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How do you think the new BIS weapons will look,want to look?

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The new vma weapons? Personally since vma already are dwemer and clockwork city is based off the dwemer, the asylum weapons will likely be dwemer looking.

I hope that if Zos goes the dwemer look they will look very high tec in comparison to regular dwemer/vma weapons as sotha sil only improved on dwemer tech

Magicka DK Needs Buff in PvE

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I have been playing a Dragon Knight since launch, my favorite class. I've played through the DK meta phase, the DK nerf phase, the second DK nerf phase, the third, the fourth - you get where I'm going with this. I'm at a point where I don't understand why anyone would choose to play a Magicka DK over a Magicka Sorcerer in PvE. DKs have no burst damage, the buff to burning in the most recent patch adds a pitiable 1K DPS at most, and it's getting to a point where I'm constantly asked if I have a Sorc alt to bring to trials and dungeons when I join groups.

I've played Stamina DK, but I enjoyed Magicka DK too much to make the switch long-term. The meta has been Stamina builds for a while, and I refuse to follow the meta anymore. Magicka builds suffered greatly from the removal of the Magicka regen skill in the Champion points tree, nerfing proc sets from critting, among countless other nerfs, which leaves Mag DK with two options: 1) do mediocre dps compared to sorcs with terrible resource sustainability, or 2) do terrible dps compared to sorcs with mediocre resource sustainability.

If ZOS' claim is to want to bring balance to the classes, then for the love of all that is holy give us a reason to want to play Magicka DK in PvE. While in a dungeon I actually had someone say that I was the first magicka DK they had ever seen in game; he had only ever seen Stamina DK DPS or Tanks. This is not good. ZOS wants to destroy meta builds but then enforces nerfs that drive people to have no other choice but abandon their favorite classes and sets in order to do decent damage.

ZOS please bare in mind that while there are the top tier of min/max players who will find ways to achieve insane DPS because they're great at that, a very large percentage of your player base are not achieving insane DPS, even with maxed-out legendary gear, because they want to enjoy the game but not at the sacrifice of staying competitive. Think about the rest of your playerbase when you make these nerfs just to hurt the min/maxers. People should not be throwing away characters they worked hard to level up and grind gear for because they can't achieve close-to-decent DPS anymore due to nerfs.

Anyway, I digress. Please revisit Magicka DK, because right now compared to Sorcs there just aren't any reasons to play them in PvE. Either buff damage, or buff resource management, but either way something has to change.

Pax, pax! I give up...how do i play my magplar?

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Im tired of running into the sword and board templar that just soaks my damage and then wrecks me...
if they have 50% damage i lose...
if i have 6 people with me, we lose.

how do i play this magplar? give me skills, equipment recommendations, everything...im a beat and broken person...

[VIDEO] Sotha Sil PC EU. When you think AD/DC can zerg in Vivec, watch this.

Craft bag works as intended

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@ZOS_GinaBruno @ZOS_JessicaFolsom

1) If you have the item in the craft bag, you don't need store in the inventory for the daily craft quest (for example alchemy reagents), but it dosen't work with bank. If it works as intended then in the ESO+ an important details (for crafters) is missing, something like that: Daily craft quests are easier with ESO+.

2) Material using order. 1 intentory 2. craft bag, 3. bank. Is it works as intended? Pls consider it to change. 1. intentory, 2. bank, 3. craft bag

Here is my situation: I used ESO+ for a long time, but now I don't (money problems 12 month eso+ & 1 chaper too me is too much/year). But is ok it is my problem. I made a hard decison play without eso+ but bought personal merchant/banker to make my life easier in game. I play lot, 9 master crafter 9 hirelings x 2 / day. I have tons of materials in the craft bag.

Without eso+ materials it only accumulates and accumulates in inventories in bank. Daily crafts, craft stations use materials from craft bag istead of bank. To me it seems craft bag now is not an advantage just a curse.
I store materials in bank and characters inventory, set items in characters inventory. The situation is more difficult every day, less bank space less inventory space, more and more log in, logout. Makes my daily play difficult.
I'm trying to adjust to the new situation. Lots of stuff I've been collecting so far, I sold it I threw it out. What I can, I sell to ease inventory problems.

