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The Cyro Conspiracy, Bridges and Gates.

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So isn't it funny how TWO sides of the map, namely, EP going towards DC, And AD going towards DC have gates, that are one way and only one section needs to be repaired for passage.

But on the AD/EP side you have bridges that are useless once broken. Which is going to make AD and EP push DC.

Equality would be something Zos needs to work on.

Changes to Halls of Fabrication in Update 25: The good, the bad, and what could be done differently

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Halls of Fabrication is my personal favorite trial, and my initial quick-take reaction to the changes in the PTS patch notes was, "F*** no!" I've since had some time to think more carefully about it, and I want to offer more nuanced and specific feedback regarding these changes.

Halls of Fabrication in relation to other trials:

One of the major problems with vHoF is that the Hard Mode of the Assembly General fight is inconsequential. Every other trial Hard Mode has some sort of change of mechanic. vHoF is unique in ESO in that its final boss Hard Mode is mechanically identical to the non-Hard Mode version. The only change is a fairly modest tweak in numbers. Even Craglorn trials have a bigger jump in difficulty from non-HM to HM than vHoF: there are Storm Atronachs in vAA, Gargoyles and petrification in vHRC, and World Shaper in vSO.

Why am I bringing this up? Because it means that the range of skill levels that vHoF can target is narrower than that of other veteran trials. And this is the central tension that we have with vHoF: vHoF non-HM is less accessible to mid/low-tier groups than any other DLC vet non-HM (vSS non-HM, vMoL non-HM, vAS +0, and vCR +0). Yet every other DLC HM--vSS HM, vCR +3, vAS +2, and, yes, even the older vMoL HM are more challenging than vHoF HM.

And that's why these vHoF changes are so controversial, because in the eyes of people who just do vet trials without HM, this is a well-deserved nerf of the most difficult of the lot that makes an old trial more accessible, but for people who do Hard Modes, this is an inappropriate nerf to one of the easiest DLC trials in the game.

The ideal solution then is to give vHoF a bit more stratification. Adding HM toggles to every boss--even if it's something as simple as keeping the current boss fights as "HM" and offering numbers-nerfed versions as "non-HM"--would be a much better solution. But I also recognize that this probably would take more resources than ZOS is willing to devote to 2.5-year-old content, so let's talk about better ways to tweak the trial.

Patch notes, point-by-point:
  • The Draining Shock ability no longer drains Magicka of those affected by the Damage over Time. - I completely support this. One of the original complaints about HoF was that it was full of resource drains, in a patch that had sledgehammered sustain. Furthermore, the resource drains in HoF only drain magicka and not stamina, and is one of the reasons why people tend to favor stamina builds for HoF.
  • Reduced the health of Refabricated Spheres, Hunter-Killer Negatrix and Positrox on Veteran difficulty. - Please do not nerf the health of the bosses. Nerfing sphere health is fine, though. Many groups already favor ignoring the mechanics and just straight-burning the bosses. Reducing boss health only serves to encourage this practice even more. In contrast, reducing sphere health would encourage more people to play the mechanics as originally designed. For advanced groups, this change simply makes the current standard burn strategy even easier. And for other groups, it would just push them to try burn strats as well. If you want to make this fight more accessible, then reducing the rate at which the poison DoT ramps up would be a better solution than health nerfs.
  • Reduced the damage from the Charged Gore and Static Cascade abilities. - The main problem with Charged Gore is that it's poorly telegraphed. The attack that applies the defile+DoT for Charged Gore is very subtle and easy to miss, even for some experienced tanks. There's nothing to indicate that you have a defile+DoT on you. And then when the bosses tether and the DoT suddenly ramps up, a tank will just fall over and die without understanding what it was that killed them. It's also not clear to inexperienced players that the remedy for this is to purge the tank. Players on PC are helped along by addons that point them at what need to be done with this mechanic, but in general, I think it's a very poorly-communicated mechanic. Ideally, instead of nerfing it, I'd want for this mechanic to become clearer. The Charged Gore nerf would have no appreciable effect for experienced tanks but would make tanking much easier for inexperienced tanks, so it's an acceptable solution, even if I would prefer better clarify for the mechanic instead.
  • The Static Cascade ability no longer stuns those affected by it. - For advanced groups using a burn strategy, the stun from the Cascade is dealt with by having someone "kite" the Cascades out of group. This, along with the nerf to the Cascade damage, would mean that kiters are no longer needed and a burn strategy becomes even easier to pull off. For groups not burning, the Cascade stun is a major issue because there is so much movement as sphere shields are broken, which in turn means that Cascades are coming out from every direction and are a lot harder to deal with. I'm neutral about this change, as it makes the fight substantially easier for both advanced and inexperienced groups.
  • Reduced the health of the Pinnacle Factotum, Refabricated Centurions and Power Storms. - Please do not nerf the boss health. Reducing the health of the Centurions and Sharpened Conduits (is that what you meant by "Power Storms"?) is fine, but it is already possible for top-tier groups to straight-burn Pinnacle while completely disregarding the "upstairs" mechanic. Please don't push this kind of mechanics-skip further into the mainstream.
  • The Shockwave ability no longer stuns targets affected by it. - To clarify to the players reading the patch notes: the cone from Pinnacle is called "Jolt". The "Shockwave" are the sparkles that radiate out after the Pinnacle's heavy attacks. The naming of these abilities are not very intuitive, as most people expect the cone to be "Shockwave" and the sparkles to be "Jolt", not vice-versa. In any case, I'm fine with this change. Please also consider doing the same to the sparkles from Relequen's heavy attack, or at least make it not stun someone through block.
  • Reduced the damage of the Melting Point ability and the rate at which the damage increases. - This is fine as well, as it gives players more time to react. Edit: Please see post #10 in this thread.
  • Reduced the damage of the Fulminate and Grasping Limbs abilities. - Ditto.
  • Reduced the health of the summoned Ruined Factotums on Veteran difficulty. - I remember back in 2017, my early clears of vHoF had people ignoring the bombers. Why waste DPS doing almost 400K damage to something that will kill itself anyway? Of course, this was messy, so even though killing bombers is "inefficient" (it takes less resources to mitigate a bomber with something like a shield cast than it takes to chew through nearly 400K health), it's what everyone does these days. Reducing the health, in a way, encourages people to follow the intended mechanic, and I think that's okay, even though I think adjusting the spawn locations of the bombers would be better (see the last section below).
  • Reduced the rate at which Seeker Projectiles increase in damage with successive hits. - Please exempt Hard Mode from this change.

So, in short, the two things that I take most issue with are the health nerfs to the first and second bosses. In general, in light of the very substantial increase in power since 2017, I do not think boss health should be nerfed.

The changes that should have been made, but weren't in the patch notes:
  • Pinnacle Factotum: A player stunned by the start of the Simulacra mechanic should be immune to damage for the duration of that initial stun. Getting hammered by a Centurion while in an unavoidable, unbreakable mechanical stun is not fair. Experienced groups can find ways around this problem (guarding the MT or using Reactive), but it would a very nice fix for everyone.
  • Refabrication Committee: The spawn locations for the Ruined Factotums should not be completely random, and there should be a minimum distance from the Reclaimer. As you can see from this clip, it's possible for a Ruined Factotum to spawn literally on the fire ring. Coupled with the fact that they cannot be targeted and are immune to damage until they complete their spawning animation and start moving, it's not uncommon to get bombers that literally cannot be killed before they go kamikaze. This is simply not fair. Planned Obsolescence is, IMHO, the hardest achievement in vHoF--I have four characters with Tick-Tock Tormentor, but only two of them have Planned Obsolescence. Ensuring that they spawn a reasonable distance away from the Reclaimer would be a better adjustment for the difficulty of this boss fight than outright reducing their health.
  • Hallways: The snares and magicka drain from the laser beams don't add any real difficulty and serve as a nuisance, particularly for people who crash/disconnect and need to run through hallways unsupported to return to the group. Also, could we please disable all the hallway traps after defeating the Assembly General and "shutting down" the Halls of Fabrication?

