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🥃 Vanquish (DC/NA) A veteran guild for the “older” no drama and confident gamer!

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(The Vanquish guild has moved to a .com address, therefore we are starting this new recruitment thread with updated links and information.  The original post with 4+ years of information and history can be found HERE.  Vanquish was founded by Oakos, who has retired and moved on to pursue personal goals. The current leadership can’t credit him enough for the guild’s foundation which he built and nurtured.)


 ~Vanquish~

www.vanquishguild.com

Recruitment Status: OPEN by website application only (be thorough!)
Home Server: NA, PC, DAGGERFALL COVENANT for PvP - All factions for PvE
Guild Type: Casual in nature, hardcore in play! We take our fun serious and with a shot of tequila! We are dedicated to our members and one another. Vanquish does not overly focus on any one area, if you consider yourself a hardcore end game player, hardcore RP'r or hardcore anything, we may not be the right guild for you. We are an all-inclusive guild with no specific requirements centered around content.
Guild Focus: None, we enjoy ALL aspects ESO throws our way!
Age Requirement: 18 years of age or older (Average age in guild is 35-55+.)
Voice: Discord (Only required to be able to listen for events)

About Vanquish:

A guild built from years of experience - we focus on doing more with less with a selfless leadership and members that drive the guild through all the content The Elder Scrolls Online throws our way! Consider us “casually hardcore” with an emphasis on the player behind the keyboard over in game accomplishments. Focused on bringing our members ESO's content in a mature and friendly environment as we look towards the end game and PvP aspects of ESO. We are a no drama, fun enabling, and content driven guild. Vanquish is seeking like-minded individuals to share in the adventure that is The Elder Scrolls Online!

Vanquish Facts:
  • Stationed on: NA Server
  • We are a medium sized guild with the intention of doing more with less and quality over quantity. (200-250 active members by design).  Comprised of gamers who consider themselves "casually hardcocre", we are one of ESO's longest running (Founded 3/31/14), most established and stable guilds
  • We utilize Discord as our primary voice coms.
  • While end game, PvP and PvE is our goal, we enjoy all aspects of game play and the road that leads to such. We enjoy light RP and host a wide range of social events within the guild. You can look at our calendar of Events here
  • We cater to an “older” crowd with an age recommendation of 18+. (Our average age is 35-55+.)
  • While the guild Commanders resides in the EST time zone, we cater to and support players from all over. We hold events across various times and days of play.
  • All guild organized PvP events and our nightly PvP group are DC.  Our blood runs blue, only DC PvP is guild supported.
  • All alliances are welcome for PvE content.

Vanquish Core Values:
  • Respect – A respectful guild is a successful guild.
  • Attitude – A good attitude leads to good times.
  • Loyalty – A loyal member leads to guild cohesion.
  • Activity – An active guild is a fun guild.
  • Confidence – A confident member is a drama free member.

Vanquish Members:

You will find the members of Vanquish to be an active and driven group while selflessly helping one another and putting their guild mates ahead of themselves. As a leader within Vanquish, I could not ask for a finer bunch of people to share in the adventure that is ESO. Within our ranks, we have a wide range of people from PhD’s to stay at home moms, from law enforcement and active military to full time students, writers, self-employed individuals, martial artists, chefs, editors and everything in between! In Vanquish you will find more than a gaming guild you will find a community of like-minded people all focused on enabling one another!

Vanquish Leadership:

Vanquish is led by the husband and wife team of Duck and Savina. They are supported by Guild Captain Infidelux and their Vanquish Leadership Core. Our leadership team follows a “guild first” philosophy, forgoing playing entirely for themselves and putting the guild and its members ahead of all else. Helpful, understanding, transparent and confident, the leaders of Vanquish drive the guild ever forward in order to take their membership from where they have been to where they have not! 

Vanquish Recruitment Protocol:

If you are interested in Vanquish and finding a long-term place to call home, please visit us at www.vanquishguild.com and fill out an application (please be thorough). You can reply to this thread or private message Savina here on these forums with any questions you may have!  

