I know things can be dicey in the fast paced heat of battle, but the Coagulating Blood skill consistenlyfails to fire on the first button press. It's to the point where, comically, I have to press the button twice to get it activated. No other skills in this slot cause this hiccup, and to eliminate it being canceled by opponent actions I variegated when I input it during battles, and I double checked other possible input bugs by deliberately inputting other skills when I intended to activate the Coagulating Blood skill (follow?). My question is, is anyone having any similar input issues.
↧
Question about Coagulating Blood ability (Dragonknight class)
↧
A mysterious staff
I'll try to post an image later, it's been giving me grief.
I found a staff... but I can't figure out which style it is (so I can replicate it, or use it as a costume stamp). It's an inferno staff. The top has three symmetrical claws holding a medium sized ball within. The claws surround and extend beyond the top of the ball.
When I look at the tooltip, it says "Two-Handed - Dark Elf"... so the style would be "Dark Elf..." but there IS no such style listed, either that I have learned or not.
Anyone have any idea what this is?
I found a staff... but I can't figure out which style it is (so I can replicate it, or use it as a costume stamp). It's an inferno staff. The top has three symmetrical claws holding a medium sized ball within. The claws surround and extend beyond the top of the ball.
When I look at the tooltip, it says "Two-Handed - Dark Elf"... so the style would be "Dark Elf..." but there IS no such style listed, either that I have learned or not.
Anyone have any idea what this is?
↧
↧
Ability to change outfits for our merchant/banker
Since we will be able to change outfit for our companions, wouldn't it make sense that we in the future can change our merchant/banker's outfits as well?
↧
Will companions know dungeon mechanics?
Just wondering if this is confirmed or not, but for dungeons that specifically require at least to people to do a mechanic, have ZOS confirmed whether the companion AI will be able to do dungeon mechanics?
↧
PTS Update 30 - Feedback Thread for Classes & Abilities
This is the official feedback thread for current class balance and abilities. After you have a chance to try out different combat scenarios, let us know what you think of the current balance.
↧
↧
Why companions?
So far, Blackwood looks o.k., but companions? Every DLC before Blackwood has had really good systems.
Companions feel like a waste of assets, it's not a new class nor is it jewelry crafting or antiquities.
This game ever gonna put more assets into PvP?
ZOS are you ever gonna fix the engine and the lag, since your servers still don't work?
Maybe a manager misses the point and that's why you waste assets on silly things that shouldn't be on the game.
What are companions compared to your previous systems?
Companions feel like a waste of assets, it's not a new class nor is it jewelry crafting or antiquities.
This game ever gonna put more assets into PvP?
ZOS are you ever gonna fix the engine and the lag, since your servers still don't work?
Maybe a manager misses the point and that's why you waste assets on silly things that shouldn't be on the game.
What are companions compared to your previous systems?
↧
nothing but crashes
cant play more than 2-5 min before game locks and crashes, disappointing
↧
DK Inhale and its morphs requested change.
Never see any guide build that uses the inhale skill or it’s morphs. Only seen it used once in a PVP tank player and once by someone trying to use it as a dps skill in the last year and probably longer then that if being honest.
Can it be changed into a better delayed burst type skill like the new classes have. MagDK and StamDK are near the bottom of almost every tier list of late.
Current tool tips as from https://eso-skillbook.com/
Dragonknight
Deep Breath
Cast Time: Instant
Target: Area
Range: Radius: 8 meters
Cost: 4050 Magicka
Skill description
Channel draconic energy to suck in the air around you, dealing 870 Magic Damage to nearby enemies and healing you for 100% of the damage caused. Any enemy hit that is casting is interrupted, set Off Balance, and stunned for 2 seconds. After 2.5 seconds, you exhale fire, dealing 2249 Flame Damage to nearby enemies.
New effect
Initial hit interrupts enemies that are casting. Final explosion damage increased.