@ZOS_Finn @ZOS_RichLambert @ZOS_GinaBruno

[Contest] - Bushfire / Wildfire Appeal Australia - support and win

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I would like to organise this contest in order to help with the horrible, catastrophic events taking place in Australia now
c8u9495bkeg7.jpg

Decorate any ESO home on the topic of FIREFIGHTING.

Houses will be judged from the 22nd January 2020 at 11am Australian Eastern Daylight Time

As of now, I will be the judge and because of this, it is taking place on the EU PC server but if Zenimax or others want to support this, we could extend it to every server.

Only one entry per participant. Contest is void if fewer than 10 entries are submitted.

Send me mail in game at @CantFixIt and let me know which house to visit or let me know by responding here in this thread.

PRIZES

1st prize: 2.5M gold + I will donate AU$100 to https://www.wildlifevictoria.org.au/donate/donate-to-wildlife-victoria

2nd prize: 1.5M gold + I will donate AU$50 to https://www.redcross.org.au/campaigns/disaster-relief-and-recovery-donate

3rd prize: 870,000 gold + I will donate AU$20 to https://www.wires.org.au/donate/emergency-fund

4th prize 450,000 gold

Random prizes 2 times 400,000 gold will be donated to two players who took part, selected randomly among those who don't win.

Please use this opportunity to raise awareness and consider also donating to the links I gave above.

Thank you. Special thanks to the Zenimax moderation team for keeping this thread respectful. Super special thanks to: cassieke the manager of Crown Network who generously donated one million gold to add to the prize rewards! So did EllieBlue on behalf of Nirn Traders, @khemael from France and Liria_C for The Adventurers League! You rock! Thank you so much to all the guildmasters who are already promoting this and to all of you who have decided to donate to the charities suggested above!

Second Legion style?

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Patch notes 5.2.3 that include the Midyear Mayhem event only mention the Legion Zero outfit style as a reward from the event. Will it not include the Second Legion outfit style?

Second-Legion-Male-Front.jpg
(Credit: eso.mmo-fashion.com )

Will the Second Legion style be included? I have personally REALLY been looking forward to it, ever since we first saw it earlier this year. It's what disappointed me the most about the Midyear Mayhem event being delayed. Second Legion is just such a unique style, different from everything else that is avaliable in the game.

Could we please have an update in regards to the outfit style? @ZOS_GinaBruno @ZOS_JessicaFolsom

The problem is endless, and my anger is falling onto my own Faction (xbox na)

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I just now ported out of an AD dominated Laatvulon after telling every other Red standing around the gates they were a waste of Space. That's not right of me, but my pent up frustration has no where else to go. Im the only one bothering to retake our Gate Keeps, the only one putting up a fight, and its always against AD vets who shrug off my attacks then burst me down with 5 other Yellows. Then I'm bagged. I defended Drakelow alone against 7 and got blasted. Defended Harluns alone and got blasted. Sieged Farr alone and got blasted. They stand around Farragut and Kings, waiting for me to come back so i can give them their AP. And for some reason, Blue still has their Tri Keeps. I bet theyre afraid of the blues they might run into, DC has a lot of good players too, but Red has always been unorganized and outnumbered. Gotta farm the weak ones.

My patience with PvP is on a breaking point. I like using my CP so Kaal and Laat are my only choices, and Kaal is constantly a Pop locked performance nightmare. ZOS' only recourse to get me back in is if they both raise the population cap of a Campaign and these future performance improvements pan out, then they can just shut off Laat for good and we can have a Campaign that always has fighters. Until that probably never gonna happen future, guess whats left is BGs if i need to earn more AP.

Man this sucks. I really want to enjoy PvP.

Templars PvP - Detailed Guide, Suggestions, Advice, etc. - Elsweyr

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*Updated for Elsweyr*
FYI, CAUTION AGAINST RUNNING VAMPIRE UNTIL FURTHER NOTICE. VULNERABILITY BASED DMG IS SUBTRACTING FROM YOUR PERCENTAGE BASED MITIGATION. SEE SECTION BELOW FOR MORE INFO
After seeing 100 threads asking for templar build ideas and questions about the class, I think it was time we updated Blabafat's old templar thread!

Here was his old intro from Thieves guild/IC for those that are curious:
"Hello. My name is @blabafat. I am a Magicka based Templar, and I mainly solo/small group PvP. I have been playing Templar since last summer, and I am fairly aware of how they work(Magicka mainly).

The purpose of this post is to help Templars in PvP. I am going to give my thoughts and suggestions on Templars. Like I said earlier, I play a Magicka based Templar. So, this post will mainly focus on Magicka. I will cover Class skills, Armor skills, Gear sets, Traits, Champion Points, etc. This is not a build post.

The Morphs that are italicized are the ones that I would choose. If both are italicized, that means both morphs are great, and you should choose the one you like better. If none of the morphs are italicized, that means I wouldn't use the ability. If there is a stamina and magicka option, I will 100% italicize the magicka option, as it is the one I would use."

And most of this write up was his. I am updating it and to include additional sets (along with links to other informational threads).

Templar Class Skill Lines

Aedric Spear
Ultimate: Radial Sweep - It costs very little, and the range is very shortnow matches jabs 8 meters!.
First morph: Empowering Sweep - This morph works well when you are surrounded by a lot of players. It allows you to be fairly tanky for a few seconds. I recommend this morph if you PvP in large groups. As of Murkmire, this ability scales with your highest stats and weapon crit/weapon penetration and grants Major Protection instead of the unique 15% with extra percents for each enemy hit. now grants empower and has extended duration on each enemy hit. Overall morph is see as being turned into a PVE morph
Second Morph: Crescent Sweep - The damage on this ability was buffed significantly, as of Murkmire this is the case again for magplar since it was changed back to mag. It's now a viable ultimate (at least on magic builds) if you have a decent amount of damage. It's definitely worth considering and testing. Just keep in mind, you have to be pretty close to your enemy (58 meters) and it can bug out sometimes. Also works in combination with total dark.

Class Skill: Puncturing Strikes - A couple of downsides to this ability are: You can be cced while using it; You have to aim it(Snares, roots really screw you over); It snares the closest enemy on the last hit, which is very useful, but is dogeable. It has an 8 meter range. You can really buff up this ability through the CP tree (Thaumaturge and Elemental Expert) to make it hit extremely hard.
First Morph: Biting Jabs - Morphing Puncturing Strikes to this morph scales it off of Stamina. It gives 2099 weapon crit for 8 seconds that you can block cancel to get. It hits for a lot of damage if you can pull all 4 attacks off. It also looks cooler :)
Second Morph: Puncturing Sweeps - This is the Magicka morph. It heals you for 40% of the damage done. For Magicka Melee Templars, I strongly recommend this skill.

Class Skill: Piercing Javelin - This ability knocks back your enemy 5 meters. It provides cc immunity and can be reflected. It is useful when you're near Slaughterfish Water :P or on top of a high ledge. However, in open PvP, I do not recommend this skill for Magicka builds. The range was buffed, and it's extremely long. However, the short CC and lack of synergy with our melee dps (Jabs) causes it to be a skill that I won't put on my bar.
First Morph: Aurora Javelin - This morph deals increased damage, up to 40%, based on how far away you use it. The new effect is unnecessary, at least in my opinion, because this ability is mainly used for the knockback, not the damage. I still don't think that this ability is worth a slot on your bar in open world. The only place it is useful(that I've found) is in a 1v1 situation against a stamina melee build. They tend to be in your face, and getting some space with javelin is helpful. However, in open world, like a lot of Templar CC's, it's not useful for the CC. It's 1.8 seconds with a knockback of 8 meters. This feedback is still current as of murkmire/2019
Second Morph: Binding Javelin - This morph scales the ability off of Stamina. It also stuns the enemy for 3.5 seconds instead of knockback as of murkmire. It is only useable on stamina builds. Same feedback regarding this stun; open world leaves you wanting more out of it compared to cheaper/better options.