Remember, choosing a guild should not be taken lightly. We encourage you to visit our website to get a feel for Vanquish prior to making any decisions! There is a public forum on the website where you can post any questions you might have regarding Vanquish. Vanquish’s Code of Conduct and F.A.Q.’s can be found at our website under the “Overview” tab. Please take the time to read these.

Thank you for your interest in Vanquish, and regardless of where our paths take us, we wish you well,


The Vanquish Leadership Team 

Help! My Add-On Panel is Blank!

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This isn't new as of Dragonhold. I can't say exactly when it started since I don't frequently need to look at the panel, but I know I saw it last week. It persists even after I manually updated my mods to the newest version of each.

AddonPanelBug03.JPG

I got a series of errors on login. The visible mod names in the error list were pChat and Votan's Fisherman, so I disabled those -- since the character select screen add-on panel still works -- and now I'm seeing Votan's Improved Provisioner and FCO Item Saver instead, along with a lot of stuff I can't decipher, thus:

AddonPanelBug01.JPG
AddonPanelBug02.JPG

Has anyone else encountered this problem? Was it fixable? I have a fair assortment of addons, many of which are vital QoL, and it'll be fairly hard to track it down from scratch. Thanks for any suggestions.

The Herbalists product Quest rewards bugged

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I completed this quest yesterday and I did not receive the Corsairs style from it. When I check the style it says it comes from the quest "The Herbalists product" which I completed can you please help?

5.2.3 & 5.2.4 Liquid Lightning is Still Underperforming (also 5.2.5)

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I've been doing some early testing to see how the changes in 5.2.3 have worked out. Lightning Splash and its morphs were buffed by 20% today, so that was one skill I wanted to observe. After doing a few parses, I can see that it is still underperforming, and is not worth slotting on a Sorcerer DPS build. This is quite disappointing, since I believe the intent is to preserve class-defining skills, especially those that visually demonstrate the elemental power of each class. I understand that AoE's are intended to be similar in damage to single target DoTs, with a moderately higher cost, but this is not the case currently with Liquid Lightning.

Here is an example of a typical DPS breakdown using various Sorcerer skills on cooldown (not a fully optimized build but useful for skill comparisons):
image.png

To break this down, one thing I want to point out is the number of ticks of Liquid Lightning. It has a duration of 14s, just like Scalding Rune and Blockade, but unlike these other 2 skills it does not have a final tick when the duration ends. This means that one cast of Liquid Lightning ticks 14 times, vs the 15 on Blockade. Looking more at the differences between Blockade and Liquid (generic vs class DoT), we can see that Liquid does not tick quite as high as Blockade (even though I had more crits on Liquid on average). The tooltip on Liquid appears to be slightly higher, but it does not benefit from Engulfing Flames or the Burning bonus, so it ends up weaker both in number of ticks and tick strength. Liquid also covers a much smaller area (4m radius circle vs 18x12m rectangle). Both cost 3910 Magicka after cost reductions from Light Armor and Breton passives, which in my opinion is too high. This cost makes a 10s rotation around Unstable Wall and Lightning Flood unsustainable, forcing players into using the longer-duration morphs.

The only argument for Liquid Lightning is that it provides a synergy to a group member, however I believe this is far less impactful than it used to be. For one thing, previous meta Sorc builds were able to provide a Conduit synergy every 6-8s, which had a noticeable effect on Alkosh and Lokkestiiz uptimes, but with the new duration this is halved to one synergy every 14s, barely enough for one group member to use on cooldown.

The other easy comparison here is Scalding Rune vs Liquid Lightning. These are 2 small AoE DoT's that can be cast at range. On my current build, Scalding costs 2203 Magicka vs the 3910 on Liquid Lightning. Similar to Blockade, the fire damage on Scalding is a superior damage type because it benefits from Engulfing Flames. As you can see in the parse above, Scalding did more DPS than Liquid (both were cast the same number of times, every 14 seconds). Scalding does have the disadvantage of an arming time, and has a slightly smaller radius (3m vs 4m), but it also gives Empower every time it is cast which is even more DPS that is shown as Light Attack damage and not obvious in the parse above. If given a choice between the 2 (which is legitimately the case when looking at the constrained bar space on a Sorc build with pets), I would choose Scalding Rune over Liquid Lightning every time. This is a problem IMO.

