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The worse lag gets, the better zergs perform

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Lag is essentially the biggest, most op and most prominent buff zerglings, large scale and ball group players can get. If you run with healers and 20 other builds you get your buffs kept up by others, your healing done by others, debuffs done by others etc. whilst as a small scale and solo player skills not firing off properly is essentially huge resources wasted By having to over block, over dodge roll etc. or death. Since it seems regardless of what the intention, performance is not getting better its time to introduce huge direct nerfs to zergs and large scale. At the end of the day zerg players mindlessly group up, regardless of what happens and the vast majority wouldn’t notice any changes and carry on as usual anyway. Some suggestions are

1- make off healing a Total pool that each player draws from, rather than 1 person using practiced incantation and doing potentially millions in healing, same for proc healing sets.

2- add a cooldown to resurrections once interrupted, It’s ridiculous being on a magica build and having to spam bash on some 45k health zerg tank who only resurrects people, it should be 10 seconds before he can attempt the res again.

3. Cap health at 30-35k, the number of tanks that are unkillable 1v1 that sit on resource to stop its conversion is ridiculous, these builds have no place in a resource capping game. They appear in cyrodil and even battlegrounds and can just tank and hold objectives far too efficiently.

4. Make light attacks, proc sets and siege scale off your max stats and damage, force immobilise spamming tanks running zaan to actually change up their play style, regardless of meta these builds have the same ease of use every patch.

5. Cap the number of people synergys and buffs can effect to a lower number, 1 templar circle can cleanse up to hundreds of negative effects for 4k magica, this is just ridiculous how easy you can make it for people who play in these sized groups.

Any others please list and carry on about how your 20 man ulti dumping half healer “ball group” actually needs a buff

Everyone prepared to lose ESO in case of a worst case scenario?

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I would guess it'd be difficult to maintain upkeep of the game if civilization comes to a grinding halt because of the Virus. :p

It's spreading like fire in my State btw. :/

ESO Console update

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I know that we got alot of bugs, UI errors and so forth on PC and was truly hoping they would work out these issues before the console update went live. No I'm not gonna quit, no I'm not gonna cancel my ESO plus "I need my crafting bag" but I'm honestly disappointed truly I am and I have heard of other bugs in PVE land as well but I still need to farm a few sets so guess I'll be seeing those soon as well. But honestly for people that play magic classes does this Stamina bug effect you all more or less?

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HUGE Player Dysnycs Please Acknowledge ZOS!

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Alright, we all know that skills aren't firing, input delay is abysmal, and block canceling is completely unreliable and wonky. But i have yet to see anyone discussing a contributing factor, and certainly don't believe zos knows it is happening. I base this by the fact that they are shocked to hear there are skill delays, immediately assuming it's your out of date addons when anyone that actually plays the game can tell in 2 minutes it's on their end.

Positional dysyncs. I'm not talking about skill delays, those are obvious. Ground based AOEs take multiple inputs to fire, and that's a huge problem, but have you noticed that range of skills requiring a target seem to not be firing? Synergies will not become available while you are standing directly on the associated skill? There is 100% a dysync of player position occurring in every aspect of the game right now.

If you don't feel it, try vBRP. You die outside ground based effects, or die inside mechanics such as the bug bomb from Tames, because the server says you were standing outside the AOE. You fight the last boss and your screen randomly goes blue as if you have been touching the ghosts when you KNOW you weren't even near them. Similarly you walk directly through the center on the golden ghosts players need to pick up during the ghost explosion phase and the server says nope, you didn't walk over that ghost - please try again, maybe the fourth time passing over the center of the ghost we will decide to give credit for doing so. People are dying to the Netches when nowhere near them. On top of dealing with all of these issues, you might think "Ok, well forget score for this run, let's pop sigils to help combat the obvious bugs that are happening in here." Bad luck for you, while standing on top of sigils, the server says nope, you are actually standing 7 meters THAT way, and synergy will not be available for you to use.

My groups all have video evidence of this happening multiple times, regularly. But its not relegated just to that arena. It's everywhere.

In Pvp, whether open world, BGs or even duels, skills that require a minimum range aren't firing due to player position dysync. There are times you have to literally pass through the player to be in range for something that is a 5 meter ability. For example at times executioner feels like it has a 1 meter range right now because although on your screen you are hot on their heels, the server thinks you are about 9 meters behind the intended target.