Class Skill: Focused Charge - This is a Class gap closer. It does not provide a stun(unmorphed). There is still a small delay after you use it, where you cannot cast any abilities. It's VERY clunky, and there are numerous bugs associated with it. If you land it on your enemy while he/she is casting, it stuns him/her for 3 seconds and breaks the cast.
First Morph: Explosive Charge - This morph still scales off of Magicka. The new effect is: It deals damage to all enemies within the area of the one targeted. I suggest this morph for Large Group PvP/Zerg Diving. It still does not break targets out of stealth, which is considered a bug by many templars.
Second Morph: Toppling Charge - This morph is also Magicka. It stuns the enemy for a couple seconds. I personally use this skill, despite the problems with it(that I listed earlier). Toppling Charge + Magicka Jabs+Solar Barrage+Crescent Sweep is a great combination.

Class Skill: Spear Shards - This is a great Group PvP skill. If your allies synergize it they gain back Stamina. It no longer stunsa nd the huge mobility in cyro these days overshadows the benefit of this ability. I took off the bold/italic preference for that reason, but it is still a decent ability if you want to have a passive ground AOE dot without running destro staff or are a healer looking to add damage/utility for the group.
First Morph: Luminous Shards - This morph is for healers since it gives back almost 4k mag/stam on whichever pool is higher, but only gives around 2k mag/stam on any pool that is LOWER. Huge Utility.
Second Morph: Blazing Spear - This morph provides a DoT on the target area, which can proc the Burning Light passive, and was buffed to provide ADDITIONAL dmg on each tick. It also gives back Stamina on synergy. Only useful if playing defensively around a single location, since it no longer stuns.

Class Skill: Sun Shield - This used to be "The" Templar ability. It is a damage shield that is based off of your max health. It also damages enemies within a 5 meter radius. Each enemy hit increases the shields strength by 4%. Either morph is viable. Use whatever you feel is better for your playstyle. However, the small damage shield does not make it a valuable skill to have on your bar. It does little damage if you don't have an absurd amount of health, and it requires you to sacrifice dps or stamina to make it stronger. I have still listed which one I would choose IF I were to use the skill.
First Morph: Radiant Ward - This is a very viable morph option, especially after Elswerye changes to shield mitigation. It costs 10% less, the 9% strength increase is for each enemy hit. It still deals huge damage on activation. This patch, I prefer this one because of the reduced cost. I don't run cost reduction, so the reduced cost makes a big impact. Obviously, if you are stacking cost reduction this might not be very useful. Not to mention, the damage on blazing shield and radiant ward can only get so high.
Second Morph: Blazing Shield- This morph does not deal damage based off of activation. It deals 50% of the damage it takes after the shield duration ends or after it blows up. This ability was nerfed in Murkmire by the shield resistance changes and also by the crit resistance impacting shields. It's dmg was hard nerfed AGAIN as well for no reason. Avoid this ability The DMG was hidden by a small cap bug in Murkmire. This was changed for Wrathstone, and I was seeing 4-5k crits in PVP with 25k health. Still a terrible shield and the dmg is still "eh".

Dawn's Wrath
Ultimate: Nova - This is Templar's best group ultimate, but efficiency reduced due to a highly mobile game. It reduces the damage enemies do, and it has a DoT. The cost isn't too bad. I recommend this skill for Group Play. It isn't too useful in Solo PvP situations. The synergy dishes out a ton of damage.
First Morph: Solar Prison - I advise this morph for Group Play. The synergy is a lot more powerful. It deals more damage and stuns for longer.
Second Morph: Solar Disturbance - This morph provides a persistent major maim to every enemy inside its target area. All enemies leaving the circle will have 4 seconds of additional Major Maim. It is also the only form of major maim present and major/minor maim calculates before your main mitigation begins, so that is something to keep in mind.

Class Skill: Sun fire - This is a instant cast DoT with initial direct damage. It is reflectable and spell crit buff is "bugged" where it will not apply if your target dodge rolls the initial hit. I don't use this skill for those reasons but other templars use it for the damage and snare.
First Morph: Vampires Bane - I highly recommend this morph for 1v1, if you really want to use this ability, because it increases the damage and has a higher duration on the crit buff. If it hits, the crit will be the longest duration of all the morphs but will drop off if your target dies/loses the dot.
Second Morph: Reflective Light - This morph spits out 3 projectiles around your inital target. The AOE can be useful for snaring additional targets however you trade it for a lower crit buff/dmg duration. Both highly useful, but watch out for DK wings!

Class Skill: Solar Flare - This is a great skill because it deals a lot of damage but was changed so that empower only impacts your next light attack. It has a cast time, so you have to be careful while using it. If you land one with another skill right after, it can hit like a truck.
First Morph: Dark Flare - This morph has the same effect as the unmorphed version along with a Major Defile debuff, which reduces your enemy's(And the enemies near him/her) heals by 30%. In PvP, this is a great skill for small group play. In solo, you are the main target, so even if your opponents don't know that it's interruptible, you are still likely to get hit by bashes/poison injections/crushing shock/etc. In small group play, it is VERY beneficial. If you are DPSING an opponent, and your group mate is casting dark flares, not only can it crit for a lot of damage (7K plus), but the healing debuff allows you to out DPS your opponent's heals, especially if it's a Templar you are fighting. For solo, if you can stretch out targets for 1v1/1v2 situations, the ability works great with Total Dark and follow up with jabs/dots/ultimate
Second Morph: Solar Barrage - I do not suggest this morph. It doesn't deal enough damage, and costs more than Puncturing Sweeps, while Sweeps can do just as much damage in 1 or 2 hits. It was nerfed more after Blab's original writing but the cast time was removed and provides empower for 6-8 seconds which do not need to hit a target in order for you to receive the empowers! Skill was buffed and now performs equal if not better to shards/elemental blockade! If you use a staff front bar, use this ability for outnumbered fights!

Class Skill: Backlash - This is a great skill. It basically adds free damage, considering how low it costs. The more damage you deal to your enemy while it is active, the more he/she will take.
First Morph: Purifying Light - This is the Magicka Morph. It creates a small AOE heal on the ground. The new effect isn't too important, however it can be a little useful at times, especially when you need some healing during offense. For Magicka builds, this morph is the way to go.
Second Morph: Power of the Light - This is the Stamina morph. It basically does the same thing along with a small armor debuff. For Stamina builds, this is the morph to choose.

Class Skill: Eclipse - This skill is very useful against any build, but has some significant limitations (and only for magplar since it scales off mag stats). It no longer reflects all single target spells back at the opponent, instead each time your target hits your with a direct damage attack, it will heal you while also damaging your enemy. A few downsides are: If the opponent has cc immunity, you can't cast it on him/her, your opponent can cc break it, and doesnt work like a typical CC.
First Morph: Total Dark - I like this morph because the heals are just too good to pass up. Every direct damage attack that hits your from the bubbled target, heals you for a decent amount. If you cast it on a target that isn't paying attention, you will constantly be healed until the effect ends. This is the morph I recommend choosing, since both the heal and damage can crit/scale off your penetration.
Second Morph: Unstable Core - This morph deals the same redirect damage and burst damage when the effect ends. The burst damage was changed to also be completely unavoidable, block/dodge roll targets will feel the damage and the bubble is identical to total dark so some people don't expect the AOE dmg at the end. Most templars pick total dark because the heal outweighs the AOE damage. But the AOE burst DMG will go through CC immunity! So there is use for Unstable Core, and is the morph I am currently using (but I swap between the two ALOT). DO NOT SELECT Enduring Rays passives as the extra 2 seconds will not do anything except let the enemy know they have a bubble on them and potentially might make you miss out timing the burst with purfying light. Unless you want more time in between burst, then pick up enduring rays.