Please consider change material usage order. 1) inventory 2) bank 3) craft bag.
It would help a lot, thank you.

if I already write :) Can I ask you have you any plans with inventory system?
- bank capacity limit.
- wardrobe (set item storage)
- style material reform: less style material; style material bag for crown. new DLC = new style materials = new item in bank :( :)

Where do you think the customisation in ESO is heading?

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So I was thinking about it this morning when I should have been studying, and it seems like there's been a definite push to give customisation options to players.

* We can now get all sets at any level, giving us massive amounts of choice with gear and gear combinations
* We know re-traiting is coming soon, allowing us to change the traits on the equipment we have
* Transmogrification is coming at some point (can't remember if they confirmed that or not)
* Spellcrafting is confirmed to be not dead and still something they want to put into place as of May this year ()

So my question is, where do we see this eventually going? Have they dropped other hints at possible plans for further player controlled customisation? Are there things we know or suspect are in the works?

Make Battlegrounds relevant again.

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Since the PVP Event Battleground queue times have been getting worse each day as less people play. This is for primetime Australia on PC/NA, not sure if it's true for other platforms and time zones but I'm sure it will happen soon enough.

To be honest, while the AP is nice the rewards are pretty lackluster which really isn't helping to keep a healthy population of people queuing. So, I'm suggesting ZOS ad the Ordinator motif pages to the potential prize pool for completing battlegrounds or leaderboard rewards. I think this will go a long way to getting the population back up and ending 10 minute queue times =)

Help with Templar Magicka Tank (Dungeons)

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So I have a Magicka Templar that is currently mostly a Damage Dealer (All in Magicka); I'd like to re-build him in a way where i can stay Magicka focused, don't have to constantly shift around Attributes and CP etc... but can tank normal dungeons (not planning on doing Trials).

I was wondering which set combo would make sense for me, what would you recommend? I already have the necessary pieces for the Footmans Fortune which i think complements the Templar Blocking Bonus nicely... so i was thinking for the other set to go

Armor Master and then maybe even wear mostly light armor so to be kinda a heal tank...and then probably use a lot of harness magicka

Hist Bark and focus on blocking so i can not only block a very large amount of damage but gain evasion as well...not sure how much this complements my magicka nature

Spectre's Eye which does a bit the same as hist bark just more magicka focused but has a down time

I could even go something like plague doctor but not sure how much that complements the setup since if youre going the blazing shield / radiant ward route it seems you need to go "all in"?

I am not intending to use Tava's Favor as im using that set on my Warden Stam Tank and want to go more Magicka route here

Thanks a lot in advance

Do you like upcoming retraiting?

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Retraiting is coming. But what impact will it have in the game?
Positiv or negativ?

My thoughts on Stamina Warden

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After playing my stamina warden for 116+ hours now, I wanted to put together some thoughts on the class and abilities.

I spent levels 15-42 in non vet PVP on Kyne, and then ground out the last few levels in skyreach, delves, dolmens, getting skyshards, etc. Once at max level, I tried out a few gear set options to see what I liked. I wanted to go with a bow/bow build, for something different than DW+Bow like very other stam build. I also felt maybe the ranged abilities on warden (cliff racer, subteranean assault, etc) would go well with a bow/bow build.

I tried the following setups:
Master Bow + Maelstrom Bow + 5 Bone Pirate + 5 VO.
Master Bow + Maelstrom Bow + 5 Bone Pirate + 5 Hundings.
Maelstrom Bow + 5 Spriggan + 5 VO + 2 Velidreth (Bow/DW)
Note: I don't have enough Twice Fanged Snake to try out.

Heavy attacks with the bow feel more clumsy than DW, so I wanted higher regen. With Bone Pirate + Dubious Camlorn Throne, + potion/Bird of Prey my stam recover ends up being 2104.

For my vet experiences I've done Vet Pledges and attempted vMA (got to final boss but could not finish). It seemed like warden is pretty balanced in healing, tanking and dps abilities, so I was hoping it would be easier to do vMA on than say Stam NB, unfortunately I found it to be a harder.

I also put my warden in tank gear to tank some pledges as its easier to get a group as a tank. I found tanking pretty fun with this build and well balanced. For tanking I ran Green Pact + Plague Doctor + 1 Master Sword + Frost Staff. I found this build to be a good buff/debuff tank with decent off heals, sometimes pulling 8k heals per second.