My point is that yes, buffs, heals, ground based abilities etc are all messed up right now, but this is only part of the problem. Not only are there input delays and server communication errors for allowing skills to fire, there is also a player positioning check that is obviously not calculating properly. It's not just me, it's not just a hunch, this is widespread to every area of the game. Hell even looting chests and resource nodes are getting dysynced. The server doesn't know where you are!

ZOS needs to acknowledge this is happening to know how to fix it. It's not just input delay, it's player positioning on top of that!

Sound off if you are experiencing this as well, so they know all the factors at play with combat being clunky right now!

Undaunted Heavy Attack PVP Build (Magplar and MagDK)

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I’ve developed a very interesting build that uses the Undaunted Infiltrator and Undaunted Unweaver sets in tandem. The concept is fairly similar to Xynode's Easy Sorc, but it's a bit different (it's not a Sorc build, for one, and it uses different sets) and I'm more focused on PVP.

The Basics

The concept is fairly simple: You want to buff up your heavy attack damage as much as possible, and then proc off balance on the enemy in order to just melt them with lightning heavy attacks. This build actually can really melt people. And you can basically ignore Magicka sustain in your build entirely, because you'll actually gain Magicka during your damage combo. You also can potentially build for a good bit of defense without giving up very much damage.

The basis for the build is as follows:

You run the Undaunted Infiltrator and Undaunted Unweaver sets. When procced, each of these sets adds just over 1100 damage to each tick of a channeled lightning heavy attack. There are 4 ticks. So, between the two of these, you add about 9000 damage to your lightning heavy attacks--which are do damage in an AOE. When an enemy is off balance, the damage they take from heavy attacks goes up 70% (80% if you've got the exploiter passive). Therefore, on an off balance enemy, these two sets combine to add over 15,000 damage to your heavy attacks--and that number is higher the more additional damage buffs you have on your heavy attacks. Regardless of class, the concept is to do one of two things: (1) proc the two sets and then pump in large AOE damage from a distance with your heavy attacks, or (2) get in and proc off-balance on someone and absolutely melt them. Since you're a heavy attack build, your sustain will be great. And the fact that you'll be topped up on magicka a lot will really help your defense, along with the fact that you can build for a lot of defense without losing much firepower.

At the moment, I'm using it on my Magplar, but I think the MagDK may be even better for it due to Molten Armaments. I'll describe below what I've built so far (along with some possible alternatives), then also describe what I plan to do with this on my MagDK once I've leveled him, and also give a brief description of how this has worked in the BGs I've played with it.

Magplar Build

The idea with the Magplar is basically to use Restoring Focus as a cheap and effective way to proc Undaunted Unweaver, and use Toppling Charge to stun and proc off balance (as well as proc Undaunted Infiltrator if need be) all in one. The basic combo would be Restoring Focus --> Purifying Light or Reflective Light --> Toppling Charge --> 1 or 2 heavy attacks --> maybe Radiant Oppression. And in terms of defense, if you're put on the defensive, you'll typically have a really high magicka pool left and Extended Ritual, Living Dark, and Honor the Dead, so it's very survivable.

My item setup is not 100% ideal yet. But in an ideal world, I think you'd have an Undaunted Infiltrator staff, two pieces of Undaunted Infiltrator jewelry, and an Undaunted Infiltrator chest piece. You'd then have Undaunted Unweaver hands, belt, legs, and boots, along with an Undaunted Unweaver jewelry piece. You then want one light and one heavy piece for a monster set. I'm using one piece Pirate Skeleton and one piece Lord Warden, just for the permanent resistance bonuses, but that's up to you, and there are many other solid options. Since it's PVP, I think having all the armor be impenetrable is ideal (though I've only got four impenetrable pieces on this build at the moment). In terms of enchants and jewelry/weapon traits, this is kind of up to you. I've tested it with: (1) all magicka glyphs on my armor except one health glyph; (2) all spell power glyphs on my jewelry; (3) all arcane traits on my jewelry; and (4) a precise weapon. However, a huge component of your damage is from the two sets, and that damage isn't affected by spell damage or magicka. So you could add some protective or healthy traits to the jewelry, and/or some more healthy or prismatic defense glyphs on the armor, and not lose a ton of damage. You could even run stamina recovery glyphs to help with breaking free and whatnot. You could also put Bloodthirsty glyphs on, since that would scale with the damage from your sets. In terms of the weapon trait, Precise is just what dropped for me, but I actually think Precise and Sharpened are clearly your two best bets, since they'll actually affect the Infiltrator and Unweaver set damage. On the back bar, I’ve got Precise since, again, that’s what dropped, but Defending may be better.