Class Skill: Radiant Destruction - It's a ranged execute that deals a ton of damage when your enemy is below 50%. The range, damage, and the fact that it cannot be dodged make it very powerful. It is extremely useful for finishing off players - especially stamina builds. Yet, it can be very dangerous for the caster if he/she isn't paying attention. It still has a long cast time which leave you open to being interrupted. If you are out of Stamina, that interrupt will likely be the cause of your death. You just have to be careful when using it, and make sure that you have somewhat of a distance (Unless your enemy is a potato because potatoes can't bash).
First Morph: Radiant Glory - This is the morph to go with. The extra heal will give you full benefit.
Second Morph: Radiant Oppression - This morph is no longer recommended. The dmg dealth based on your max mag pool NEVER sees the full tooltip due to the fact the dmg boost is calculated after casting the ability. You will almost always see less damage on every cast due to the morrowind sustain changes but radiant glory's heal will help offset setbacks on this being a channel ability

Restoring Light
Ultimate: Rite of Passage - This ultimate isn't the best for PvP. I recommend it for PvE mostly. One of the morphs can come in handy, however, I would take Nova over it any day. Stamplars use this ability however since they have no other heals to make use of passives, and need the "burst" heal at times.
First Morph: Remembrancr- I prefer this morph because the 30% damage mitigation really makes your heals more useful. It's like a mini nova. The 30% damage mitigation is useful when you are taking a lot of damage. You pop it, you take less damage and get tons of heals. For PvP, this is the morph to choose. The major protection buff can also persist after casting it too.
Second Morph: Practiced Incantation- This morph can be viable too, I just don't use it. The extra couple seconds can be useful for healing dungeons. However, for PvP, I do not recommend this morph.

Class Skill: Rushed Ceremony - This is "The" Templar Heal. It doesn't cost TOO much and is very efficient. I definitely recommend using this skill as a Magicka build, no doubt about it. It was nerfed, and the Honor the Dead morph only heals one person, while the Breath of Life morph only heals 2 people. Cast at low health to make use of your mending passive.
First Morph: Honor the Dead - This morph gives you Magicka back. However, it only heals 1 person. That 1 person isn't always you. If you solo, this is a great morph to run.
Second Morph: Breath of Life - This morph is better for Open World PvP. It heals 2 people, so you don't have to recast it over and over trying to heal a certain person. The base cost is the same. I recommend using this morph. If you are using the other morph and are attempting to heal yourself, you might need to cast it multiple times because it only heals one person (not always you). In the end, it's possible that you used up more magicka than you got back. It was also changed before Murkmire where the secondary heal was reduced to a small amount. Some templars consider Honor the dead the superior morph for this reason.

Class Skill: Healing Ritual- Since blab's writing, this ability because instant cast but with some drawbacks. HUGE cost (6k with breton in light armor) and same tooltip heal as BOL. It is your AOE burst heal. For solo play, this is not a heal to run. But for healers it has a few uses.
First Morph: Ritual of Rebirth - This morph heals an ally outside the circle for around 6k. Useful to hitting an ally that pugs out. I would not use this morph however, due to the cost, but it will heal 6 targets for a BOL heal that is boosted by your mending passive (and grants those targets ultimate).
Second Morph: Hasty Prayer - This is the better group morph. It grants Minor Expedition for 6 targets, and with the speed nerfs of Murkmire, that minor buff can be useful for small man groups. But there might be better heals.


Class Skill: Restoring Aura - This is an interesting skill for sustain. Un Morphed version and First Morph only differ in range. When you activate it though, it gives boring minor mag steal but is AOE cast and more group oriented. While slotted, you get 10% Stamina, Magicka, and Health regen (all morphs).
First Morph: Radiant Aura - Can be useless if you are running elemental drain from destro weapon line, as the debuff mag steal is identical. But this ability doesnt require a weapon and hits all targets around you with minor mag steal helping all allies that aren't focusing your specific target. Tank oriented morph, in my opinion for PVP. But cost is TOO high for the effect and bar space taken up.
Second Morph: Repentance - I like this morph better because it's an instant health + stamina return. I don't need to recast it every so many seconds. It costs nothing and they fixed it so all templars can cast this ability on dead targets. Only grants stam for you however so it is still selfish, but a free heal.

Class Skill: Cleansing Ritual - Hands down, one of Templar's best abilities. It's Efficient Purge on crack. It has an aoe heal, it purifies negative effects, and allies can synergize it to purify ALL of their negative effects and get a small heal. It was nerfed in that it no longer purges projectiles and it's cost increased.
First Morph: Extended Ritual - This morph is superior to the other. Once it is maxed out, it purifies up to 5 negative effects. I STRONGLY recommend this skill to Stamina and Magicka builds.
Second Morph: Ritual of Retribution - This morph makes the ability last longer, but adds a heal over time with damage every 2 seconds. I do not recommend this morph. The other morph just completely outweighs the additional time that comes with this one, especially since you only get 2 debuff removal. But it is useful for templars that do not mind only cleansing 2 debuffs but are looking to add passive damage and want the stronger heal of time.

Class Skill: Rune Focus - This is a great skill. It provides 5K extra armor and spell resist, and costs very little. If you have room on your bar, I high recommend this skill. Since Blabs' writing, the skill was changed so that both morphs give you 18 seconds of armor and resources! You must place this ability on your bars!
First Morph: Channeled Focus - This morph essentially boosts your Magicka regen by 240 mag every 1 second. That is a very large amount. Since it costs so little, you gain magicka by using it. I suggest this skill for Magicka builds. The sustain it adds is very significant and allows you to drop some of your regen to push more damage.
Second Morph: Restoring Focus - Same ability as channeled focus, but cost stam to cast and gives 240 stamina every 1 second. GREAT for stamplars for the same reasons mentioned above, but also useful for magplars looking to add stamina sustain.



Some other skills and ultimates I recommend.

Other skills
Defensive Posture - One hand/Shield
Spell Wall - One Hand/shield
Magicka Detonation - Alliance War: Assault (not as powerful as it once was, but useful for group play!)

Annulment - Light Armor (magplar running 5piece light only)

Evasion - Medium Armor (stamplar running 5pc medium only)

Rapid Regen - Restoration Staff

Ward Ally - Restoration Staff (healing ward nerfed since murkmire)

Deep Thoughts - Psijic Order (huge sustain with free cost, but is stationary. Gives you major protection buff through passives!)

Time Freeze - Psijic Order (AOE snare and AOE Stun! Costs less than Templar's javelin lol) nerfed in WS. Avoid unless you are a support build that can spam it.

Symbiosis - Psijic Order (Turns your light/heavy attacks into heals. VERY useful for healers!)

Elemental Weapon - Psijic Order (gives you extra damage that procs from your light attack. Also gives you a 100% chance to proc a status effect, but it is randomized between burning/concussed/chilled. Very useful if you don't want to use either jabs/crushing shock for your spamable). Stamina morph VERY useful for stamplar for the same reasons, but also gives a heal similar to puncturing sweeps.

Elemental Drain - provides major breach for the templar, that lacks it. Plus gives 300 mag per second while you damage a target with this ability on. Just remember to stagger your dots so each 2 second tick procs this ability on cooldown (otherwise you will only see 300 mag every 2 seconds). Free cost+heavy attack can mean the difference in a fight.

Elusive Mist - Vampire (Best mobility tool for templar currently, at least after the speed nerf changes in Murkmire. It clears ALL snares/imobilzes in one cast, gives 75% dmg mitigation, gives major expedition for 4-5 seconds but you trade ability to receive heals and mag regen is shut down.)

Entropy - Mages Guild

Stampede - 2 Handed

Invasion - One hand/Shield


Other Ultimates
Meteor - Mages Guild

Dawnbreaker - Fighter's Guild

Barrier - Alliance War: Support

Beserker's Rage - Two Hand (either magplar or stamplar running 2h weapon)
Life Giver/Lights Champion (life giver only on par with lights champion, if you have combat prayer selected. Life giver autocasts 3 abilities and combat prayer will give you 8 seconds of super rare 8% dmg buff)

Batswarm - Vampire (If you are vampire, it offsets the low health regen from the passives)

Temporal Guard - Psijic Order (New escape ultimate since SUmmerset and provides you with minor protection buff for your as long as you are on that bar. Resets fights you could lose because it fills up your health bar to what it was 4 seconds ago. Costs as much as dawnbreaker/resto ultimate for templar so you don't have to worry about having enough ultimate points)



Gear and Traits Recommendation:(Magicka)

Gear
All of these sets I have tried and like.

