to Entropy (either morph) since both deal magic damage over 12s. Entropy deals 16% more damage, can be cast on an unlimited number of targets, provides Major Sorcery, Empowers the next light attack, and restores either health or magicka depending on the morph choice. Haunting Curse can only be used on one enemy at a time, and has the disadvantage that it cannot be overcast to fit into an 8 or 10s static rotation (half the damage is lost if you don’t wait the full 12s). Haunting does have a small amount of splash damage (less than half of the initial hit), but the radius is small enough and the delay long enough that it rarely hits anything. Both skills have similar passives for slotting, 2% Mag + Mag Regen vs 2% Spell Damage, so we can call that aspect roughly equal. While Haunting Curse functions like a DoT (multiple damage ticks over a set duration), it is not classified as one. This is significant because it does not work for Z’en’s Redress set, and does not benefit from Thaumaturge CP (where most builds have more points than Master at Arms). I would like to see this skill deal more damage over its duration (at least 30% increase), and maybe also apply some type of buff or debuff. It would be nice if it worked with Z’en’s since it is a trackable effect that sticks to the enemy. It could also benefit from more ticks, to be less punishing on overcasting or using against an enemy that may not live for 12 more seconds. Possibly have it tick at 4,8,12, or could even go to 4 ticks on 3s intervals or 6 ticks on 2s intervals. I’m not sure why it is restricted to a single target at a time, but it does make the skill unique so I’m not saying it needs to be changed in this aspect, but the power level should reflect this limitation, by dealing at least 10% more damage than skills without a target cap.
Winter’s Revenge
While seemingly brought to the same standard as other AoE DoTs, this one is actually significantly weaker for a few reasons. Using Liquid Lightning and Blazing Spear as a comparison, we can see that WR is about 4% weaker than LL in raw damage, and LL itself is weaker than BS when considering the Burning Light procs. This wouldn’t be too far off, except for its additional inherent weaknesses. Both Lightning and Spear offer synergies for the group (very important in the Lokkestiiz stam mata), while Winter’s brings nothing of value to the group. WR is also frost damage, which is not as valuable as Fire or Shock from a damage standpoint (Burning and Concussion are more important than Chilled). WR does not offer any useful passives for slotting (Blazing Spear gives 10% crit damage and Liquid Lightning gives 2% Spell Damage), just a small amount of resistance that matters little on a damage build. WR also has a relatively small radius of 6m compared to Blazing Spear’s 8m (although it is larger than Liquid Lightning’s 4m). IMO Winter’s Revenge needs an increase to one or more of the following: size, damage, or group utility. One interesting way to do this would be to have it function like Engulfing Flames for 10% Frost Damage Vulnerability applied for 12s (or while in the AoE). This wouldn’t be a massive buff to its own damage, but it would make allies’ Force Pulse, Boneyard, and Glacial Colossus hit harder, making a Magden DPS less of a detriment to a group (and possibly even desirable in a group with multiple Mag Necromancers). This would also go a long way toward making Frost Mage DPS viable in PVE.
Twisting Path
Once a key part of the Magblade toolkit, it seems that this skill has become completely useless. It functions similarly to Elemental Blockade (which is now the inferior morph compared to Unstable Wall, but serves as a more similar comparison to Path). Path actually does about 5% more base damage than Blockade, but considering that it does not cause status effects, proc enchants or poisons, benefit from Destruction Staff passives, get buffed by things like Engulfing Flames (10% more Fire Damage) or Burning (20% more damage on Flame Blockade), Path actually ends up significantly weaker. It is also smaller, with a length of 15m vs Blockade’s 18m, and I believe it is narrower than Blockade. Path only offers defensive passives; 4% health and poor uptime on Major Ward and Resolve. It also gives Major Expedition to allies, which is often more of a nuisance than benefit when carefully positioning for some mechanics. I’m not sure the best approach to fixing Path, but it definitely needs some form of group utility. Another synergy feels too bland, but maybe a unique buff or debuff for allies or enemies standing in it. It could also use a flat damage increase of at least 30% to put it ahead of Blockade.
Feel free to add any additional skills below that did not make my list. Please supply numbers and justification to show why they are underperforming.