In terms of Mundus, I think The Lover is the best. Again, spell penetration actually affects the Infiltrator and Unweaver set damage. So do the crit damage and crit chance bonuses from The Shadow and The Thief, but I think The Lover is a bit better.

In terms of race, I'm a High Elf with this. I think that's probably the best one, since it helps your overall damage more than any other race (though I think Khajiit is probably very close), actually helps a lot with stamina sustain from the Spell Recharge passive, and I believe that same passive's 5% damage reduction applies when heavy attacking. But there are other options that would be good as well. Dark Elf would work. Khajiit would work because the critical damage scales with the set damage. And Nord would actually be decent to add some bulkiness.

In terms of food, I think tri-stat food is best. You certainly don't need magicka recovery from your food/drink.

For potions, it will ultimately depend on what you've got on your bar. You could cover Major Prophecy, Major Sorcery, and immovability with your skills--in which case you'd use tri-stat potions. But you could also leave a gap in your skills that you fill with a potion if you’d like. I’ll note that I think Major Prophecy is more important than Major Sorcery here because it scales with the set damage.

I'm not listing CP here, since I've tested this exclusively in BGs and so I haven't put much of any thought into the CPs.

For skills, here's what my bar looks like (with some discussion of alternatives below):

Front Bar: Restoring Focus, Toppling Charge, Honor the Dead, Reflective Light, Radiant Oppression, Eye of the Storm
Back Bar: Extended Ritual, Radiating Regeneration, Honor the Dead, Living Dark, Elusive Mist, Life Giver

There's a lot of flexibility there though. The only real must-haves are Restoring Focus, Toppling Charge, Honor the Dead, and Extended Ritual. A few thoughts on the skills below:

- I like to double bar Honor the Dead because I find it helps me react to burst damage just that little bit quicker, but you can definitely slot something like Purifying Light on the front bar instead.
- Especially if you slot Purifying Light, you could perhaps switch out Reflective Light for Inner Light, but I probably wouldn't (the reason I say you'd especially do that if you've got Purifying Light is that you definitely want at least one ranged Magicka ability you'll use on the front bar, to proc Undaunted Infiltrator).
- You could also swap out Radiant Oppression for Structured Entropy. Major Sorcery isn't actually a huge boost to your heavy attacks on this build, so it's not strictly necessary to have it, but it's a very good ability. I do get some use out of Radiant Oppression, but Structured Entropy could be better overall.
- Rapid Regen is probably better than Radiating Regeneration for PVP. But I also use my Magplar to heal dungeons, and don't want to switch the morph.
- Elusive Mist is surely better than Race Against Time--I'm just not a vampire. But I think I probably will make this character a vampire, in order to use Elusive Mist.
- The front bar ult is really up to you. I like Eye of the Storm and I think it synergizes very well with this build since you can cast it, then use Restoring Focus and Toppling Charge to proc your two sets and gap close and stun right as Eye of the Storm starts going off. But Crescent Sweep would be good, as would Devouring Swarm and the Mage's Guild ult.
- You could potentially get away with going sword and board on the back bar, and replacing Life Giver with Spell Wall. You'd no longer be able to run Regen, but that would open up a spot for sure for Structured Entropy and you'd at least get a bit of a heal over time from that.

Magicka Dragonknight build

For the most part, this build would be the same as above. I think it would be even stronger than the Magplar, but I've not yet tested it out and there would be downsides compared to the Magplar.

The main difference is just the skills. MagDKs would obviously use Molten Armaments. This would add massive damage to the already hard-hitting heavy attacks. I've not yet leveled my MagDK, but I think the damage on this would be extremely high. The way you'd proc off balance is Empowering Chains --> Fossilize --> Lava Whip (either morph).

The MagDK's damage would be much higher, but it would have a more drawn out process to create off balance. Whereas the Templar can gap close, stun, and proc off balance all with one skill, the DK would require three skills to do all of that. Therefore, the MagDK would have to play a little less aggressively, because if you get aggressive against a group, you could be punished before you've really had a chance to do much. Of course, the MagDK can actually do almost as much damage heavy attacking at a distance as a Magplar could against an off balance enemy (50% bonus from Molten Armaments vs. 70% bonus from off balance).