Magplar:
Main Set:

Bright-Throats Boast - copy version of bone pirate but with mag stats. Work with spring loaded infusion drink to give you decent health/stam pools!

Magnus(2/3/4/5 bonuses are all good) s]need to test if this is still good, but more sets came out since this original writing[/s][b]tested and works well. has better stat stacking than shackle running witch/clockwork citrus, if using tri-food[/b

Seducer(2/3/4/5 bonuses are all good for heavy armor templars)

Torug's Pact(buffs to enchants and other light attack changes makes torugs a strong set)

Kagrenacs Hope(All bonuses are good. Better version of Magnus unless you want the chance to negate the cost of a spell). [great for healers but considered an "old" set]

Willows Path(All bonuses are good. Provides really high regens. Downside is - no max stat or spell damage increase. Works on drinks now! but still weak for the downsides present)

Julianos(PvE mainly. Gives a lot of spell damage but no regen)

Shacklebreaker - mix mag/stam stats with a WD/SD bonus. Best all around base stat set

Cyrodiil's Light - mix sustain/defense/damage set if you use jabs/dark flare/meditate/soul assult/rememberance/any other cast time+channel. Max mag+SD means the set is nice stats enough to use as a base set!

Craft Alfiq - mag version of haulking.


Secondary Set:

Willpower(HIGHLY RECOMMENDED FOR FRONT BAR)

Spell Power Cure - Mainly for PvE. It gives a lot of spell damage and max magicka.

Arch Mage - 2/3/4pc is like Magnus, however it's in a different order. 3PC bonus is very powerful - Recovery, spell damage

Vicious Death(2/3/4/5) (group/bombplars only)

Transmutation(2/3/4/5)

Maelstrom Restoration Staff

Perfect Blackrose Destro staff. The spell penetration is better dmg than willpower!

Lich - Great sustain and can be backbarred. Might not need that much sustain, but you could use restoring rune instead of channeled focus.

Spinners - penetration works on shields! So good set for all around damage dealing with two set bonuses dedicated to max mag.

Overwelming Surge - AOE procs lighting dmg which can proc minor vulnerability status effect. Pulls nightblades out of stealth, and is considered a really strong 1v1 set.

Amberplasm - Similar to shacklebreaker but dedicated to regen. Best all around base regen set (sometimes combined with shacklebreaker or bright troat for massive stats)

Impreg - Best crit resist stack set. Lets you roll block/dodge roll traits while still having 2500-3k crit resists.

Aurodan - Dropped set in Wrathstone, same as overhelming surge, except an AOE frontal cone and one set bonus set for penetration! (PLAYERS REPORTED THE SET IS NOT AS EFFECTIVE. PROCEED WITH CAUTION)

Pariah - GREAT defense set. Gives almost the same resist as 1pc pirate skeleton at full health, with potential to be at resist cap when at lower health. Can be backbarred, if you enjoy embracing block cast+BOL playstyle of the templar.

Buffer of the Swift - This set got buffed! Gives resist and 10% dmg mitigation on the 5 piece!

Smuggler - This set gives you the boring major expedition, but has regen, SD and max mag! Its the only source of major speed left with more than 10 seconds on it at the trade off of one of your 5pc bonuses. Use this set if you want to remove vampire in Wrathstone but don't want to run race against time.

War Maiden - pure dmg that boosts your mag damage. Buffs your ultimate, dark flare/solar barrage, purfying light initial hit, sweeps and anything magic dmg. Doesnt buff heals, but does have crit, SD and max mag on the stats. Can be used on the 5pc body as a base set as well.


Stamplar:

Main Set:

Impreg - Best crit resist stack set. Lets you roll block/dodge roll traits while still having 2500-3k crit resists.

Bone Pirate - Similar to Bright Throat

Hulking Dragur - All max stamina

Hundings - Similar to Julianos, but for stamina builds.

Secondary Set:

Automaton - Huge Dmg to physical dmg!

Spriggans - Similar to Spinners but physical dmg.

Clever Alchemist - Same for mag. Use it for highest burst potential.

Ravager - Huge Weapon Damage Potential. Procs off burning light/biting jabs!

Night Mother's Gaze - Gives much needed Major Fracture debuff.

Agility - Great 2pc max stam bonus

Any Arena based weapon (Master bow, Blackrose DW, Master DW, etc).

Undaunted Sets:

Bloodspawn

Engine Guardian

Any 1PC that gives Health

Valkyn Skoria

pirate skeleton

balourghs

Slimecraw


You can also combine two 1pc bonuses to create interesting combinations (If you don't have any undaunted set, don't worry. You don't NEED an undaunted set.):

1PC Bloodspawn + 1PC Kena (if you need stamina sustain and dmg)
1PC Bloodspawn + 1PC (Anything that gives health) is great. Acts like a mini 2pc Endurance set
1PC pirate skeleton/mighty chudan + Kena is VERY strong. Gold upgraded items is around 2975 resists making it better than 2 protective traits!
1pc pirate skeleton+1pc mighty chudan gives you similar resistance to bloodspawn but without the stam regen yet the resist has 100% uptime.

Advice:

Willpower is very powerful, and I recommend it for almost all magicka builds that can use a defense set on the backbar (trans, pariah, etc). NEVER put points in health. IF you want more health, use prismatic enchantments.

Experiment with armor. Find out what you need and what you don't.

If you are using engine guardian, make use of the resources it gives back!
Let's say I'm using immovable(heavy armor skill) and engine guardian. If I get a stam proc of engine, I'm going to spam dodge rolls, cast immovable, break any cc, etc. If you get a magicka proc, SPAM magic abilities. You want to get the most out of engine guardian. It usually brings you to full resources with some extra ticks. Those extra ticks go to waste if you don't make use of the resource.

Traits:
For crafted set bonuses, where you can choose the trait, I recommend the following:

These are presented in order(Greatest to least in my opinion)

Impenetrable - Best trait in PvP. It is a necessity. The damage reduction is too much to give up. I recommend running 3300 minimum, though you could run lesser if you play better.
Divines - Allows you to boost your mundus stone effectiveness, but overall not as strong for offense since you will lose more defense via lost impen traits. Only run with Impreg/trans set
Infused - Allows you to get higher stats, but only for head/chest/legs/shield. Only run with impreg/trans set
Well fitted - great trait for both since in nCP you'll lose the valuable Stam cost reduction off dodge roll and Sprint cost reduction stacks with ight armor passive.
Sturdy - great for blocking, but that is it. Only use it if your build wants to block ALOT or you are running impreg which lets you give up valuable Impen traits.

The other traits are not worthy in my opinion, though decisive might be decent with the new major/minor heroism sets but templar doesnt have anything unique for ultimates aside from casting them sooner (TLDR; DK's use decisive better and even then its been tested to be "eh").

For Weapon Traits I recommend the following(Assuming all traits are working as intended):
Nirnhoned (Boost's your weapon's damage by 15% on gold. Powerful on swords but has similar effective spell power to sharpened if used on staffs)
Sharpened (penetration. Very strong with staffs/bows since both have lower damage from the weapons.)
Precise (crit is still a viable stat. But only because not everyone is running with more than 3k crit resistance. If you have a precise weapon drop, it's not the end of the world, just be patient till you can transmute to the trait you wanted. )
Defending (A tiny bit more tanky. Great for resto staff backbar)
Infused (great for single target enchant procs! Great resto staff trait since you can place beserker enchant with purfying light with a light attack every 6 seconds and get the buff)


Type of Armor
This, like most things, is 100% preference.
I recommend running at least 1PC of each armor if you have the Undaunted Mettle Passive. You will be able to push your stats higher that way.
I do NOT recommend 7PC light because: You will be very squishy, the extra Magicka management is unnecessary.
If you want to run a lot of light armor, 5 is the max I would do.
Heavy armor is 100% viable as well. A lot of people run 5PC heavy and 2PC light/medium and do perfectly fine.
Again, like I stated previously, try things out. Duel some friends, do some open world pvp. Find out what works best for you, and go with it.