Animal Companions:
  • Cutting Dive - This ability feels weaker damage wise than say Surprise Attack on NB. But it's ranged and you get a heal from Bond With Nature so it seems to balance out. I don't understand though why this morph doesn't do more damage based on range (instead of the magicka version) as that would synergize well with Long Shots bow passive.
  • Subterranean Assault - This ability is really good. Works well when tanking as a way to apply major fracture/breach to mobs. Only issue here is the 3 seconds on this ability doesn't go well with a rotation. Almost feel like it needs to be 6 seconds and fire off twice (at 3 and 6 seconds)
  • Swarm - No reason to run this on stam build.
  • Bull Netch - Stam Regen + Major Brutality, reduces the need for weapon power pots. Makes it great ability for newer players. Extra stam recovery + heal when Netch is recasted or goes expires from Bond With Nature passive.
  • Bird of Prey - Minor Berserk, Major Endurance, Major Expedition all around good ability. Seems better for vMA and PVP where the speed boost is useful and you don't have buffs from other players to give you Minor Berserk.
  • Bear Ultimate - I know many people find this to be good dps, but for me the bear seems to run all over from one enemy to another getting there as it dies, and doing no damage.

Green Balance:
  • Soothing Spores - Feels like a strong heal, until you compare it to Vigor, then you realize it's just utter garbage. Costs more than Vigor and heals for WAY less. For example, fully buffed on my build, it healed for 7,873 non crit or 13,305 crit. In comparison Vigor heals for 13,236 if all ticks don't crit and 22,368 if they all crit. Vigor costs 3090 stam vs Soothing Spores costing 3433 stam. My suggestion here would be to add a HOT. So it burst heals and then gives 2 or 3 more heal ticks every 2 seconds for 2-3k healing. Other option would be to cut cost in half, but then it would be OP in PVP.
  • Healing Seed - no reason to run on stam.
  • Leeching Vines - heal is pretty weak on stam, so I don't bother with this one
  • Green Lotus - Major Savagry and Heals on light/heavy attacks. This ability would probably be great, except the heal doesn't work on anything except light and full heavy attacks. Anything in between does NOT heal. Not sure if this is a bug, but it feels like it should give healing for medium attacks to be useful. Heals per second on this ability is about half what crit/power surge give on Sorc, and thats only if you don't do any medium attacks and have a perfect weave.
  • Natures Grasp - found no use for this ability
  • Enchanted Forest - Awesome heal. I run this on my tank build as a just in case heal to back up the healer or if the healer goes down. Ult generation is high so you can have this up pretty quckly. On dps build I run this as well with bow/dawnbreaker ultimate on other bar. Other morph might be better, haven't really compared them.
  • Maturation Passive - Extra 10% health seems good, except it's bugged when using Green Lotus. See Below.

Winters Embrace:
  • Ice Fortress - Great tanking ability, no room for it on dps build.
  • Gripping Shards - Another great tanking ability, root enemies in trash pulls
  • Polar Wind - Heal on this is a bit weak, even on a tank with 45k health. I feel like this needs a cost reduction, since 4k magicka is a large cost on a tank who normally has lower pools.
  • Shimmering Shield - Great ability for all builds against ranged enemies.
  • Frozen Gate - Haven't tried this one.
  • Permafrost - Decent damage, protection, and stun on enemies. Great in trash pulls on the tank to lock everyone in place and reduce incoming damage to allies nearby.


The main issue I had in vMA was lack of heals per second (can't out heal crematorial guard and soul churn is rough). With green lotus not proc-ing on Medium attacks, my heals per second is sub 1k, mostly from Bond with Nature (excluding Vigor). I'm not all that good at light attack weaving with cutting dive, I find medium is easier to pull off, even if it's lower dps output. In comparison on a stam sorc, you get 3-4k heals per second with crit surge + your AOE dots and requires no thought whatsoever to get those heals.

Maturation Bug:
If you heal using green lotus, you gain the minor toughness giving you 10% more health. This makes your max health go up, but not actual health. So if you spam light attacks to keep healing, it appears to keep refreshing maturation, by resting your health back down and then back up again, so you can't get healed to full health. I tried it with soothing spores and it seems to heal you to full. But if I use green lotus heal first, then I can spam soothing spores without getting to max health for quite awhile.

Video of bug:
image

My requests for ESO.

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Here are a my ideas to improve ESO. A lot of these ideas deal with the houses as they are expensive and yet don't do very much.

