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The Bloodletter: An Evolution to Sap Tanking (Nightblade Tank Build, Morrowind Ready)

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Greetings once again denizens of Tamriel! The Bloodletter build has seen some heavy hits in terms of operation and performance since the dreaded Morrowind patch, but we're still able to enjoyable clear Veteran (and Hardmode) Dungeons with ease! I have opted to not mention translations into trials tanking, so you'll have to don adult pants and experiment with the build to find what works for you. The video below has some updated information which will help you adjust your Nightblade tank back into a formidable, albeit different, tanking machine.
image

Now for the more nitty gritty details. Here are some simple statements about the build itself- a mix of pros and cons.

-This build is NOT your traditional tank. If you love holding down block and never moving, then this is not something for you. As a very proactive DPS member, sitting still and seldom casting abilities is something I find extremely boring. This build is all about playing like a DPS, so you'll be expected to be throwing off abilities and weaving them, WHILE blocking. Expect a steep learning curve!

-This build revolves around heavy self healing as well as AoE potential. Almost all of my healing abilities/procs grow exponentially in power based on the targets they hit, meaning this build actually gets stronger the more mobs there are. This is rather unique to the build, as many other setups begin struggling the more mobs there are, while this thrives in those situations.

-The identity of the build is a bit more selfish at self glance, compared to the more high end 'meta' builds that competitive guilds run. While it does sacrifice ultimate generation from things such as Tava's Blessing and Bloodspawn for more uptime on Aggressive Warhorn, it allows the healers of the group to focus more on damage and buffing allies instead. It's more of a redistribution of power, rather than a simple gain and loss.

-The item sets from this build all drop from 4 mans or can be bought (BoE), so no trail raiding required! The hardest set to nab will be Bahraha's in Heavy, and we'll talk about swappable sets while you work towards that.

-Resource management is much easier with this build compared to other setups, IF you can get used to weaving attacks between abilities + blocking. It's a very different playstyle, and not everyone can pull it off, but it's fun!

-Not only does this build have self healing and sustain, but it provides a decent amount of damage as well. I can easily pull upwards of 30k on trash pulls, I can sometimes get around 6-10k single target too, depending on the fight and RNG procs.

Ability breakdown

While I did cover the abilities in the video, I will explain further why I run things as well as some interchangeable setups.

Sword and Board Bar;
Pierce Armor: Our main taunt available to us, bound to melee range. This applies Major Breach and Fracture to ensure your group members regardless of spec benefit from 24/7 up time on these. It provides 10.56% damage against mobs and 8% damage against v16 players. Make sure you apply this to the major threats in a trash pull, as well as any others around if possible. Remember, the more targets hitting you, the stronger you'll be.

Funnel Health: Unlike DPS builds, this will NOT be our main spammable. Since this skill operates by applying a Heal over Time for 10 seconds, we'll only be casting it a few times every 10s. If you want more self healing instead of group healing, take Swallow Soul.

Sap Essence: Our main form of spammable AoE DPS and heals, also granting us Major Sorcery for a little bit more damage. Keep in mind that Sap and Swallow both scale with Spell Damage, and Swallow scales multiplicatively since the heal is based on damage done. Sap also procs Siphoning Attacks at an absurdly high rate in AoE circumstances, as each of the enemies hit with it has a 10% chance to proc it, once per second. Cast this over Funnel Health if the HoT is already applied from Funnel.

Absorb Magic: Mainly this ability is used simply as a passive slot, for 8% block cost reduction and a bonus 8% block mitigation. However in some scenarios this spell alone can allow you to negate damage and heal instead, allowing a healer to focus purely on damage. Any time a single target SPELL is casted on you, this procs. Knowing fights ahead of time is key for when to use this, so make sure you study the mechanics of a fight and look for places you can utilize this spell for truly incredible results.

Leeching Strikes: While just a former shadow of itself since the nerfs, this skill still allows Nightblades to bypass a lot of resource management issues. This now takes a bit more situational understanding to use, and forces us to drop block for a few fractions of a second here and there to light attack mobs for the base proc + the chance to proc on abilities. If your sense of timing is off this can easily spell death in sticky situations or when fighting beefier mobs such as the Mantikora from Sanctum. After the ability expires (or upon recasting) you'll net a nice chunk of resources based on how long the buff ran for, helping tide you over until the next Heavy Attack or synergy.