Weapons:
Destruction Staff - High damaging heavy/light attacks that can help with burst. Ice staff blocking is also great and lighting staff boosts your jabs damage.
Restoration Staff - Useful spells in this tree that I mention earlier
2 Handed Sword - Increase in spell/weapon damage, and with sword increase in all damage. Powerful single target ultimate, snare/immobilze immunity spell, strong burst heal, self buff major brutality spell, etc. Very strong weapon line.
S/B - Defensive Passives that allow more tankiness. Can use Asylum SNB set with defensive/absorb mag spell on magplar and ultimate lets you barswap to offensive bar jabbing.
Dual Wield - Increases Spell/Weapon damage, swords increase overall damage by 5% allows you to make use of another set bonus and additional weapon traits (like nirn main with sharp offhand. stamplar can use bleeds or maces/daggers to boost damage)
Bow - Major Expedition and for 28 meter ranged CC that also burst heals you.

Staff light attack weaving is the best dmg potential for mag builds. Dual weld/2h can be used but you trade light attack weaving for extra SD to your other abilities.


Additional Information


Champion Points
Not going to in depth with this because it's something that you should be tweaking based off of your performance. If I find that my Magicka management is too low, I'll take points out of other passives and put them into Magicka regen.

Passives I recommend:

Tumbling
Magician
Mooncalf
Arcanus
Warlord
Sturdy
heavy attack regen
health debuff star if using major/minor defile sources

Resistant
Hardy
Elemental Defender
Quick recovery
Thick Skin


Thaumaturge (damage over time)
Elfborn (20% in CP gives you 1.8 modifer with one aedric spear ability slotted!)
Blessed (only add if your other stars are maxed out according to dimishing returns)
Elemental Expert (15% maxed out means probably aim for 12-14% only)
Master in Arms (direct dmg)
Staff/weapon Light/heavy attack bonus (but stack master in arms first since light/heavy attacks is basically a direct attack anyway, but you will be able to increase your other direct dmg component sources of which templar has alot of combined direct/dot abilities.)


One recommendation I have (in regards to the red tree)

If you are trying to mitigate damage, stack Hardy/Elemental Defender BEFORE stacking resistant. By mitigating OVERALL damage, you are killing two birds with 1 stone. Reduction to overall damage is a reduction to critical damage. After 70 ish points in Resistant, you will see less value in dumping points since all CP stars are subject to their own diminishing returns).

The same can be applied to the blue tree (for dps)

Stack OVERALL damage BEFORE stacking critical damage. Pushing overall damage higher will increase your base damage and critical damage. At max CP in Murkmire, you should be able to hit 13% ele expert, 23% in either master in arms or thaumaturge and 10-20% in the other, and STILL get 20% elfborn with another 20-30 into penetration.

Consumables
This is similar to enchants where you kinda want to use for to round out your build. Food/drinks are the best way to get max stats however and it is recommended that you select your main food/drink first. You can also hotkey a food and a drink so in combat you can consume a tri-regen drink when running away from zergs for extra resources coming in while eating your main food after you are in a good location.

Either way this are the commonly used food/drinks. Please experiment with other items and let us know!
Drink:
  1. Double Bloody Mara
  2. Witch Mothers Potent Brew
  3. Spring Loaded Infusion (has lower stars than tri-food but works with bone pirate/bright throat sets!)
  4. Dubious Camoran Throne
  5. ghoul eye (huge max mag/huge Regen also works with bright throat!)
Food:
  1. Longfin Pasty
  2. Clockwork Citrus Fillet
  3. lavafoot (same as ghoul eye but for stamina)

Think this is the most commonly used.. Maybe there's a couple more

Enchantments/Attribute Points
A lot of people ask "The Proper Way" to enchant your armor and spend your attribute points.
There is no proper way.
You put points where you need them, and you enchant your armor according to what you need. If you want more Magicka, put points into Magicka. If you want a balanced on all of your stats, enchant/spend points accordingly.

Most Templars are saving their jewel enchants for spell/weapon damage since at gold it's 170 per enchant. You can also go SD/WD on your mundas and use one Regen enchant to help with sustain. Just watch how your performance is and swap out enchants as you see fit. You can also have multiple gear items so you don't have to waste kuta enchants all the time too (I have like 3 sets of transmutation jewels with ALOT of enchants/traits lol)

For armor, if you use tri-stat prismatic enchants make sure to use them on head/legs/chest first. Those will give you the most value for the cost, since they use an expensive rune to make.

Basic values to hit in PVP are:
- Health - 25k (lower than this, you risk being a target for ganks).
- Stam - 16k for magplar. Stamplar can be between 30-37k stam pending builds
- Mag - 34-40k is good for magplar; you have minor+major sorcery stacking which means spell damage is more useful to you. Stamplar can get away with 10k; unless you need more purifying casts then you can go up to maybe 13-15k mag. Anymore than this and it's a waste for stamplar.

Mundus Stone
So, for Mundus Stones, I recommend the following:

Apprentice - Increased Spell Damage
Atronach - Increased Magicka recovery
Lord - Increased Max Health (if health is low)
Tower - Increased Max Stamina (if max stam is low)
Mage - Increased Max Magicka (if max mag is low)
Thief - Increased Critical Chance (if crit chance is REALLY low)
Shadow - Increased Crit Hit Damage (great for kitties using Mechanical Acuity set!)
Serpent - Increased Stamina Recovery
Warrior - Increased Weapon Damage
Lover - Penetration (best overall damage but can be similar to apprentice/warrior
Steed - health recovery and 10% overall speed!

If you feel your stats are low, then the max stat choices might be what you are looking for.
If you feel your damage is low, Apprentice/warrior is a viable option. If using Nirn weapon trait, use this as well for the best bonus.
If you feel your Magicka/stam recovery is low, Atronach/serpent is the way to go.
If the only problem you are having is stamina management, go with Serpent.

Races
Some Races are better than others. However, your Race should not define your playstyle. Races got a much needed overall in Wrathstone and this statement is very much true. Pick a role, then pick your race not the other way around.

Recommended Races for Magicka Builds(Not in order):
High Elf - Highest dmg potential for magplar. Lets you roll more aggressive builds while having 5% dmg mitigation in your jabs. Synergy with Cyro's light set and meditate!
Breton - Best beginner magplar race. Sustain lets you roll ALL dmg, and the spell resistance lets you move some CP to physical resistance. Very tanky and BOL cost is like 3400 in light armor lol.
Argonian - Best overall tanky healer and great sustain passive. Another great brawler race with 1k mag letting it be used for damage!

Recommended Races for Stamina Builds(Not in order):
Redguard - If you use ALOT of weapon skills/ultimates, perfect race for stamplar and 900+ stamina coming in helps with sustain! Also has 15% snare reduction on a low-mobility class; underrated. Can also use for magplar, if you use ALOT of staff abilities and use SNB ult.
Wood Elf - Highest sustain potential for stamplar. Dodge roll mobility + penetration are very needed buffs for stamplar!
Orc - Highest dmg for stamplar builds. Basically stamina high elf, but 10% speed and a heal with sprint cost reduction.

Recommended Races for Niche/Overall Builds(stam or mag):
Imperial - Great cost reduction and tri-stat sustain off Red Diamond. Brawler build race with stamplar seeing the 2k stamina as extra damage (think of it as the stamina breton, except with 2k health)
Dark Elf - Great for pure damage or hybrids and sustain isnt terrible since templar is used to running lesser sustain than other classes.
Khajiit - weapon crit hit dmg stacks with templar crit hit damage. Perfect for builds looking to overwhelm crit resistance in pvp. Best synergy with mechanical acuity and shadow mundas!

Vulnerabilities and you:
From the guy that tests everything, it was found that "Minor Protection, Major Protection, Major Evasion, Minor Evasion, Vampire Mists, and probably other sources yet to be tested SUBTRACT from Vulnerability regardless of the sources of the Vulnerabilities." What this means is that, if your enemy against your templar vamplar had Engulfing Flames, Vampire Rank 4, Minor Vulnerability and Way of Martial Knowledge, these 4 would stack in a additive way, for a total of 53% extra damage taken. But so for example against Mist form, instead of being DMG*1.53*0.25=0.3825 as it is currently thought of occuring, its DMG*(1+(53-75)/100)=0.78. Which is obviously a HUGE difference.