Mystic Orb is also worth mentioning as a comparison, as it is doing 40% more damage than Liquid Lightning, with double the radius, and also provides a synergy that can be used by everyone (not single use like Conduit). Now this one is not a straightforward as the previous comparisons, because Mystic Orb must be cast more often, it does not have a 14s duration. It has a cost of 2986, but it may be more meaningful to show Magicka drain of each skill to reflect the frequency of casting, in which case Orb consumed more Magicka and more GCD's than other skills.

image.png
(Edit: Note that the first casts of Liquid and Scalding were technically before combat started, both actually had 19 casts just like Blockade. This means that Liquid had an actual drain of 254 mag/s and Scalding had 141 Mag/s. This further demonstrates that even with the long-duration morph, Liquid consumed a high % of the magicka used while dealing a low % of the total damage)

Now I want to be clear, that I'm not writing this to call for a Blockade, Mystic Orb, or Scalding Rune nerf. All of those skills are barely worth slotting over just using spammables, and any reduction to their damage will result in dead skills (Blockade will probably always be used for enchant procs and Maelstrom effect, but Scalding and Orb could too easily return to their old useless forms). Liquid Lightning just needs a little more power so that it can stand out as an impactful class skill. I would say buff it to nearly the damage of 5.2.3 Winter's Revenge, but not exceeding (since Shock is a better damage type than Frost and WR does not provide a synergy). A slight increase to the radius would help as well, since 4m is a struggle even in AoE scenarios. And please reduce the cost (again a great move for Winter's Revenge in 5.2.3), or at a minimum make Flood a lower-cost morph to help sustain a 10s rotation for those that prefer managing shorter DoT times and want the increased AoE.

PvP First Impressions

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Let's take a second and evaluate the overall feel of PvP. After this tumultuous PTS cycle what are people feeling? I dont want this to degrade into a class specific nerf or buff thread this is about the feel of PvP and the overall direction this patch has gone in and is it the right direction or wrong? My personal feeling is this patch is a vast improvement over last patch. We are going to run into some issues as the weeks go by of course but overall my first impressions are that I like the direction this is headed. I feel really powerful again and more like I have control over the out come of the fight, the snare changes are really helping and so far I really like where DoTs are at. Even though twin slashes is about half the damage it was, I think it was too strong and now have Master DW feels still beneficial wtihout being way over the top.

undo bug

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Has anyone had this happen on the PTS yet? I havent been able to find any post where zos acknowledges that they know about it. And i didnt see anything in the patch notes about it. Its not priority number one but its an annoying bug that gets me killed on a daily basis so im curious if there is a fix in its future, since it has been happening since before wrathstone.

And to clarify, what i mean is the bug where you use undo and it eats your ult and gives you nothing but aggravation. It can also stick you into walls but thats another story.,

6th Indrik mount incoming?

HUGE DPS burst problems in group content

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I recently come upon some trial videos in which people are skipping every single mechanic possible and simply go for shielding and burst. I really don't think this is how trials should be completed in the first place. Skipping mechanics doesn't make you better. What makes you better is doing the mechanics and stacking the adds in such ways you are fast enough, good enough, and survive long enough, and make use of proper buffs and debuffs to obtain a legit clear.
Personally as a tank I do feel useless in a trial in which everyone burst everything around me. In such situations you don't even need to aggro certain adds, stack them or even pay much attention to buffs and debuffs, boss and adds damage and mechanics as everything is melting way too fast.

We were in the serious need of some balance changes, not sure if this patch is the one but I hope we are going into the right direction. In the end all we need is to lower the ceiling between entry level and end game. Having that said, a lot more people will be able to attend content which are out of their level currently. The more the opportunities people have, the less fights over players and spots into dedicated group dungeons and raid groups and also the better the chances more people will be willing to learn and progress instead of going for carry runs as tanks, dps or healers. This will also increase competition.