Sword and Board backbar

Mirage: A reliable source of Major Evasion that lasts a decent duration. It also costs Magicka instead of Stamina, allowing us to block even more. This helps lower incoming damage tremendously but will also lower the efficiency of our monster sets, but it's still worthwhile. Still, a very solid skill that synergizes amazingly with sets such as Tava's Favor if you're looking for insane Ulti gen.

Flex Spot: There are tons of options to use. You can use Heroic Slash for ultimate, Merciless Resolve to buff your damage (which will increase Funnel's healing), or pretty much anything.

Inner Rage: The only ranged taunt in game, used for pulls where you can't devout yourself to running straight to the adds or boss. This helps a lot in places like vICP where there are a lot of high priority targets spread out that you need to get before they reach your allies. Make sure you take this morph so you have 1 taunt that uses different resources so you have a back up in case you somehow run out of a resource. This morph also has an increased chance to proc the Radiate synergy, which is one of the strongest synergies in game for DPS.

Refreshing Path: Usually I really detest this skill for casters, as it severely under performs compared to Twisting Path damage wise, but the heal scales incredibly well due to the CP system. Since this build isn't a full on damage setup, this isn't as much of an issue, and the need for a Shadow ability that would be casted ~ once every 10 seconds to ensure Major Ward/Resolve for mitigation leaves Refreshing as a much more reasonable fill. Add on all the bonus healing taken and this becomes a lot stronger than the tool tip would suggest.

Dark Shades: You may have realized I didn't suggest always slotting Heroic Slash with this build on our SnB bar. That's because this beauty of a spell lasts almost double the duration, doesn't have a high cost, and has multiple target potential. It also activates some passives for us, really making it much easier than Slash to manage for the Minor Maim buff. Keep this up on any bosses, to really help control damage output. Heroic Slash still boasts superior Ulti gen, but Dark Shades is easier to manage and is much more cost efficient.[/spoiler]

Gear Setups

Optimal; 5 Alteration Mastery: A BoE set from Rewards of the Worthy mail or bought in bags from Cropsford in Cyrodiil, this set reduces ALL costs by 6%. Yes, ALL. Stamina, Magicka, Ultimate, Health, Roll Dodge, Block, Bash... EVERYTHING. Boasting immense resource management, this set is any active caster's best friend. This is why we double bar SnB as of the Morrowind patch, to ensure we have it active on both bars. This set comes in Light armor only, so you'll want 3 jewelry pieces (this means Arcane!) with Sword and Board. If you aren't enacting the GCD every second by using abilities, try the flex option instead!
*Interchangeable with*
Bloodthorn: Another BoE set, this time from Glenumbra overland events (World Bosses, delves, dolmens, quests). Again it's a Light armor set, so you'll want to use Jewelry + SnB to enable this bonus. Anytime you deal direct damage (which is anytime you hit with taunt, Funnel, Sap, or Light attacking), you'll get a butt ton of Stamina and Magicka, with a 5s ICD. While not boasting as efficient resource management as Alteration, it's much easier to see the gains when it procs, and doesn't require constant damage GCD enacting like Alteration Mastery.

5 Bahraha's Curse: This set drops from Hew's Bane zone events (bosses, chests, etc) in Light Armor, OR in any weight from Thieves Guild quests and heist dailies. This means it's kind of hard to obtain in the ideal. You're going to want 5 pieces of Heavy Armor, which can be extremely rare in optimal (Infused/Divines) traits. Again this set is kind of brushed off by most players for its wonky looking bonuses. With a staggering 25% chance to proc off of any damage DONE, this means this set is up almost indefinitely. It does have an ICD of the duration of the proc itself, so you will not see more than one up at a time. This is alright though, as the AoE is rather sizable for a proc (About 3-4m) and everything in it triggers the damage and heal. Mob mitigation lowers the effectiveness, so penetration is good for healing as well. The minor set bonuses of this give us a bit of well rounded stats, with Max Health+Stamina+Magicka. This also scales in power with CP, similar to Leeching. The following trees boost the set; Elemental Expert (magic damage), Thaumaturge, Blessed, Spell Erosion, and Quick Recovery. The trap damage reduction granted by this set actually works inside trials when taking AoE damage, leaving it to be deceptively powerful.
*Interchangeable with*
Getting Bahraha's Curse in heavy armor can be a chore since you can only get it from Thieves Guild quests and heist rewards (or buying them from guild traders if you can find them!). In the mean time try using a crafted set such as Seducer (resource management), Twilight's Embrace (improved self healing), or Torug's (amazing group enabling when paired with Infused Crusher enchant).