Total damage 3119 Damage vs. cost output 3119/4050 = 0.77 damage for every 1 point of magic spent
Draw Essence
Cast Time: Instant
Target: Area
Range: Radius: 8 meters
Cost: 4050 Magicka
Skill description
Channel draconic energy to suck in the air around you, dealing 870 Magic Damage to nearby enemies and healing you for 150% of the damage caused. After 2.5 seconds, you exhale fire, dealing 1742 Flame Damage to nearby enemies and restoring 10% of the ability's cost for each enemy hit as Magicka.
New effect
Initial hit heals for more. Final explosion refunds Magicka for each enemy struck.
Total damage 2624 Cost vs. damage output 2624/4050 = 0.647damage for every 1 point of magic spent
For reference here are the tool tips on the 2 new classes delayed burst damage skills
Necromancer
Blighted Blastbones
Cast Time: Instant
Target: Enemy
Range: Maximum range: 28 meters, Radius: 6 meters
Cost: 2295 Stamina
Skill description
Summon a decaying skeleton from the ground after 2.5 seconds. The skeleton runs after the target and explodes when it gets close to them, dealing 4737 Disease Damage to all enemies nearby and applying Major Defile to them for 4 seconds, reducing their healing received and Health Recovery by 16% Creates a corpse on death.
New effect
Converts into a Stamina ability and deals Disease Damage. Reduces healing received on enemies hit.
Damage vs. cost output 4737/2295 = 2.064 damage for every 1 point of stamina spent
Stalking Blastbones
Cast Time: Instant
Target: Enemy
Range: Maximum range: 28 meters, Radius: 6 meters
Cost: 2700 Magicka
Skill description
Summon a flaming skeleton from the ground after 2.5 seconds. The skeleton runs after the target and explodes when it gets close to them, dealing 3600 Flame Damage to all enemies nearby. Every second the skeleton spends chasing its target increases the damage of the explosion by 10%, up to a maximum of 50% more damage. Creates a corpse on death.
New effect
The skeleton deals more damage the longer it chases the target.
Damage vs. cost output 3600/2700 = 1.333 damage for every 1 point of magic spent
Warden
Subterranean Assault
Cast Time: Instant
Target: Area
Range: Radius: 20 meters
Cost: 2066 Stamina
Skill description
Stir a group of shalk that attack after 3 seconds, dealing 4264 Poison Damage to enemies in front of you. After the shalk complete their attack, they burrow again for 3 seconds and then resurface again, dealing 4264 Poison Damage to enemies in front of you.
New effect
Converts to a Stamina ability and deals Poison Damage. The shalk burrow after attacking, and attack again after a delay.
Damage vs. cost output 4264/2066 = 2.063 damage for every 1 point of stamina spent, don't forget if fires a second time free. 4264x2/2066 = 4.125 damage for every 1 point of stamina spent
Deep Fissure
Cast Time: Instant
Target: Area
Range: Radius: 20 meters
Cost: 2430 Magicka
Skill description
Stir a group of shalk that attack after 3 seconds, dealing 3240 Magic Damage to enemies in front of you. Enemies damaged are afflicted with Major Breach, reducing their Physical Resistance and Spell Resistance by 5948 for 6 seconds.
New effect
Applies Major Breach to enemies hit, reducing their Physical and Spell Resistance.
Damage vs. cost output 3240/2430 = 1.333 damage for every 1 point of magic spent
First the cost is over the top to damage ratio when compared to the other 2 classes. Makes one wonder if when skills where standardized that DK's inhale was overlooked somehow. My proposal,
1. Get rid of the target requirement and upfront small damage and make it all burst damage at the end.
2. Change one morph to stamina and one magic based.
Stamina based can be either poison to fit the poison theme or physical damage and the Magic can be only fire damage to fit the fire theme of DK’s.
3. The secondary effects would need to be changed also but I will leave that up to you and the community to think on.
Stay safe and enjoy the journey 😊
PS. ZOS you didn’t fix the micromanagement of the green tree 🥺
Can it be changed into a better delayed burst type skill like the new classes have. MagDK and StamDK are near the bottom of almost every tier list of late.