The MagDK also doesn't have quite as strong of survival tools this patch. Again, though, you can stay back and still deal massive damage, so it may not be harder to survive overall.

Finally, the MagDK would have a bit more of an annoying time proccing Undaunted Unweaver. There's no real obvious cheap stamina ability for the MagDK to spam in PVP to proc the set. You could use Vigor, even though it'd be a pretty weak heal on a magicka character. The best option may just be Noxious Breath though. You'd often just be using it on nothing, but it can get really cheap, and if you use Molten Whip, then having Noxious Breath as part of your setup would make your burst stronger. Your stamina sustain would take a hit from having to use Noxious Breath a bunch, but you'll get 990 stamina each time you use Fossilize and Molten Armaments. You could take a stamina recovery glyph in a jewelry piece as well if you find it's an issue--the lost spell damage won't be a huge deal.

Here's what I'd think the skills could be:

Front Bar: Noxious Breath, Empowering Chains, Molten Whip, Fossilize, Molten Armaments
Back Bar: Efficient Purge, Rapid Regen, Coagulating Blood, Volatile Armor, Elusive Mist, Life Giver

There are other ways to do it, but there's a bit less flexibility than on the Magplar, since your combo requires basically everything I listed on the front bar. If the Empowering Chains --> Molten Whip --> Fossilize combo is too unwieldy, one thing I might try is replacing Fossilize with Stone Giant. Stone Giant is a worse ability, but it may be that Molten Armaments is enough damage to basically melt people from afar if I can just stun them. And if they happen to be close, I could still proc off balance (albeit maybe a bit less reliably than you can with Fossilize since you don’t have the immobilize after the stun). This wouldn’t be as good in a 1v1, but it’s possible it’s better in a group context where you don’t necessarily want to be jumping in and taking time using two abilities before really doing your damage.

How It Has Worked For Me

I've played this with my Magplar. The results have been pretty good. I'm far from the best player—so I do come across players who are simply better than me. But I have had very good games with it. And I’ve managed to win 1v1’s against players that I can absolutely tell are better than me.

A few thoughts on it:

- The damage is good. If people are pretty squishy, they can basically be deleted by a Purifying Light/Reflective Light --> Toppling Charge --> 1 heavy attack and then maybe a couple ticks of another heavy attack or Radiant Oppression. People who are tankier can sometimes survive and get away if I attack them at full health, but not if I’ve got any support with me and typically not if they don’t have some kind of get-out-of-jail-free card (as in, cloak, streak, etc.) or catch me with a stun when my stamina is low. If they can’t find some way to get away or to keep me stunned for a while, it’s extremely difficult for someone to live through two off-balance heavy attacks and an execute. If they live through it, then they’re a pretty tanky build and have dumped away a lot of resources to survive, while I’ve literally gained magicka. I can't wait to see what the damage from the MagDK is like, since it's going to be significantly higher.

- The magicka sustain is incredibly good. You get over 7.2k magicka back from a heavy attack against an off balance opponent in no-CP. This means your damage combo literally gains you magicka. And if you kill people with your heavy attack—which you will—you’ll get another 3600 magicka back from the destruction staff passives. The only time you can really run out of magicka is if you’ve really been put on the back foot by people for a very long time. Overall, it’s the best magicka sustain I’ve ever had on any build that does even remotely similar damage.

- The stamina sustain is actually really good for a magicka build. You’ve got Restoring Focus. You’ve got the High Elf passive that will almost always restore stamina, since your magicka will be high. And you’ve got the Undaunted Unweaver set giving you over 2k extra stamina to work with. You’ll be using Restoring Focus more than is necessary (in order to proc Undaunted Unweaver), so the net stamina return on it isn’t quite optimal, but this is still one of the best magicka builds I’ve played in terms of stamina sustain. And honestly, given how a lot of your damage doesn’t scale with the spell damage stat, I’m thinking of possibly adding a stamina regen glyph or two to my jewelry, just to basically make this build incredibly strong against CC.