1. For Homestead. Mannequins for different armor sets. And weapon racks for the weapons. So you can show off different styles a player can craft, or store them so you can switch depending on what you want to do. Such as P v P, P v E, thieving, or dungeons.

2. Two new weapon skill lines. Unarmed and One Handed. One handed is where a player uses a weapon in one hand and leave the other hand empty. One bonus could be that magic attacks work better. Unarmed can give bonuses to either brawlers or mages.

3. Being able to marry any available NPC. Some would need major requirements, like Queen Ayrenn. Others would be easier. Connected to this would be a follower like a Pawn from Dragon's Dogma. This idea is for players, like myself, who can only play ESO at a random schedule due to work.

4. Storage at the house we can buy. With chests, barrels, crates, cupboards, drawers, etc. Storage! At least I am not asking for being able to adopt children. For none exist, why is that? Maybe make a quest of this? Someone took them to keep the children safe. Maybe a Daedric Prince?

5. New quests for the Fighters Guild, Mages Guild, and later the Thieves Guild and then the Dark Brotherhood. Also bring back guild ranks.

6. Being able to craft rings and amulets. From iron to rubedite. Anywhere there is a place to do some blacksmithing.

AP Meter : The dtick toolbelt

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A little something I wanted to do for a while now, the new currency events from the last api patch made the last piece possible.

http://www.esoui.com/downloads/info1792-APMeter.html

In-Chat Notifications
Notifies you of your AP gains, and the its source. Eg. Defence Ticks, Captures etc
O9PLyTPFRae1qHf753vF6w.png

Tick Range notifier
The meter will display "X Tick Range" if you are in an area capable of providing a tick. The message will disappear as soon as you leave the area
f2X5l0IfSwiRo14hYXpbMQ.png

AP session Report Card
More details to your session, giving you a breakdown on your ap gains. Can be accessed by clicking the icon on the right hand side of the meter
pvw6067.png

Set an AP Goal
You can set an AP goal to work towards, just a handy reference to hit the figure you set out for. Be it to overtake someone on the boards, your next rank, or for fruitlessly buying AP vendor bags. Can be set within the sessions Report Card
pvw6071.png

More to come, hope you enjoy

Molten Nirncrux

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Someone explain this to me. We go into Bloodroot Forge, one huge, giant nirncrux mine in pools and pools of lava. You fight things that throw molten nirncrux at you, and dangerous stuff it is too. Yet amidst all the mining areas, there is not one chunk of nirncrux you can pick up and take home as a souvenir (or to craft with, more likely). And absolutely none of that molten nirncrux every solidifies into chunks either. What basic fact of science am I missing here? Amidst this seeming plenty, there is no nirncrux to be had - not fortified, not potent, nothing.

101 PvP Cyro Changes/Ideas/Fixes

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Based on Joy Division's Thread
Game Changes:

GENERAL:

1. No Stealthing (Crouch stealth) Only invis pots or cloak as means to go stealthed
2. Increase the cost of each succesive roll by another 10% and all gap close abilities get streak treatment
3. Block cost scales after 8 seconds of continuous blocking, starting at 10-50% over the next 5 seconds (8-9 sec 10%, 9-10 20% ETC) Lowering block for 5 seconds resets this penalty counter
4. All slows are halved in duration and effectiveness (IE. Soul assault 70% > 35% / 4 sec > 2 sec)
5. Roots are halved in duration and you gain 4 second immunity after roll dodge
6. Full healing is limited to only members in your group and is halved when healing someone outside of your group
7. Remove aoe caps; instead the more players around you starting at 10+ you begin to take 10% - 70% (40% at 25 players in proximity, increasing in 5 person to 10% intervals)
Note: Hopefully this entices players to spread out on the map as well as location so as to minimize the damage they would take for having non group players near them. Rewards players for capitalizing on more areas of the map and running less numbers as well as reducing large scale fight delays thus minimizing lag from scaling calculations.