Few basic changes I would like to see:
- Taking out the animation cancelling entirely. A vast majority of players have no idea or cannot play at such rate that they can use it in their favor. Those few seconds saved in the long run can increase someone DPS with ~30-50% or more, causing a really wide gap between entry level and end game.
- LA/HA and Skills Damage should be increased with unique skills from various classes/sets to prevent teams using same class/sets meta. But it should also be capped and not allowed too many buffs to be active simultaneity. One idea I am thinking off is adding passives for races which affect the group around them.

Bank Deposit Bug - Items disappearing

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Once again, the bank is eating my inventory. This happened last month, and has happened again tonight. I JUST deposited a spell power cure sash from one characters inventory to my bank so I could move it to my master crafter for upgrading. The item disappeared from the originating character's inventory but did NOT show up in the bank. It's gone. Poof.

Seriously, guys, fix your game. I work hard for all the inventory I hoard. Recompense needed. Preferably missing items returned to my inventory.

New Patch today two computer lockup's

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Haven't had a problem until this new patch came out. Twice in game lockup froze computer had to reboot both times. PC Win 10

Dinner & Dancing Anyone?

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sergey-zabelin-environment-11.jpg?1440580771



ooc:
To: any RPers & RP guilds,

'ello! the 26th (Saturday) of this month (October) my guild is hosting an event that ties into our guild storyline. we are a XBOX NA RP guild. we thought it would be fun to invite other RPers & RP guilds to the event.

this event is a Masquerade Ball (costume & mask a must! no weapons). we are a heavy, lore-friendly RP guild (though we have all levels of rpers in the guild). if you & yours would be interested in joining us for a night of masked mystery, dinning, & dancing please contact me at WillowLilly07 via in-game mail or xbox messages. i would be happy to give you some details & guidelines regarding the event. i would also need a headcount of how many would like to attend. you are allowed to bring a guest(s).

once details are confirmed ooc a formal IC invitation will be sent.

have a great day/night!

Essential Housing Tools on 2 computers

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I have 2 computers, but only one has EHT installed. If I were to install EHT on the second machine will it automatically see the FX I put in from the first machine, or do I need to copy the files over?

(Updated) “Beyond The Fiery Darkness” (Serjustin19’s Guild)

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“Beyond The Fiery Darkness” is looking to recruit members. All alliances are welcome.

*For PvP groups lfg’s: will only be asked for Red in Yolnahkrin campaign. The 7 day CP campaign. (Will accept PvPers on other campaigns to) On the plus side, for those whom interested In PvP on other alliances. Your still welcome, no need to leave Guild due to different alliances in PvP.

** Guild is mostly PvP. But will accept PvE also.

***12members and counting (mostly from UTC time zone)


Deadly Strike set combat bug

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After lot of try we saw that deadly stike is still working as a %14 not %20. As yo can see in the picktures when you calculate it you will see %14. for example. Poison injection deals 3905 dot damage while deadly strike bonus are active. After ı change the deadly boot with an other trash bot ( both medium ) its deals 3355 damge. Lets calculate it 3905- %14 (545) = 3360 that value same as well as what we found while the passive is not active. Its PC EU my class orc and ım necromancer. CP is not active. We tried it in pve map.
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QUEST BUG (THE DRAGONGUARD) SPOILERS!

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Dragon land awopfetqxb4z.png
spawns some ice skeletons then freeze at 29% relog, etc doesnt help...

So you're just gonna double nerf Dizzy, and be done with it?

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The reward for using this hard to connect skill was the stun mixed with the damage. I cant really see it being viable any longer

Hard racial attack by zos

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Orc passives doesn't work in nocp.

Was Sai Sahan a member of the Dragonguard in the base game?

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Or was that something that was made up retroactively to fit the narrative of the DLC?

I can't remember it being mentioned in the base game, but I could be totally misremembering.