- The survivability is good. It’s a light armor build and doesn’t have a massive amount of health, so obviously it’s not the highest survivability possible. But with the defensive monster set combo I’m using along with Restoring Focus obviously always being up, the resistances are actually pretty good. Toppling Charge gives you minor protection for 6 seconds. You’ve got Extended Ritual, Living Dark, Regen, and Honor the Dead—all great defensive abilities. The resto ult is a fight reset basically. And I think Elusive Mist will add a lot of survivability once I get it. The key, though, is really the sustain. It’s basically impossible to catch me without a boatload of magicka to use to survive. There were players that were better than me that were able to get the drop on me and kill me a few times, but it typically would take them a very drawn out fight to do it when I’m pretty sure they’d have done so quicker against me on another build. There have also been some people that have been able to burst me down quickly, but that’s mostly just been lethal arrow and poison injection causing desyncs. I did play one stamden who repeatedly burst me down quickly, but that player was really good, and it was also in my first game on the build when I had no impen gear, no defensive monster set (so my resistances were over 5k lower), and wasn’t using the resto ult. As I mentioned above, though, I think one could build in more survivability into this build without actually giving up a ton of damage.

Final Notes

This is a very long post, but I do have some thoughts on this for PVE as well. I don’t think the Magplar would be very good with it since the benefit of being able to gap close, stun, and set off balance with one ability doesn’t really matter in PVE. However, I think the MagDK would be quite good. You’d use a Maelstrom lightning staff, with an Undaunted Infiltrator staff on the back bar. You'd proc Undaunted Unweaver with Beast Trap--which is a great ability anyways and is on the Easy Sorc build too. This would be similar to the Easy Sorc build, but with fewer shock abilities to proc off balance, but Molten Armaments for a permanent 50% heavy attack damage bonus. That should equal more single-target damage against bosses than the Easy Sorc can achieve, and probably still more AOE damage against groups of trash mobs, especially if someone else is using lightning damage. I think it would be very strong.

I also note that the Easy Sorc build uses Infallible Mage. I've read that that set only affects the damage on the last tick of the lightning staff's damage. I don't have it to test, but I did watch Xynode's latest Easy Sorc video, and I believe he said that too. If so, I do wonder whether a build using Infallible Mage is outdamaged by a build with Undaunted Unweaver, despite Infallible Mage having better bonuses otherwise for DPS. If not, then, if you're able to get it, Infallible Mage would be optimal over Undaunted Unweaver, and this would basically become a DK version of the Easy Sorc. Either way, you could slot Mystic Orb instead of Daedric Tomb (which Xynode suggests as an alternative anyways), Eruption instead of Liquid Lightning, Volatile Armor instead of Boundless Storm, Inner Light instead of Bound Armaments, Dampen Magic instead of Hardened Ward, and Molten Armaments instead of Mage's Wrath. In other words, the skill setup would basically be the same except you slot Molten Armaments instead of the execute.

The easiest veteran Maelstrom/solo content Build in the Harrowstorm Patch

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For everyone still struggling with Maelstrom Arena or wanting a very easy way to do fast runs:

Since Iceheart got slightly but noticably nerfed, there are better options for monster sets now. Espacially for beginners you want a no Brainer one that is also very easy to get. Same with the gear.
Everyone should by now know about the Plague doctor + Necropotence 1 bar build. Which is still a very good option for people that cant find key space for a bar swap button (which i would always recommend on the mouse).

To make Maelstrom arena even more of an easy mode i present to you the 2bar and 1bar Torug's + Necro + Infernal Guardian easy mode build:

2bar Version (very much recommended):
https://en.m.uesp.net/wiki/Special:EsoBuildData?id=212882

1bar Version (still very good but not really much better then the plague version):
https://en.m.uesp.net/wiki/Special:EsoBuildData?id=216787

Skills:
Critical surge: for heals (everyone who want to waste absurd amounts of money on spellpower pots can also just run bound aegis front)
  • allows you run the cheaper spellcrit, mag, health pots (Bugloss/columbine+Ladys Smock+ Water Hyacinth)
  • no Brain heal

Blockade of storm:
  • sets enemy off balance and buffs your heavy attack dmg by alot
  • Procs your 6k shield enchant every 3 seconds (doesent proc if the shield isent used up yet, will have an almost 100% uptime)
  • no Brainer shield that even protects you when you arent paying attention

harness magicka/ hardend ward: your ol reliable shields whilst hardend ward is the better one to use. Both shields stack giving you an effective 60k healthpool!

Volatile familiar: Keep up at all time deals decend dmg and also stuns the mobs

Twilight Matriarch: besides your shields this is your insanely helpfull heal button, if you actually ever drop low health

Crushing shock: This is one of the best skills for beginners, making every run so much easier. Normaly you would have to run all over the map to interupt mechanics, not anymore. You will never ever have to remember where the spawnpoints are, just interrupt from all over the map.