Current tool tips as from https://eso-skillbook.com/
Dragonknight
Deep Breath
Cast Time: Instant
Target: Area
Range: Radius: 8 meters
Cost: 4050 Magicka
Skill description
Channel draconic energy to suck in the air around you, dealing 870 Magic Damage to nearby enemies and healing you for 100% of the damage caused. Any enemy hit that is casting is interrupted, set Off Balance, and stunned for 2 seconds. After 2.5 seconds, you exhale fire, dealing 2249 Flame Damage to nearby enemies.
New effect
Initial hit interrupts enemies that are casting. Final explosion damage increased.
Total damage 3119 Damage vs. cost output 3119/4050 = 0.77 damage for every 1 point of magic spent
Draw Essence
Cast Time: Instant
Target: Area
Range: Radius: 8 meters
Cost: 4050 Magicka
Skill description
Channel draconic energy to suck in the air around you, dealing 870 Magic Damage to nearby enemies and healing you for 150% of the damage caused. After 2.5 seconds, you exhale fire, dealing 1742 Flame Damage to nearby enemies and restoring 10% of the ability's cost for each enemy hit as Magicka.
New effect
Initial hit heals for more. Final explosion refunds Magicka for each enemy struck.
Total damage 2624 Cost vs. damage output 2624/4050 = 0.647damage for every 1 point of magic spent
For reference here are the tool tips on the 2 new classes delayed burst damage skills
Necromancer
Blighted Blastbones
Cast Time: Instant
Target: Enemy
Range: Maximum range: 28 meters, Radius: 6 meters
Cost: 2295 Stamina
Skill description
Summon a decaying skeleton from the ground after 2.5 seconds. The skeleton runs after the target and explodes when it gets close to them, dealing 4737 Disease Damage to all enemies nearby and applying Major Defile to them for 4 seconds, reducing their healing received and Health Recovery by 16% Creates a corpse on death.
New effect
Converts into a Stamina ability and deals Disease Damage. Reduces healing received on enemies hit.
Damage vs. cost output 4737/2295 = 2.064 damage for every 1 point of stamina spent
Stalking Blastbones
Cast Time: Instant
Target: Enemy
Range: Maximum range: 28 meters, Radius: 6 meters
Cost: 2700 Magicka
Skill description
Summon a flaming skeleton from the ground after 2.5 seconds. The skeleton runs after the target and explodes when it gets close to them, dealing 3600 Flame Damage to all enemies nearby. Every second the skeleton spends chasing its target increases the damage of the explosion by 10%, up to a maximum of 50% more damage. Creates a corpse on death.
New effect
The skeleton deals more damage the longer it chases the target.
Damage vs. cost output 3600/2700 = 1.333 damage for every 1 point of magic spent
Warden
Subterranean Assault
Cast Time: Instant
Target: Area
Range: Radius: 20 meters
Cost: 2066 Stamina
Skill description
Stir a group of shalk that attack after 3 seconds, dealing 4264 Poison Damage to enemies in front of you. After the shalk complete their attack, they burrow again for 3 seconds and then resurface again, dealing 4264 Poison Damage to enemies in front of you.
New effect
Converts to a Stamina ability and deals Poison Damage. The shalk burrow after attacking, and attack again after a delay.
Damage vs. cost output 4264/2066 = 2.063 damage for every 1 point of stamina spent, don't forget if fires a second time free. 4264x2/2066 = 4.125 damage for every 1 point of stamina spent
Deep Fissure
Cast Time: Instant
Target: Area
Range: Radius: 20 meters
Cost: 2430 Magicka
Skill description
Stir a group of shalk that attack after 3 seconds, dealing 3240 Magic Damage to enemies in front of you. Enemies damaged are afflicted with Major Breach, reducing their Physical Resistance and Spell Resistance by 5948 for 6 seconds.
New effect
Applies Major Breach to enemies hit, reducing their Physical and Spell Resistance.