Haunting Curse (Sorcerer)
This skill was once considered the PVP only morph, but with the changes to pet damage it is becoming more popular in PVE as well (Daedric Prey is not needed without pets). The problem is that it’s damage is not on-par with other similar skills. The easiest comparison is to Entropy (either morph) since both deal magic damage over 12s. Entropy deals 16% more damage, can be cast on an unlimited number of targets, provides Major Sorcery, Empowers the next light attack, and restores either health or magicka depending on the morph choice. Haunting Curse can only be used on one enemy at a time, and has the disadvantage that it cannot be overcast to fit into an 8 or 10s static rotation (half the damage is lost if you don’t wait the full 12s). Haunting does have a small amount of splash damage (less than half of the initial hit), but the radius is small enough and the delay long enough that it rarely hits anything. Both skills have similar passives for slotting, 2% Mag + Mag Regen vs 2% Spell Damage, so we can call that aspect roughly equal. While Haunting Curse functions like a DoT (multiple damage ticks over a set duration), it is not classified as one. This is significant because it does not work for Z’en’s Redress set, and does not benefit from Thaumaturge CP (where most builds have more points than Master at Arms). I would like to see this skill deal more damage over its duration (at least 30% increase), and maybe also apply some type of buff or debuff. It would be nice if it worked with Z’en’s since it is a trackable effect that sticks to the enemy. It could also benefit from more ticks, to be less punishing on overcasting or using against an enemy that may not live for 12 more seconds. Possibly have it tick at 4,8,12, or could even go to 4 ticks on 3s intervals or 6 ticks on 2s intervals. I’m not sure why it is restricted to a single target at a time, but it does make the skill unique so I’m not saying it needs to be changed in this aspect, but the power level should reflect this limitation, by dealing at least 10% more damage than skills without a target cap.
Winter’s Revenge
While seemingly brought to the same standard as other AoE DoTs, this one is actually significantly weaker for a few reasons. Using Liquid Lightning and Blazing Spear as a comparison, we can see that WR is about 4% weaker than LL in raw damage, and LL itself is weaker than BS when considering the Burning Light procs. This wouldn’t be too far off, except for its additional inherent weaknesses. Both Lightning and Spear offer synergies for the group (very important in the Lokkestiiz stam mata), while Winter’s brings nothing of value to the group. WR is also frost damage, which is not as valuable as Fire or Shock from a damage standpoint (Burning and Concussion are more important than Chilled). WR does not offer any useful passives for slotting (Blazing Spear gives 10% crit damage and Liquid Lightning gives 2% Spell Damage), just a small amount of resistance that matters little on a damage build. WR also has a relatively small radius of 6m compared to Blazing Spear’s 8m (although it is larger than Liquid Lightning’s 4m). IMO Winter’s Revenge needs an increase to one or more of the following: size, damage, or group utility. One interesting way to do this would be to have it function like Engulfing Flames for 10% Frost Damage Vulnerability applied for 12s (or while in the AoE). This wouldn’t be a massive buff to its own damage, but it would make allies’ Force Pulse, Boneyard, and Glacial Colossus hit harder, making a Magden DPS less of a detriment to a group (and possibly even desirable in a group with multiple Mag Necromancers). This would also go a long way toward making Frost Mage DPS viable in PVE.
Twisting Path
Once a key part of the Magblade toolkit, it seems that this skill has become completely useless. It functions similarly to Elemental Blockade (which is now the inferior morph compared to Unstable Wall, but serves as a more similar comparison to Path). Path actually does about 5% more base damage than Blockade, but considering that it does not cause status effects, proc enchants or poisons, benefit from Destruction Staff passives, get buffed by things like Engulfing Flames (10% more Fire Damage) or Burning (20% more damage on Flame Blockade), Path actually ends up significantly weaker. It is also smaller, with a length of 15m vs Blockade’s 18m, and I believe it is narrower than Blockade. Path only offers defensive passives; 4% health and poor uptime on Major Ward and Resolve. It also gives Major Expedition to allies, which is often more of a nuisance than benefit when carefully positioning for some mechanics. I’m not sure the best approach to fixing Path, but it definitely needs some form of group utility. Another synergy feels too bland, but maybe a unique buff or debuff for allies or enemies standing in it. It could also use a flat damage increase of at least 30% to put it ahead of Blockade.
Feel free to add any additional skills below that did not make my list. Please supply numbers and justification to show why they are underperforming.
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