2 Malubeth: A monster helm obtained from Veteran Wayrest Sewers and Undaunted Chests, with a chance to be put in the Cyordiil vendor every weekend. This set takes everything this build can do and multiplies the values by a ground breaking 30%, in form of Major Vitality. The only downside is the set has a lower proc chance than anything else in our kit, at 6% per damage source taken. Still, in large density pulls this set is going off quite a bit. It's received a few nerfs due to the toxicity of this set in Cyrodiil, but it has everything we need for big AoE fights in PvE.
Again this scales with CP, however I have not fully tested which nodes it all scales with. I know Blessed and Quick Recovery have this scale, but I'm not sure if the offensive nodes do.

Honorable Mentions or alternatives (break away from identity of build, more 'meta' esque);

5 Alkosh (Obtainable from Maw of Lorkhaj, any difficulty): While this strays far away from the identiy of this build, the group damage potential from this set is staggering. Reducing Armor (Physical and Spell Resistance) by a whopping 3010, it enables tons and tons of group wide DPS in trials. I don't like all that much in 4 man groups however.

5 Tava's Blessing (Craftable set from Hew's Bane) : Again going into more of a utility meta role, this set enables absurd ultimate generation. Just make sure you pair Mirage with this to make use of the 5 piece.

2 Bloodspawn (Obtainable from Spindleclutch II) : An alternative to Malubeth, that also gives you spikes of Ultimate generation as well as some much desired Resistances for mitigation. The stamina regeneration bonus is a bit wasted for the most part, but the 2 piece is the main focus here. If you're trying to dish out more Warhorns for the group, I'd pair this with Tava's on a Nightblade tank since we have the highest Ulti gen in game for truly efficient results.

2 Swarm Mothers (Obtainable from Spindleclutch I): Since we lack any form of Chains, this set will help pull enemies to you if you block their attacks. This means you'll need to hold block and taunt them for it to work.



Traits;

Armor: The truly optimal setup for this build has you running Infused on every Major armor slot with Prismatic Enchants. This allows our stat pools to be enormous for a tanking role, giving us plenty of room for a rotation and healthy block/bash/dodge pool. Since Bahraha's Curse doesn't come in Sturdy for the Heavy Armor (old drop system sadly), you'll only be able to get that on your Helmet & Shoulder. I opt to run Infused on everything with this build personally.

Weapons & Shield: For group utility, go with an Infused 1h weapon to buff up the enchant. Otherwise you can run Powered for group healing, Sharpened for self healing (to increase damage of Bahraha's, Funnel, and Leeching), Decisive for stupid high ultimate generation, or Defending for tankiness. Go with either Reinforced or Infused on the Shield (you can't get Nirnhoned Alteration/Bloodthorn or Bahraha's Curse).

Jewelry: I run all 3 slots as Arcane, as my offensive spells scale dually in nature with damage and heals. This allows me to become even more self sufficient, so my group can focus on them instead of me. You can run pretty much whatever trait here, based on your preference. Arcane is definitely the most efficient in my opinion though. In trials you may want to opt to take Healthy or Robust depending on your race and stats.

If you're looking for mathematical data here are the values for possible traits;
Infused legendary: 20% bonus enchant
Reinforced legendary: 16% bonus to Armor's rating (gives armor and spell res)
Divines legendary: 7.5% bonus to Mundus Stone

Running Prismatic enchants + Infused is a 20% bonus to 434 Max Magicka and Stamina, and 477 Max Health. This ups the enchant to 520 Max Magixa and Stamina, and 572 Max health; a gain of 86 Magicka and Stamina, and 95 Max Health. This doesn't seem like much, as it's only ~8.9% of the value of a single resource pool set bonus (967 stamina/magicka and 1064 Health), but multiplied by 3 it's 26.7% of a set bonus gained (a little over 1/5th). This means after 5 infused prismatic enchants, you're gaining a whole additional set bonus worth of stats.