Damage vs. cost output 3240/2430 = 1.333 damage for every 1 point of magic spent
First the cost is over the top to damage ratio when compared to the other 2 classes. Makes one wonder if when skills where standardized that DK's inhale was overlooked somehow. My proposal,
1. Get rid of the target requirement and upfront small damage and make it all burst damage at the end.
2. Change one morph to stamina and one magic based.
Stamina based can be either poison to fit the poison theme or physical damage and the Magic can be only fire damage to fit the fire theme of DK’s.
3. The secondary effects would need to be changed also but I will leave that up to you and the community to think on.
Stay safe and enjoy the journey 😊
PS. ZOS you didn’t fix the micromanagement of the green tree 🥺
↧
(PTS) Blackwood Collector edition mount visual problem
Since I can't post anything on the PTS section of the forum, please apologize if I open this thread here.
On the current PTS server (7.0.0 patch) there seems to be a problem with the Blackwood collector edition mount.
PS: It isn't settings issue since with other mounts there is no problem at all
![13p6ai3zg8r0.png]()
![s840hbnqyphg.png]()
On the current PTS server (7.0.0 patch) there seems to be a problem with the Blackwood collector edition mount.
PS: It isn't settings issue since with other mounts there is no problem at all


↧
↧
Tank heal nerfs? Why?
Warden:
Winter’s Embrace
Arctic Wind: Reduced the base heal of this ability and its morphs by 20% and the Heal over Time from this ability and its morphs by approximately 17%.
Nightblade:
Shadow
Shadow Cloak
Dark Cloak (morph): Reduced the healing from this morph by approximately 5%.
While I appreciate you giving Templars some tools to finally be worthwhile, why do the other tank classes have to suffer? Wasn't there really any other way to balance this for PVP than to lower Tank healing?
Wasn't it enough to nerf out block cost, roll dodge cost, block mitigation and standard mitigation further this upcoming patch?
Zos hostile approach to a role that BARELY exist anymore I will never understand. I guess they're figured nobody want to play it anymore so they added bots to start doing the role.
Winter’s Embrace
Arctic Wind: Reduced the base heal of this ability and its morphs by 20% and the Heal over Time from this ability and its morphs by approximately 17%.
Nightblade:
Shadow
Shadow Cloak
Dark Cloak (morph): Reduced the healing from this morph by approximately 5%.
While I appreciate you giving Templars some tools to finally be worthwhile, why do the other tank classes have to suffer? Wasn't there really any other way to balance this for PVP than to lower Tank healing?
Wasn't it enough to nerf out block cost, roll dodge cost, block mitigation and standard mitigation further this upcoming patch?
Zos hostile approach to a role that BARELY exist anymore I will never understand. I guess they're figured nobody want to play it anymore so they added bots to start doing the role.
↧
Favorite healing class?
I'm looking for ideas on what healer I should make and I want to see other people's opinions. The only healer I have played is a NB and I haven't even maxed them out yet, but I don't think I will continue with them. If possible I want this thread to stay free from debate until it is no longer of use to me.
↧
Would you like competitive PVP arenas to be introduced in ESO ?
- The format will be AvA (not AvAvA like the current BGs),
- The arena maps will be much smaller, all the matches will be in deathmatch format (no respawn),
- The ELO like rating will be visible and the ladderboards would last season long,
- Similar rated teams will fight each-other,
- There will be unique rewards and titles for the top teams at the end of each season.
↧
PTS Update 30 - Bug Reports for Blackwood (Zone, Quests, etc)
Please report any issues you run into while testing Blackwood quests and content in this thread. In general, we prefer you to use /bug in-game but if you’d rather submit a report here, please give us as much information as possible, including screenshots and/or video if applicable. Thank you!
↧
↧
why such a long time without fixes for easy to prove bugs
there are bugs that happen occasionally or even randomly, like the White-Gold Tower HM when the channeler becomes invulnerable (bug that still exists even though they recently "fixed" it lmao) or mages guild slotted abilities passives being granted sometimes on the other bar. But there are bugs that are simply there, easy to prove on the spot and present constantly, like these:
- the Fighting Finesse CP perk is not showing in advanced stats, i don't know if it even works. Blessed and Quick Recovery CP perks for example, are shown properly in advanced stats. Untamed Aggression also works, my total spell damage lowers when i unequip this perk and goes back when i slot it again.