Crystal frag: can be switched for Bound aegis, but it will buff your burst dmg alot (espacially usefull for poison stage)

Atronach for longer fights and destro Ult for big mob groups or stages where you need to burn a Boss (ice boss, Spider Boss, endboss)

Sets:
Why torugs instead of Plague?
  • Torugs buffs your dmg alot
  • combined with the backbar shield glyph gives you an 6k shield every 3 seconds
  • the shield glyph procs Infernal guardian almost always on cooldown and hardend ward will always proc it as well (150% chance)
  • helps your off balance uptime alot
  • Gives resistence and max health
  • you can just craft it in any trait you want (plague infused lightning is 40k gold atm) so its widely available for everyone

Necro (buyable from guildstores):
  • boosts your dmg and your shields by alot with a great magicka pool
  • blue jewlery and non-divine body pieces will also work very well

infernal guardian (drops in City of Ash 1, one of the easiest dungeons in the game):
  • insane amounts of AoE damage
  • literall nobrainer with ward and shield glyph
  • will kill of any mobs on the other side of the map that you forget spawned there
  • will boost any boss fight
  • if you really cant find the set pieces you can run valkyn skoria, Ice heart or Grothdarr

All in all this setup is very very easy to get and extremly cheap. with blue jewlery, infused necro big pieces and a friendly crafter of your choice you will get it all for under 30k gold.

a written guide on the arena itself you will find here:
https://alcasthq.com/eso-maelstrom-guide/

Have fun!

i need to see MMR

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its rly rage inducing when i see multiple good ppl in 1 team demolishing the rest. if i could atleast see some sort of indicator a number of some sort that tells me how the team is made then i would be like.......! ahhhh ok im currently very high ranked becouse i won previous matches. it gets tougher" it would ease the pain.

right now it feels like some unfair *** going on.

Complete List of Furnishing Plans...

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It took me ages to put this together across multiple sources and with the help of some lovely fellow furnishing addicts. (See attachment below) It's as accurate as I can get it bearing in mind I have only learned 72% of all plans but it has been audited by those who know nearly all plans. I've started getting more and more requests to share it so I thought why not share it properly... There are so many people who enjoy furnishing I might as well see if anyone else would like it.

Not only does this include all new Elsweyr plans but it also has a summary page so you can see how many plans you know in total, by release and by style. Because some people like me are just that geeky! Instructions on how to fill it in are on the summary page.

I play XBox EU and if anyone finds this useful/helpful I would really appreciate any help you can give me with learning my missing plans please. I've included a sheet of my remaining missing plans if anyone is prepared to help me out. As a furnishing addict if I'm not building a new house I'm farming plans or raising funds to buys plans. Currently I live in elsweyr farming the gorgeous new plans <3 but my luck has been less than stella so far.

ZAD1ST

File updated with feedback.

-some legendary plans were showing as available when they aren't or have been replaced by master writ plans
-some plans i had learnt previously have been patched to be different quality
-some notes have been updated where plans change names once they're learnt

Stamden build No-CP, advice plz

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A little while ago, I race changed my Warden to Imperial and respecced him to Stamden. I'm really happy with this change so far, but the thing is that I've pretty much only played Magicka chars in PvP and I've little to no experience with Stamina. I did play a bit of NB and DK, but that was for about 1 week each, so yeah... I could use advice from more experienced Stamina players regarding Stamina gameplay, build advice, etc,... Basically anything that could help me git gud with Stam :p

Currently I'm mostly playing BG/No-CP. My gear setup is 5x Fury and 5x Armor Master with Bloodspawn. I've seen several builds using NMA instead of Fury, but I'm not really sure about the set because of the cost increase since I'm new to Stamina and still learning to manage my resources, plus it's No-CP. On the other hand, I'm an Imperial so I might not even feel the increase that badly. Would it be worth it to switch, or is Fury the better option for now?

And then there's Armor Master which I picked for the extra resistances, trying to be a bit tankier and making my first attempts to learn Stamina a bit more forgiving :p . But even with this I still have the same issues that I had back on my NB and DK: the moment I take too much damage and am being pressured I find it difficult to heal up again and bounce back. So I guess I'm doing smth wrong here or I need more practice?