CAMPAIGN:
8. Quest Boards (10 min wait period while teams accept/If the objective picks up players w/o the quest that faction is penalized and forfeits their right to win a reward.)
QUESTS:
-8a. Escort missions from point A - B
-8b. Capture a location and hold for x minutes
-8c. Infiltration missions deep into enemy territory (secure enemy faction general war plans)
Note: The option to accept one of these quests provides both enemy factions the option to accept your quest but they are victorious by defeating all enemy players with that quest. (Example: Dc grabs escort mission for a group size of Ad and EP both accept the counter mission to slay the Dc team before they are successful in completing their task. Ad/Ep winner is decided on which team had the most killing blows on dc (they are allowed to wipe the rival team out before fighting Dc)

REWARD: Each mission rewards the ‘Quest initiator’ teams faction with one of the following:
-Minor ap buff 8% for 1 hour
-Reduced siege cost at merchants for 30 minutes by 20%
-Additional guards to all ally keeps for 30 minutes
Ep/Ad ‘Quest Counter’ Team
-minor ap buff
-Guards hp is halved
-Increase siege cost by 20%

9. Reinstate Pelinal boxes in pvp rewards

10. Add additional towns like cropsford but change these towns into keep buffs/debuffs based on who owns it (Ex: Cropsford and BRK are owned by Ep, Sej/Alessia are under Ad control) both enemy keeps are afflicted and take 20% increased siege damage and guards are demoted to level 1 meanwhile ally keeps mitigate 20% more siege damage and guards are promoted to level 5.
Note: Make these towns surrounded by moats/walls like cheydinhal with open gates/entrances

11. IC sewers with entrances into parts of the cyro map outskirts to allow scrolls passing through/easily move “troops/groups” from parts of the map to another and burst keeps”
-Cannot leave sewers into imperial city with the scroll and it has a reduced duration before it resets. 20 minutes. Can be used with faction combat strategies and spreads players across the map by enabling and encouraging travel to attack another keep outside of the emp ring.

12. Make home keeps (farragut, warden, black boot etc) apply a buff to a factions emp ring keeps. Buff applies for owning 1/2/3 keeps with a 5/10/15% buff to guards/wall strength/and increases ally siege damage.

13. Optional: All 3 resources around a keep must be captured to flip the keep flags.
-Spread guild/allies out to coordinate a keep capture and prevent one ball zerg from rolling into a keep uncontested. An opposing small group or another guild could prevent/delay a keep take by forcing the enemy faction to make decisions and choices with how many people to send and how to take all resources while maintaining a siege and defending the resources they have captured. Adds a unique communication process in zone and between group leaders.

14. Remove no cp 7 day campaign

15. Remove Xarxes/Kostav

16. Reduce Vivec pop size cap by 20%

17. Turn Shor into a 30 day campaign with the same pop size as modified vivec

18. Create a 7 day campaign the size of an emp ring inwards. Cap group size at 8 and every group is against one another. Your group runs under a guild name and gains ap to stake a ladder position on the weekly board. Generate new terrain, bridges, runes, gates, towns, open towers to fight on and randomize spawn points for the groups. No siege/guards/keeps
Optional: Place 3 flags on the map that randomly spawn at different locations every 20 minutes. Guilds/groups will play king of the hill on these flags to generate more points for their ladder rank in addition to the ap that they gain. Flag points can only be generated if they are contested.

19. Reduce siege damage in no cp by 20%


20. Add ladder/rope siege for scaling keep walls.
-Requirements: A keep wall must have 15/20 siege on it and the wall must be burst.
-The ropes/ladders can only be used on the burst wall side
-Only 4 total can be used regardless of being destroyed or knocked off.
-A cooldown of 30 minutes to use ropes/ladders to get up
-Rope allows 1 person. Ladder allows 3
-Defenders can interact with the placed siege and break them to stop invaders
Note: Adds a unique combat interaction that allows for a group to send a striker team onto the walls to harass defending siege lines.

21. Guards in no cp are scaled to no cp player strength

22. Delve buffs: Gain less ap vs players with the buff. If you have the buff you gain 25% more ap vs all players even if they have the buff on as well.
Note: Ap makes players happy as we’ve seen from the events (gain ranks/currency). By encouraging players to go into delves and refresh their buff. This will generate more fights off to the side of the emp ring, where most delves reside near the fight and factions can fight for buffs/camp buffs/and draw fights elsewhere consistently. Puts less strain on single points of the map and breaks up player density.

23. Reduce delve boss spawn time to 5 minutes

24. Factionless: You can choose to fight in a factionless group with up to 8 people.
- All factionless fight against other factionless as well as the alliances.
- Factionless players have spawns at the imperial guard camps around cyro.
- Factionless are marked with a grey shield above their head.