All other sources of mitigation have yet to be tested but I was told that Armor does NOT work this way and is still multiplicative. And non of the ones after DMG shields are affected either, so block based mitigation is still multiplicative. There is a test of if you use other sources of mitigation together, how do they interact, cause for example, using Mist Form and Minor Protection has Mist form be Subtractive but Minor Protection is multiplicative. "This means, once there is no Vulnerability left then they are not adding into each other, but what decides what mitigation sources goes first? Those are things left to be tested as well as the giant pain in my ass that is CP." Doing the math, 15k attack is only 11700 under the new equation. The old is 5737, in the example above.

It will include things like sorc lighting status effects, ele weapon debuff, anything that basically deals its dmg as extra debuff. What it wont include is minor/major maim, which was determined to happen BEFORE all mitigation, so the value you get out of maim is always 15/30%. Crit resists happens before this as your target has to determine its crit before mitigation of any form happens. Keep an eye for the Dmg Mitigation Thread updated with this info soon.

Useful Links:
Defensive Set Mitigation Thread:
https://forums.elderscrollsonline.com/en/discussion/383840/math-pvp-defensive-set-comparison-impreg-brass-pariah-riposte-more/p1

Dmg Mitigation Thread:
https://forums.elderscrollsonline.com/en/discussion/279426/damage-mitigation-explanation-updated-for-murkmire/p1

Templar Feedback Master Thread:
https://forums.elderscrollsonline.com/en/discussion/416459/class-rep-templar-feedback-thread/p1

Buff and Debuff List Thread:
https://forums.elderscrollsonline.com/en/discussion/284053/buffs-and-debuffs-a-full-list-updated-for-summerset/p1

Useful/Informative PVP Videos:
BG Comentary (includes LOS reposition, abilities for playing in heavy lag, and defensive use of mist form):
image

Animation Cancel Exercises:
image

Top 5 PVP Commentary Footage:
image

How to Fight Another Player Guide:
image

Battleground Basics:
image


Hope this helps! And please add your thoughts to the thread (I will add some info since I missed ALOT).

Gist of the German twitch stream where Rich Lambert gave more Detailed Information for the Year.

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Not all this information is in order but comes from this interview where Rich gave more information on things.


The chapter upper part will be smaller then Elswyer but the Blackreach region will add more. So there will be more to explore even if map is smaller compared to last years chapter.

They have not updated the vampire models.

Vampires feeding will be more like Blade of woe in terms of the various feeding animations.
Undeath passive is still part of the Vampire Skill Line.
Vampires are getting three new abilties.

Death Hounds will use the wolf mount movement set. But will have it own unique model and everything.

Going what Rich hinted and said when asked about the Mysterious Parchment. The Witches do seem to be the Primary Threat of the year and the reason for the various issues going on around Western Skyrim. We have found out what the red markers and black marker on the Mysterious parchment map represent. The red markers are are not entrances to Blackreach but the locations where the witches are doing their various bad stuff aka the Harrowing stuff or whatever they are doing. The Black Symbol is the Entrance to Black Reach.

The antiquities system was built so it would be easier to update and its something that might be added onto and expanded so its not just a one time thing. Its more about doing non combat while also being about adding new lore. So I think the system was built for more roleplaying value and lore exploration. So I'd expect it to be updated like they do with Housing.

Housing limit when at max furnishings and everything the way it is now. Can cause players to crash so until that is fixed or whatever they won't be updating the furnishing limit till they can get performance and the issues taken care of.

Antiquities might be the first step to a possible tavern games system. But that isn't in the works but could be its something Rich wants to do.
Undaunted ultimate is on the backburner but might come when they rework the champion system in the combat performance or whatever update they are doing.
Guild features are on the road map and we might find out more about them in the second part of the year.
Daedric summoning might be looked into but if they do that for the Daedric summoning they might have to look into doing it with the Warden Bear.
Furnishings are going to be more spread out instead of all released at once so people are not overwhelmed with them. So spread out more across the dlcs and chapters.

Whiterun isn't going to be done this year as its location is more East outside the borders of Western Skyrim. So that leaves basically just Solitude and Morthal Region both being added with the Chapter and the Reach Forth Quarter.

Vampire abilties are going to be like the Necromancers where some can do a bounty and others will not give a bounty. Being a Werewolf and turning into one will give a bounty they are also being added to the System. Only difference is all werewolf abilities will grant a bounty. While the vampires will not going by what they said. Because of the fact Werewolf is an ultimate.

Since Vampires have always been more superior and better and given the way players feel. Lighten the mood by posting this meme right here or darken it as it is after all the dark heart of Skyrim. Its more of a joke so its just meant light heartily though Hopefully they will improve werewolves. Other then that that is the gist of it. If I forgot to include anything that was talked about please post that down below.
3mtpuq.jpg



For the love of Stendarr...

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So, I usually leave 1-2 characters back in Rivenspire, learning riding skills and picking the two chests nearby. But for the love of Mara, WHY that city is surrounded by lazy annoying NPCs? Seriously, everytime I go to learn the riding skills, comes this angry Redwig Hermat dude and say things such as "What?" "Well...?" "For the Love of Stendarr..." Without I even talk to him or cross his path. He is so mean to me that it angers me and make me go on a killing spree of all killable npcs nearby, especially that stupid Snubshat who is always taking another break and asking me what I mean "that's enough".

rVabcuh.jpg

The worst part is when the guards steal my stolen goods due to some miscalculation of my part, so I kill and steal even more to compensate my losses.
Since I am already here, could someone please telll me what does that Clothier woman Olena Muller says when we steal something in front of her ? There is a line that I never understand what she says. Something ending with "shut that thief!" I can't figure out what she says right before it.

Thanks.

MagBlade Theorycrafting Changes Thread

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So... what’s everyone thinking with the PTS changes?

I logged onto PTS and checked some stuff out but no duels or BGs. Here are my thoughts:
- refreshing path’s been buffed a bit but is being overshadowed by other abilities. It’s almost exactly the same healing as illustrious healing but a smaller area and costs a lot more
- Combat Prayer got a buff but the healing’s still pretty low
- The other morph of combat Prayer looks a lot better. Before when both were weak it didn’t make much of a difference, now it’s an extra 1k base in pvp heal per player, that’s a lot
- Rapid regen and mutagen both look good
- BRP resto with the ward is meh as a healer, cloak blades might like it but the tooltip’s low in no-CP
- The lotus fan nerf is a little too big imo. Unless you’re a melee I don’t see the point with all other dots getting a buff
- Sap’s healing is okayish, I could see someone making a sap tank build if it wasn’t for onslaught
- Onslaught buff will make for some people interesting 2h magblade builds.
- Dot tooltips are great, crazy long ramp up
- My gear was a little different but healthy Offering seemed changed, I’m not sure

Here’s what I’m thinking for my build when the patch hits:
Breton
5L-1M-1H. Buffer of the swift, Transmutation and the grundwhatever monster set, master’s staff back bar. 2x sp glyphs, 1x mag recovery
Healthy Offering, Illustrious Healing, Mutagen, Refreshing Path, Shadowy Disguise - Soul Siphon
Soul Splitting Trap, debilitate, entropy, Flame Reach, Shade - Soul Harvest

Sort of like a hot healer with healthy Offering for burst healing. Dots for offense, but I might drop one for impale.

What are you guys planning on doing with your jewellery traits? Protective looks... meh. Triune or leave as magicka?

PC/Mac NA & EU - Seeking/Offering Vampire or Werewolf Bite

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We’ve created this thread in an effort to facilitate coordination among players on the PC/Mac North American and European megaservers who would like to become vampires or werewolves and those who already are. Rather than creating a new thread, please post here to let others know if you’re seeking or offering a vampire or werewolf bite.