I've been thinking about using Ancient Dragonguard instead, or maybe a sustain set like Bone Pirate, but I fear that will make me "squishier".

My current skill setup is:
- Bird of Prey, Sub Assault, D Swing, Executioner, Spores, DBoS/Onslaught
- Netch, Ice Fortress, Shuffle, Vigor, Arctic Blast, Healing Thicket

Food Dubious Camoran and the Warrior Mundus

Any advice to help me understand Stamina gameplay better or improve my build is more than welcome :)

Edit:

Updated my build, currently running:

- 2x Bloodspawn
- 5x Fury (2x infused jewelry with WD, 1x Healthy with WD glyph, 2x Armor Chest & Legs with Prismatic glyphs)
- 5x NMA frontbar (Nirn Maul, 3x Heavy Armor)
- Potentates S&B backbar (Infused Berserker glyph, Impen shield with Stam glyph)

Front bar: Bird of Prey, Sub Assault, D Swing, Executioner, FM, DBoS/Onslaught
Backbar: Netch, Ice Fortress, Spores, Vigor, Arctic Blast, Spell Wall

Beware in Mournhold! Dangerous driver!

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I just logged on after downloading the patch (ps4) to do my daily crafting writs on all my characters.

Apparently hitting the block button won’t remove you from your mount. I didn’t realize that’s what I used to quickly dismount. My characters have been crashing into all sorts of things.

Good for a few laughs!

Is Essence Thief as good as it looks?

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On paper, Essence Thief looks like such a good set for PvP, and, before I try to farm it, I’m just wondering if there’s a catch.

On paper, this set seems like it’s simultaneously a top tier damage set AND a top tier sustain set.

In terms of damage, you get a weapon damage boost and two stamina boosts, and then a 10% damage boost that I believe can have virtually 100% uptime theoretically.* There’s very few sets in the game with that much potential to increase your damage. Maybe New Moon Acolyte, but obviously that comes with a cost increase. Other sets like Shieldbreaker do not increase damage as much as Essence Thief can.

In terms of sustain, you theoretically can get 390 stamina per second from it (or 780 stamina recovery). That’s more than the most that Trappings of Invigoration’s five-piece could give you even if you procced it on cooldown (an unrealistic scenario that’d still only yield 252 stamina per second), and I think it’s way more recovery than Bone Pirate could ever give you. And the two max Stam pieces obviously help a bit with sustain as well.

The cherry on top is that you also can get 3900 healing every 10 seconds. This is obviously nice, though realistically if you compare it to other damage sets that buff weapon damage or stamina, this probably just makes up for the fact that your healing will otherwise be lower with this set.

Granted, I’ve seen videos of it and I understand that the set shoots out an essence in a random direction and therefore you might not always be able to get to it in the 5 seconds before it expires. But here’s the thing: Even if you only get it like 60-70% of the time, we’re still looking at a five-piece on the set that gives you: (1) as much or more overall damage as top-tier damage sets like Shieldbreaker—but with more burst potential; (2) similar sustain as the five-piece on a top-tier sustain set like Trappings of Invigoration; and (3) some fairly significant heals that should largely make up for the loss of healing compared to sets that pump weapon damage on their five-piece. It just seems to me like the five-piece on Essence Thief is incredibly strong, even when you factor in that you won’t always get the essence. And while the rest of the set’s bonuses aren’t perfect (max stam probably isn’t as good as weapon damage), two stam bonuses and one weapon damage bonus is definitely not bad.

So am I missing something or is Essence Thief just really good?


* The set reads to me like a pool is created, you have 5 seconds to pick it up, and then 10 seconds after the pool was created, you can create another one. If that’s right, then essentially 100% uptime is possible even if you’re not picking the essence up immediately. For instance, if you create an essence and then pick it up 3 seconds later, I read the skill as saying that you can create another essence 7 seconds after you picked the last one up (because that would be 10 seconds after the last one was actually created). So you’d have 3 seconds to pick up your next essence before the effect of the first one wears off. That would mean that you could maintain 100% uptime on the ability as long as you didn’t take longer than the previous time to pick the essence up. Naturally, sometimes you would take longer to pick it up than the last time but the potential uptime seems like it’s pretty close to 100%.

CP alliance locked still most popular

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So, day 1 on console..
New campaigns, new choice.
Gray Host is listed with a big fat (Alliance Locked) next to it....

And it's pop locked on Xbox EU, Other campaigns have no bars at all.