25. Emperor: Gained for a faction not a player. The person in first place will gain the strength of emp but when he/she logs off the next person in line will gain emp (not the rewards) so on and so forth until it reaches a player on the ap rank ladder who is online. If a player with more ap logs into that campaign he immediately takes over emp status.

CLASS CHANGES:
SORC:
26. Streak - Delay on back end removed
27. Fury - lasts 2 seconds down from 4
28. Encase - Remove the slow and instead apply minor fracture
29. Pets - Increase cast time to 2 seconds from 1.5 + casting cost increased by 15%
30. Implosion - Removed and instead Lightning abilities do 5% more damage
31. Mines - Each mine hit after the first does reduced damage 85/75/65/55%
32. Reduce Mine cost by 15%
33. Hardened and harness ward cannot stack. Casting one over the other removes the shield beneath. Healing ward can stack. The decision between a larger ward or mag return rather than stacking (even though it isn’t much different than casting 1 over and over)

DRAGONKNIGHT:
34. Cinderstorm - morph 1 the aoe is increased in size by 75%. Morph 2 cinderstorm moves with you
35. Talons - update visual to replicate blood root forge roots from the bosses
36. Chains reworked to boulder roll (sonic). Character movement speed increased by 15% and increases to 30% (major exp) over the next 3 seconds for 8 seconds or until ramming into an opponent and setting them off balance
37. Magic abilities (igenous shield, igneous weapons, wings, talons) reduce cost by 8%
38. Standard - Mighty has an increased size (base of a resource tower size) Shifting puts a banner on your back and moves with you for 20 seconds (cannot enter mistform/Boulder roll)
39. Eruption Passive - ‘implosion’ replica of the sorc passive but procs off of flame damage

TEMPLAR:
40. Shards - stun 1 target, prioritizes the enemy nearest its center
41. Beam - Halved range of current beam. Closer the target is to you the more damage the beam will do up to 30% (down to 0% at max range) more on top of its current damage.
Note: Templars are primarily melee dps and when people spam beam it is generally not because they brought the enemy that low, instead they are spamming an execute to spam and its range is insanely long
42. Toppling charge - fix animation bug
43. Eclipse - Can be broken and gives cc immunity but leaves minor maim

NIGHTBLADE:
44. Shade - range indicator; green(in range), yellow(breaking but still useable), red(broken)
45. Incap - fix floppy fish
46. Consuming darkness - ult cost down from 200 to 180

WARDE:
47. Cliff racer - does 15% less damage to rolling targets
48. Thicket - increase cost to 150
49. Sub assault - Show hitbox via rippling vines
50. Sub assault - Fix going through walls/levels

MAGES GUILD:
51. Using a mage guild skill only empowers magicka abilities by 20%
52. Meteor - fix delay drops and stun through block

SUPPORT TREE:
53. Purge - reduce cost by 15%
54. Guard - Reworded as major protection

SOUL TREE:
55. Soul assault slows for the first 2 seconds

VAMPIRE:
56. Clouding swarm - The caster has 10 seconds to use up to 4 casts of clouding swarm (ends on 10 sec/4 casts)
57. Increase regen to 15% for both stam/mag (The counter of mistform stopping regen, db increased dmg, and up to 25% more fire damage is enough of a risk to justify 5% more regen)

WEAPON SKILL LINES:
TWO HAND
58. Crit Rush (Any morph) - Increase cost after each successive cast within 4 seconds of each other
59. Fix 2h gap close macro slice/bug
60. Fix gap close stealth gank. All skills are being applied upon hitting the target
SWORD & BOARD
61. Reduce damage by 50% while on this bar and increase the duration of buffs/debuffs by 25%
62. Sb ult - Increased to 150 cost
Note: should be for tanky/buff purposes
BOW
63. Snipe - Reduce damage by 10%
64. Snipe - Increase cast time by 1 second
65. Scatter shot - Remove the double cast awkward stun
DESTRO
66. (Changes based on element type) Ice - creates aoe frost clenches (IC ice atro boss) that roots any enemies when hit and deals damage in 4 ice waves. Each additional ice clench that hits a target does reduced damage 1/2/3/4 100/75/50/25%
67. Inferno - lobs a ball of fire at target (single) undodgeable and leaves a burn that gives minor vulnerability to the target for 6 seconds and gives the caster minor berserk for 6 seconds
68. Lightning - A conal shock (similar to DB) that disorients all targets hit and does damage
69. Decrease destro cost to 150
RESTO
70. Restoration ult - increase the cost to 150