A few things to keep in mind:
  • This thread is for coordinating free bites
    • We do not allow for trades or sales of any kind to be coordinated on the forums.
    • Some players may offer or request payment, and we want to remind everyone that if you choose to pay for a bite, you do so at your own risk.
    • Accepting in-game payment for a service like this and not delivering the agreed upon service is a violation of the game’s Terms of Service.
  • Please only post once
    • Posting multiple times clutters the thread and makes it more difficult to navigate.
    • The only exception here would be if you’re seeking a bite in your first comment, and later in the thread you are offering a bite to others.
  • Do not create separate threads in addition to posting here
    • This creates more work for us, as we're actively closing the smaller request threads and redirecting to the appropriate places.
Thanks for your cooperation, everyone!

[Class Rep] Werewolf Feedback Thread

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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!

Story Mode Dungeons: Do we want them?

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There has been a lot of passionate arguing about adding a story mode for dungeons, meaning mode where a single person could easily complete the dungeon do as to experience the story but loosing the rewards for that run through. I have become genuinely curious whether this is just a couple players making lots of noise or if this is something the community wants. So let’s get some numbers. Feel free to say why but please refrain from criticizing others or invalidating their view. There are several other threads where you have had that chance. Let’s let the numbers speak for themselves here.

Potentate's Retreat. Light. I give up.

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I tried to add a proper light to the main hall of Potentate's Retreat. I played with Culanda, Varla, Magna Geode (large and small), Hlaalu Salt Lamp, Psijiik Lighting Globe, Velkynd Crystals, Tanzelvil Stone. My outcome is:
- a good a mount of light, disgusting yellow or disgusting blue
- a good white light, either very bright or very little to create the proper room I want.
I tried different combinations, different height, different quantity. Chandeliers/lanterns simply do nothing. I give up. I don't know, what else to try...

PTS Update 25 - Feedback Thread for Item Sets

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This is the official feedback thread for the new item sets in Update 25. Please try out the new item sets and Cyrodiil crafted sets and let us know what you think! Specific feedback that the team is looking for includes the following:
  • Were you able to gank other players in the crafting areas in Cyrodiil?
  • Do you have any general feedback?

Do people not realise this game is a MMO foremost?

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Every time a new DLC is announced its the same thing "I dont like dungeons, why are you locking story content in dungeons ZO$? How am I... a solo player suppose to enjoy this content". Here's the answer... Just queue like everyone else, anyone can complete a normal dungeon and the people who say "everyone is rushing and wont let me read the text", have you tried asking at the start of the run "Hello I have not done this dungeon before and need to do the quest would you mind waiting for me", 90% of people will happily wait for you.
I've even seen one post asserting that "dungeon people" don't like story so why bother adding one, which seems rather presumptuous.
I don't get much chance to play trials other than a couple of times a month I happen to be on when my guild is running an older one, I doubt I'll see anything of the last few trials released for quite some time, I don't take to the forums every new trial release to lambaste trials and how I dont get to do them, so no-one should.
If you dont want to pay for a DLC that some of the content you dont want, then sub and play it that way unless you are playing an hour a week you can complete a whole DLC story in a day or two.
Do people forget this is an MMO-RPG, would you even be playing it if it wasn't called The ELDER SCROLLS Online or is it like how people still play Fallout 76, a multiplayer game, just because its a Fallout game then complain its multiplayer.
ESO doesn't pretend to be anything but a MMO, its always been an MMO and its content will reflect that.
They release dungeon DLCs and people post how ZO$ only release one big DLC a year for solo players and the rest are dungeon DLCs that they don't want. What do you want them to do, I could understand if the DLCs story REQUIRED a trial to get into but you can just go on "dungeon finder > normal specific > tick the dungeon you want" and queue as a DPS, 10 - 20 minutes later you're done and don't need to touch a dungeon till the next DLC launch.

The Most Useless Set nomination

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Pick one set. JUST ONE. Not a top-3 or top-5, but ONE set you think is the most useless.

I would have said Oblivion but I learned there are people running this set to fill soul gems to vendor. So whether or not that is an efficient way to farm gold, it's not a useless set to some.

My vote goes to Sithis' Touch. It's a health set for a DPS character...so that's a major flaw already. And the 5-item bonus gives you major berserk after using the Blade of Woe -- which is contrary to the stealthy nature of the Blade of Woe to start with. This set make no sense at all.

Consistent dc's & Error 304

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"Your character is already logged in". No it's not, because you kicked from the game for the 5th Battleground in a row.
I have had this problem for 3 somewhat weeks now. Keep working on it, the bug is still here.

Jubile event, do you plan some delay ?

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Hello,

Just asking if the Jubile come out with the DLC release or if it come later ?
Gonna be honest, a week later would be the best for player like me who gonna take few day to download the whole game from the improvement patch.

Do someone have ear something about this ?

Inventory Insight and other necessary Addons

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Why is it so hard for the business behind this game to not understand the need for addons in this game!

I am now up to 18 full blown characters and all have full inventories with about half of those items golded out.
Without the addon "Inventory Insight" I can no longer manage all of my inventory because it would take hours just to find everything to eqip a character for a new build.

Well, last night we lost the addon backbone for Insight Inventory and many other addons called "LibStub" and it will no longer be supported.

I have put up with all the bad and sometimes good things this game has gone through; as I have been on here since November of 2013.
I think most people / players in this game will agree with me about the need for certain addons to comfortably play this game.
It would be very easy to go to Minion or any other addon manager program and see which addons are used by thosands of people in this game.
Pick all the High-Use addons and implement them into the game updates as part of the game's software.

Otherwise, it's been fun, but my time after 6 plus years playing this game has finally come to an end.
I don't think I will be the only leaving either.

Community Cobble Showcase #2: Lamps, Lighting Features, and Chandeliers!

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Hey ESO Housing Community! As promised, it's now time for Community Cobble Showcase #2:

The theme of this showcase is "lighting." Any type of lighting will do, whether its a table lamp, pendant light, lantern, chandelier, sconce, candelabra, or an un-nameable feature (a major purpose of which is to provide light)... you get the picture! I'll be hitting other themes in future showcase threads, but if you have any suggestions that you would like to see sooner rather than later, please feel free to PM me.

I also want to thank everyone who shared their cobbles in the first community cobble thread. I can't state enough how inspiring it was to see this community's ridiculously fantabulous creativity in the form of cobbled fireplaces. The support this community provided for everyone's ideas and visions was truly uplifting. As I said in the first showcase post, ESO's housing community is amazing, creative, and so incredibly supportive of each other, and I hope that these threads will serve as a centralized, easily searchable method of showcasing and iterating on various cobbled designs.

So please post pictures of your amazing, humble, or just plain crazy cobbled lighting sources! I can't wait to see what you have created <3




Original Post, House-Keeping Stuffs:
(1) If you want to post a picture of someone else's cobbled design, please credit the builder in your post.
(2) No cobble is too "simple" or too "obvious" to be included. Sometimes the most brilliant, unique, and creative ideas come in the simplest package!
(3) Please continue to be the kind, creative, and supportive community you already are!

Step-by-step instructions regarding an easy way to post pictures (note there are tons of other methods if you prefer another way of doing it)
(1) Take a screenshot in game.
(2) Make a copy of the screenshot. If you used your computers basic "print screen" function to take the screenshot, you have already copied the screenshot and can proceed to step 3. If you used an in-game command to take the screenshot, use your file explorer to navigate to the following location to open and copy the picture: This PC -> Documents -> Elder Scrolls Online -> Live -> Screenshots.
(3) Post the screenshot into any Discord Channel by using the command "control+v" in the channel's message box. I typically use a personal Discord channel, which is free to create, but if you would prefer a housing-friendly discord to post into, feel free to send me a PM and I will shoot you an invite to my housing guild's discord channel (its open to anyone).
(4) In Discord, click on the picture you just posted; an expanded view of the image will open.
(5) Click "Open Original", which appears underneath and to the left of the expanded image you opened in step 4. This will open the image in your default internet browser.
(6) Select the entire URL of the webpage that opened in step 5. Copy the URL.
(7) In the ESO forum thread, "leave a reply" box, click the drop down arrow to the right of the tool that looks like a mountain and a sun in a portrait frame, labelled "attach image". Click on the "image URL" text box that opens, and paste the URL you copied in step 6.

Links to all Community Cobble Showcases:
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