- unstable frost wall deals its instant ending damage in the new location where you recast the ability, instead of in the original location of the cast like unstable fire or shock wall does.
- the asylum shield set gives back magicka upon recasting the Defensive Posture ability even without absorbing or reflecting a projectile, can even be done out of combat.
- Meteor from Mages Guild grants empower at casting as the passive says, but also again when the meteor lands.
- Mystic Orb does not get extra damage from 8% aoe boost from shock staff, but does get extra damage from 10% aoe boost from Biting Aura CP perk. What, there are two different instances of aoe damage? one for destro passive and one for cp perk, and orb only applies to one of them. Biting Aura has "attacks" on tooltip and Ancient Knowledge has "abilities" on tooltip, any importance?
- argonian racial passives for disease and poison resistance are not working (or maybe just not shown in advanced stats
- flame enchant on weapon (even sword) procs Encratis's Behemoth proc set, but frost enchant on weapon (non frost staff) does not proc Winterborn proc set (frost light attacks from frost staff do work).
i am sure there's more which i either didn't encounter or don't remember. I tested these myself and i made ingame bug reports for some of those, but several patches went by without any fix or mention.
but the concern is why are the fixes so difficult or delayed, it's not like they have to prove the bug or make conditions to make it appear so they can investigate. These bugs always happen, not sure even they can even be called bugs or just "things that don't work properly".
Are these really that unimportant to be set such a low priority?
.
- the Fighting Finesse CP perk is not showing in advanced stats, i don't know if it even works. Blessed and Quick Recovery CP perks for example, are shown properly in advanced stats. Untamed Aggression also works, my total spell damage lowers when i unequip this perk and goes back when i slot it again.
- unstable frost wall deals its instant ending damage in the new location where you recast the ability, instead of in the original location of the cast like unstable fire or shock wall does.
- the asylum shield set gives back magicka upon recasting the Defensive Posture ability even without absorbing or reflecting a projectile, can even be done out of combat.
- Meteor from Mages Guild grants empower at casting as the passive says, but also again when the meteor lands.
- Mystic Orb does not get extra damage from 8% aoe boost from shock staff, but does get extra damage from 10% aoe boost from Biting Aura CP perk. What, there are two different instances of aoe damage? one for destro passive and one for cp perk, and orb only applies to one of them. Biting Aura has "attacks" on tooltip and Ancient Knowledge has "abilities" on tooltip, any importance?
- argonian racial passives for disease and poison resistance are not working (or maybe just not shown in advanced stats
- flame enchant on weapon (even sword) procs Encratis's Behemoth proc set, but frost enchant on weapon (non frost staff) does not proc Winterborn proc set (frost light attacks from frost staff do work).
i am sure there's more which i either didn't encounter or don't remember. I tested these myself and i made ingame bug reports for some of those, but several patches went by without any fix or mention.
but the concern is why are the fixes so difficult or delayed, it's not like they have to prove the bug or make conditions to make it appear so they can investigate. These bugs always happen, not sure even they can even be called bugs or just "things that don't work properly".
Are these really that unimportant to be set such a low priority?
.
↧
crafting sets
if anyone is intereste in the location of the new crafting sets
![Screenshot-20210420-233659.png]()
here u can find them - the right one is heartlands concourer

here u can find them - the right one is heartlands concourer
↧
How do the bleed changes to abilities like Pounce work now?
For abilities like pounce and cutting dive, how do these abilities work on the PTS with the removal of the physical damage aspect? Does the initial direct AoE damage of pounce exist in any form, or does it now just simply apply the bleed?
↧
PTS Update 30 - Feedback Thread for Oblivion Portals
This is the official feedback thread for Oblivion Portals. Specific feedback that the team is looking for includes the following:
- Were you able to locate and enter any Oblivion Portals during your testing?
- Did you enter them in a group or solo?
- Did you do the Oblivion Portal with a Companion? If so, how was the overall experience?