ARMOR LINES
71. Each armor skill is unique to the 5 piece bonus
72. Heavy armor - remove wrath. Replace with ‘hardened’ and stacks resistances by 200 stacks 20 times total 4k resistances
73. Medium armor (agility passive) - increased to 15% from 12
74. Light armor - (5th bonus) 1% max mag for each light armor piece (requires 5 minimum)

SETS
75. Bloodspawn - Resistance proc down to 5k from 6.2
76. Pirate Skeleton - Cool down of 6 seconds up time of 8
77. Trollking - Lose Trollking after 8 seconds down from 10 or once you reach 80% hp. Cooldown of 5 seconds
78. Remove oblivion enchant
79. Remove shieldbreaker
80. Remove knightslayer
81. Skoria - Proc cd to 6 seconds up from 5
82. Engine Guardian stops humping your leg after it’s cancelled

GENERAL
83. Mount speed account wide
84. Mages guild lore books account wide
85. Achievements account wide
86. PvP rank faction wide
87. Fix towns from flipping back before you can cap as a solo player (cropsford etc)
88. Shadow silk gem works in cyro. Either crown store or poly
89. Cyro group size 20 max down from 24
90. Reset IC to old Arb days
91. Update gold vender to actually rotate out gear instead of putting Viper up for the 6th time this year.
92. Group duels out of cyrodiil (Must have equal group sizes to request)
93. Custom match making for Bg’s
94. Ranked Ladder based on W/L vs other teams in BG
95. Team matching in BG’s. Matches premades vs premades and attempts to pair teams close in “skill” which is based off of team performance
96. Can specify game modes for BG’s
97. Reduce stun duration after being knocked off mount
98. Permanently Increase telvar multiplier by 50%
99. Remove resource poisons
100. Fix slow sliding down terrain (remove)
101. Fix rez bug after being killed by enemy player(s) (www.youtube.com/watch?v=PGxEopcjQ3E&lc=z23zzjewrvnouflslacdp4352tbtom2oltml3y33csdw03c010c) 1:50)

Cyro improvements please. Comment with your favorite ideas down below.

[Video] MagBlade Tank | Demo | Build | Strategy

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First PvP tank I've ever ran, thought I'd share my not so secret secrets.



-Demo-
(all recorded on a very busy Saturday)

100% PuG - Deathmatch
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Duo ft. Jaindoh vs Gilliam 4-man - Deathmatch
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We were never going to win, but it was a hell of a fun fight!

Domination | CTR | Chaosball
Domination ft. Jaindoh
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Capture the Relic PuG
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Molag's Ball ft. Jaindoh
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-Build-

2x Troll King
5x Mark of the Pariah
5x Tava's Favor

Specifics:
1eelUha.png*Ignore CP
**This is the build used when recording the above videos, has been slightly upgraded since
***Ideal race would be Argonian, costs a lot of crowns to change :pensive:

Sword and Board
Impale - Execute.
Funnel Health - Spammable damage and 2 person HoT.
Refreshing Path - AoE HoT and small DoT
Mass Hysteria - AoE crowd control, applies minor maim.
Mystic Guard - Minor vitality and keeps a group member alive.
Shooting Star - AoE damage, stun, DoT and regains ultimate.

Restoration

Mutagen - HoT and poor mans purge.
Leeching Strikes - Amazing stamina management.
Mirage - Major evasion and minor resistance buffs.
Healing Ward - Burst heal.
Mystic Guard - Has to be double slotted.
Life Giver - Burst heal and auto recasts back bar heals.


Honorable Mentions:
Sets:
Earthgore - Huge AoE heal every 35 seconds (would run this if I had dlc).
Bloodspawn - More resistance, more ultimate.
Grothdarr - Added damage potential.
Stormfist - Added damage potential.
Transmutation - Critical resistance for you and group plus tonnes of extra magicka regeneration.
Wizard's Riposte - Constant minor maim on all range and melee opponents (Mass Hysteria only works effectively for melee).