Are people seriously going to still come here and say it's the minority that want alliance lock?

Oh and PS, -10 internet points for anyone that has the audacity to say "it's the order they are listed in, PvPers are troglodytes that can't read" lol.

Choice has been there for what, 9 months now and gone through another full reset.

Can't play with lag, each week, each time the same day

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It's not possible to play like that, every Tuesday I have peaks of lags which lead each time to a timeout of the game.

I pay an ESO + it's not so that I can't play every week because of the lag while I have the fiber at home and it doesn't come from my side.
And especially that the support stops *** from us and say that it is our router that is the problem !!

We pay for a service, the customer is ROI and you treat us like ***. Quickly set up a reimbursement or compensation system every time that bug since we can not take advantage of the services we pay !!

Nightblades have had enough.

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I think most dedicated pvp nightblades and even some pve nightblades will agree that enough is enough. These past 2 years have been nothing but garbage nerfs that were unwarranted on a class that is played by many as a solo class. I don’t know about you but when I created a nightblade after looking at its skills I didn’t imagine myself running around in heavy armor swinging a 2 handed weapon and a shield. ( maybe some of you did but I bet most nightblades didn’t) I bet when most people first rolled their nightblade they pictured themselves running around in light or medium armor wielding daggers and a bow or swords and staffs. But we have been pushed and pushed into a corner that we don’t like. It doesn’t even fit the power fantasy (as the devs call it) when you read the class description.

You have listened to the whines of players who refuse to learn how to get better at the game. Any time a player gets “ganked” by a nightblade they scream overpowered! You need to nerf them. And every time zenimax has responded with nerf after nerf. You promised class balance and yet nightblades are weaker than every other class. Our class skills don’t even benefit from the heavy armor meta on an equal playing field as the other classes.

Now even some of the most prominent streamers and build creators for the class are giving up. I’m on the verge myself. And Iv been playing this game for going on 8000 hours. Iv always told myself have patience zenimax will eventually hear us out and give us some buffs but instead it’s as if they have just been seeing what’s hurting us looking for more ways to beat this class into the ground. It’s no longer fun to play a nightblade. The forums are flooded with people bashing nightblades and cheering that they we are being nerfed. I have lost faith in my class Represenitive and I have lost faith in zenimax.

Many promises have been made and many of them have failed to be delivered. I must confess that if this next chapter doesn’t restore nightblades to a competitive state then I shall have no choice but to quit this game. Iv spent over the past 5-6 years at least 10,000 dollars since the birth of this game and I guess I shall have to find a new game to finance.

Don’t let me down zenimax. I don’t want to quit this game but your rapidly leaving me no choice. I have no interest in playing other classes Iv played a rogue in every mmo Iv ever played it’s just who I am. And so far every other mmo Iv played has better rogues than ESO.

Psijic Quest...second set of time breaches???

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I have 8 of 9 done...can't find the one southwest of Elden Root...is it there?

Is the quest malfunctioning? The Psiijic people have disappeared... HEEEEELP!!!!

Who the heck is Roguzog?

Need to bring back ID of random dungeon upon ready check before going in..

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Sometimes back when we actually had the name of the random dungeon pop up upon ready check, but that went away for a while now. We need that prompt back. It would be nice again to know what the dungeon is before you go in, or not to go in. This way you can opt to deny or accept the dungeon. Then, you won't get the time penalty, as it has been for leaving at the beginning of the dungeon. Either you're short on time to do the longer DLC dungeons, or just don't feel like running that dungeon, and you leave group and get the time penalized. You would like to get that 100k exp bonus, but sometimes you just want to get through a quick dungeon. It would surely be better to know what the dungeon is before you go in. This way you can accept or deny upon prompt. Let's bring this back, good ZOS folks.

Blacksmithing Survey - Eastmarch

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With, what I believe are some minor topographical changes that were made around the meadery for the upcoming prologue quest, parts of the blacksmithing survey in Eastmarch are now mostly buried under the snow, making it very easy to miss a node or two.

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PC/NA - 7 PM EDT 3/10/2020

SNIPE DESYNC (POST YOUR CLIPS!). FEEDBACK IS THE KEY TO A FIX

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ZoS this is absolutely absurd. When are you going to fix it? The skill hits 3x at once, honestly this is as bad as players being invisible unintentionally form that costume a few months back. I've gotten so used to it that it's practically a feature.

Nightblade Magicka Flood passive

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