- If you ventured inside to fight, how did the experience feel?
- Did you find anything either too easy or too hard?
- Did you manage to complete the Oblivion Portal?
- Do you have any other general feedback?
↧
↧
Proc Set Rebalance - Issues
With that stated, in Update 30 we are making all item sets that deal damage or heal scale with player stats. You will need to make a conscious build choice when looking at which item sets to include in your build, rather than simply equipping three proc sets for that aforementioned “free damage”.
-Brian Wheeler
Didn't take too much testing on PTS to find out that not only do 3-4 proc set full damage setups deal more damage than they do on Live (easy to reach 6,2k weapon dmg even on an Imperial with swift traits), but now it's also possible to run just one or two procs and get absolutely ridiculous tooltips on those.
The real losers of this rebalancing seem to be the balanced builds that built for both survivability and damage, as they have to spread their stats (where a triple dmg proc build can just stack weapon/spell dmg to buff everything) - these builds will wind up with worse tooltips on everything compared to Live, where as triple proc "free damage" builds improve on their Live server tooltips.
For a quick example this combination gets you way above 5,5k weapon damage on any class: DW/2H Deadland's Assassin, 3 Agility, 2 Zaan, Vateshran 2H, Trainee & any mythic - 3 weapon dmg glyphs on jewelry & warrior mundus.
Bloodthirsty jewelry & vamp toggle can also be used to reach way higher proc set damage than was previously possible, especially with sets like Sheer Venom (up to +100% dmg on the base tooltip) & Zaan (increases base tooltip dmg every second).
This is not going to be a pleasant experience, especially combined with the nerf to survivability from the (pointless) nerf to health regen.
Needless to say this requires a lot of attention as it seems to be contrary to what was supposed to happen according to Combat Preview post quoted above.
@ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_BrianWheeler
↧
Players will be kicked out of LFG made dungeons to be replaced with Companions.
Please don't allow players to que in the looking for dungeon tool with their companion or replace players in a looking for dungeon tool group. I have seen it happen in other MMO's over the years where if a new or underperforming player doesn't meet their current groups expectations, they are kicked and then replaced with AI. If companions are allowed using the LFG tool, then players will become even more toxic than before. Only allow companions to be used in pre-made groups, please don't add more toxicity in pugs for players who use the LFG tool.
I don't mind the idea of having companions replace real players in pre-made groups, but replacing people with AI in the LFG tool isn't a good idea. Other MMO's I have played have had this issue for years, and it has ruined the social interactions with strangers and players that are new to the game. AI should be allowed in pre-made groups, but when it comes to groups that are formed with the LFG tool it shouldn't be allowed since players are already at their worst when partying with others strangers using the tool. ZOS, you stated the point of companions was to help combat the toxicity of players in this game when grouping, but allowing others to abuse the LFG tool to replace players with AI, only adds to it. Pre-made groups only.
I don't mind the idea of having companions replace real players in pre-made groups, but replacing people with AI in the LFG tool isn't a good idea. Other MMO's I have played have had this issue for years, and it has ruined the social interactions with strangers and players that are new to the game. AI should be allowed in pre-made groups, but when it comes to groups that are formed with the LFG tool it shouldn't be allowed since players are already at their worst when partying with others strangers using the tool. ZOS, you stated the point of companions was to help combat the toxicity of players in this game when grouping, but allowing others to abuse the LFG tool to replace players with AI, only adds to it. Pre-made groups only.
↧
Give Mag DK's this one skill
Deep breath: Remove/nerf the heal and double the burst damage to compete with shalk.
No. We do not want literally every ability we use to heal us. We actually want to do damage. Adjust the timer delay so that it has 0 effect on pve. But for the love for god just give us this one skill.
![81nqyq2gh3yo.png]()
Pic related is every DK main reading the patch notes
No. We do not want literally every ability we use to heal us. We actually want to do damage. Adjust the timer delay so that it has 0 effect on pve. But for the love for god just give us this one skill.

Pic related is every DK main reading the patch notes
↧