Skills:
Bolstering Darkness - AoE Major Protection for 18 seconds! (most under rated ultimate in the game (PuGs won't stand in it though)).
Soul Tether - Instant burst and stun.
Spell Wall - Can change to restoration bar without dropping block.
Merciless Resolve - Increase damage and healing (of Funnel Health).
Sap Essence - Major Sorcery and alright emergency heal (too expensive unless wearing Transmutation).
Defensive Posture (either morph) - Range CC or stamina based heal.
Harness Magicka - Good magicka dump, allows for safer bar swapping.
Structured Entropy - Major Sorcery, 8% max HP, Empower, 2% magicka regeneration, 2% max magicka AND HoT that can be stacked on infinite opponents.
Purge (either morph) - Group heal or cheap(ish) debuff remover.



-Strategy-

General Strategies
Funnel Health - Hit an opponent with a damage shield for maximum HoT value (don't reapply until expired if you crit).

Bar Swapping - Always Mass Hysteria (or Shooting Star) your opponents before bar swapping, LoS if needed.

Burst Damage - Generally opponents will stop healing and shielding after a short duration because they don't think you have damage. Get them to their "healing threshold" and then Meteor + Mass Hysteria + Impale. If you have a pot available use one with Major Sorcery to boost damage. However, this is a tank build, burst works best complimenting your group, very few people you can kill solo.

Consuming Pots - Try to only use pots after an ultimate, easy immediate 20 ultimate towards your next one.

Low HP - Don't freak out when at low HP, vampire Undeath Passive and Pariah will keep your incoming damage very low. Wait until your opponents don't have CC immunity and follow the above bar swapping advice.

Mistform - please no. As a tank you will always have higher mitigation blocking.

Weaknesses and how to Mitigate
Implosion - Unblockable proc execute, horrible!
1) Don't let yourself drop that low.
2) High max HP. Your HP needs to be high enough so that even when you are in execute range it will not kill you. ~30k HP is most comfortable for me.

Power of the Light - Unblockable burst damage.
1) Purge.
2) Block all incoming damage for duration so it doesn't reach cap.
3) Mass Hysteria to interrupt their rotation.

Screaming Cliff Racer - Undodgeable spammable
1) CC them.
2) Don't bar swap without LoS and then wait 1-2 seconds before doing so (the travel time makes it dangerous) (same applied if you feel a Frag incoming).

Major Defile - 30% healing reduction, hits this build hard!
1) Synergize a Templar's Ritual
2) Purge.
3) Play defensive (usually they just reapply straight away, this really is your best option unfortunately).



Have fun out there!

See anything I'm missing? Have some advice to share (for me or for others reading)? Drop a comment!


The current state of Magicka Dragonknight DPS (PVE)

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So with this new stam meta, do you guys consider magdk, or mag melee dps in general, obsolete? No one runs wall of inferno and stam dks can slot chains if needed. I can see magdks going extinct in trials :(

Please rework Major Defile

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Seriously, we aren't in the major vitality pot + Malubeth meta anymore, Major Defile is over the top this patch, you can't outheal any pressure at all unless you play a full tank build once Major Defile hits you. Please rework this effect to something like increases cost of heals (and shields?) instead of cutting healing into almost 50%. There is no reason for heals being this weak if we consider how much damage is not avoidable these days and this is one of the reasons why bruiser and shield builds are so popular these days (damage mitigation is better than terrible weak heals and shields aren't affected by Defile at all). Once Major Defile is changed it's also easier to balance heals.

SPICY BURRITO is recruiting! Trader in Elden Root. Come be a part of the family :)

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Spicy Burrito is RECRUITING new members!

Come join one of the oldest trading guilds in
ESO and SHENANIGANS! 480+ members.

Trader is Iannianith, Elden Root this week. (9/3)

Events coming up
Auction Friday, September 8th, 8pm EST in the big building in the middle of Hollow City, Coldharbour.

-Guild Auctions are bi-weekly.
-Text chat is always lit.
-Pug Trials, dungeons and more.
-Access to Crafters, Auctions, Raffles & Events.
-Weekly fees are 10k to ensure a capital city trader every week.
-Deposit for immediate trader access.
-Deposit Friday-Sunday to maintain guild privileges.

Facebook page: https://www.facebook.com/groups/1788727421359449/

Medium Armor Set Suggestion

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Mates,

Can someone let me know some medium armor sets suit my following criteria ?

-> I should be able to buy them from guild store
-> Should buff either Bow or Sneak aspect
-> Should buff weapon crit

Linchal Grand Manor Release on Xbox NA?

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Has there been a release date posted for Linchal Grand Manor house on Xbox NA in the Crown Store?
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