Veteran Blackrose Prison Guide

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Blackrose Prison (BRP) is a 4-man arena located in the Murkmire/Black Marsh region. The arena can be set to Normal or Veteran difficulty. This guide will be going over the Veteran version of the arena, but will also work in normal mode as well. A few things to note before we start:

I. Group Composition and Preparation
Blackrose Prison is best traversed with 1 tank, 3 stamina damage dealers as the goal are to burn priority/boss targets down as soon as possible which can be obtained by having a high amount of DPS in the group. The content can be done with the traditional 1 tank, 1 healer, 2 damage dealers, but you may see some difficulty in certain boss mechanics that may be avoided from having an additional damage dealer. Either way, the content can be progressed safely with a healer if your group chooses to have one. Here are some ideal compositions:
  • 1 DK/Warden tank, 2 Stamina Nightblades, 1 Stamina Warden (likely strongest group composition)
  • 1 DK/Warden tank, 1 Templar healer (with damage skills), 2 Stamina Nightblades
  • 1 DK/Warden tank, 1 Magicka Templar (with Breath/Shards/Ritual), 2 Stamina Nightblades

Here are some tips for each role in the group to consider having:
Tank:
- 40k health or higher
- Dragonknight: Dragon Fire Scales, Green Dragon’s Blood, Unrelenting Grip, Magma Shell slotted; Warden: Shimmering Shield, Blue Betty (for self-purge), Frozen Device (Silver Leash not recommended due to stamina drain), Barrier slotted
- Battalion Defender/Cyrodiil’s Crest/Jailer’s Tenacity sets recommended; Olorime if able
- Vampirism stage (a ton of fire damage mechanics throughout)
* DK wings no longer reflect attacks as of Elsweyr/Update 22, so certain bleeds (like Tames-the-Beast) should affect you and will require Healing-over-Time since it isn't considered a debuff. Projectile mitigation is still a plus to have.

Damage Dealer:
- 20k health minimum
- Self-healing highly recommended; Resolving Vigor if running Stamina, Breath of Life or other high burst/healing over time heals if running Magicka damage dealers
- 2-piece Iceheart as a suggestion for constant damage shield and damage; Vicious Ophidian+Two-Fanged Snake (Stamina) or False God’s Devotion (Magicka) highly recommended
- Lover Mundus for both Magicka and Stamina specs due to likely low Alkosh uptime

Healer:
- Templar highly preferred due to class purge (Ritual’s purge works on some negative effects that the Efficient Purge/Cleanse skill will not remove oddly)
- 20k health minimum
- Cleanser like Extended Ritual, Purge; high burst heal like Breath of Life
- 2-piece Sentinel/Bogdan highly recommended
- Crushing Shock for interrupts if Tank/Damage Dealer unable to slot

Red Champion Point Allocation (at 810 CP)
I have found that the best CP allocation for mitigation in the Red tree to be as followed:
81 Ironclad, 61 Thick Skinned, 64 Hardy, 64 Elemental Defender
You can also use a CP approach with Spell Shield, but this would typically be for healers or damage dealers.


II. Arenas Breakdown
For the purpose of this guide, either the Sigil of Defense (Prisonyard only) or Sigil of Sustain will be considered North-facing or towards the exit in order to determine wave spawns.

There are 4 Sigils your group can use every round of each stage, and I highly recommend using them especially while progressing. Once your group is comfortable on no longer relying on them, you can work on speed and no death to progress towards God of the Gauntlet achievement (The Unchained title).
Sigil of Ressurection - Provides a revive prompt for any dead ally at the time it was activated.
Sigil of Sustain - Provides increased Magicka/Stamina/Health Recovery to the entire group for 20 seconds.
Sigil of Defense - Provides increased Spell/Physical Resistance and reflects incoming projectile attacks to the entire group for 20 seconds.
Sigil of Healing - Provides a strong Healing-over-Time to the entire group for 20 seconds.

Table of Stages
Here are some links directly to each stage's post for faster reference:
Stage 1 - The Prisonyard
Stage 2 - Hall of Beasts
Stage 3 - Vampire's Den
Stage 4 - Mess Hall of Misery
Stage 5 - Drakeeh's Cage


Thank you, Sheo, Drase, and Destiny for your help in getting this guide together!

A minor thing

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Implement a "vote to leave" when a dungeon is done ?
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