Reinforced changes based on the armor piece it is applied to. The order of highest to lowest Armor Rating is as follows; Chest > Helmet, Shoulders, Boots, Legs > Gloves > Belt. Let's look at the first two orders of power to get a more ideal picture.
Trait-less Legendary Chest: 2772 Armor Rating
Trait-less Legendary Helm/Shoulder/Boots/Legs: 2425 Armor Rating
Reinforced Legendary Chest: 3215 Armor Rating (+443, or .67% damage mitigation)
Reinforced Legendary Helm/Shoulder/Boots/Legs: 2813 Armor Rating (+388, or .58% damage mitigation)

A legendary set bonus of Armor or Spell resist is 1935, but since Armor Rating gives both of these we need to multiply the efficiency value by 2, since it's getting two different set bonuses in one. 443/1935 = 22.89% x 2 = 45.79% the value of a set bonus, meaning after 2 (technically 3 but let's round up) you're getting an additional set bonus of mitigation. This seems to be more than double the value of Infused paired with Prismatic enchants, but mitigation is valued in a different way than resources. Let's convert mitigation to something called Effective Health, which pretty much means how much health you gain by lowering the amount of damage you take. For example if I take a hit of 5000 but mitigate 10% of it, or 500, I have effectively gained 500 health in the process, since I ignored that much damage. Since Effective Health changes in value based on the amount of damage received, let's look at the epitome of values, Mantikora. Mantikora is currently the heaviest hitting mob in the game, hitting upwards of 50k true damage (no mitigation, block, etc). With this build we have ~ 26500 mitigation in the final setup, which is ~40% damage mitigation (50% is cap), so that 50k now becomes 30k. Now apply our CP passive Hardy of 16% Physical reduction, which makes 30k into 25,200. Then apply block which is a base of 50% mitigation, then add 20% of that from Sword and Board passive which makes it 60% damage mitigation, and then apply the 8% from Absorb Magic which gives us a final mitigation of 64.8% mitigation while blocking and it becomes 8870 incoming damage. This means against Mantikora our Effective Health is increased by 41,130, since we mitigate that much damage when he attacks with his Power Attack. To find out where Reinforced fits into Effective Health we simply go back and add in the value of one Reinforced trait to our mitigation values and then finish the calculation and look at how much incoming damage we take. 26500 becomes 26943 so we take 50k x (100-(26943/660)) = 29590 x (1-.16) = 24855 x (1-.648) = 8749 incoming damage. That's 121 effective health for one Legendary Reinforced Trait. Recall Infused's Prismatic value of 95 Health and 86 Magicka AND Stamina, which both get increased by % passives such as racials/etc. We can clearly see that Infused is now more efficient in every way possible to Reinforced in this build.

On Shields this changes a little bit. A base Legendary Shield has an Armor Rating of 3010, while Reinforced has a Rating of 3491. a 481 increase compared to a 443 increase is rather marginal, so if you have a lot of % amps for stats, go with Infused instead of Reinforced on your Shield, and pop another Prismatic on there. Since my tank is a Khajiit, I don't have as many useful passives as other races, so I opt for Reinforced.

Mundus Stone, Consumables, and Enchants

With this build there are two pretty clear cut choices to run; Atronach or Ritual. They each offer unique utilities, and the choice kind of depends based on what race you are.

Atronach Stone base: 210 Magicka Regen (getting buffed in Horns of the Reach!)
Ritual Stone base: 10% bonus healing

Since we run no divines these are rather static, although Magica Regen gets some minor amps thanks to CP (20.4% for my allocation) and a few other passives. Refreshing Shadows grants a 15% bonus and Recovery grants 4%. If you drink a tri pot you also gain another 20% bonus. Each of these adds separately as follows
210 + (210 x .204)42.84 + (210 x .15)31.5 + (210 x .04)8.4 + (210 x .20)42 for a total of 334 Magicka Regen. You can add in another 10% if you're a High Elf, but that's pushing the sustain past where it's pretty much impossible to run out.

The 10% bonus healing from Ritual stone is a static % that gets added separately to healing, similar to how the regen sources added. This means you'll simply get a bonus 10% healing done (not received!) which is nothing to laugh at. I average about 6k single target to 10k aoe HPS with my current setup (non optimal remember) so the ritual would add a bonus 600-1k+ HPS in efficiency. Pretty nice, but I prefer regeneration so I can ensure I never run out of Magicka.

I prefer Tri Stat food (Max Health, Stamina, and Magicka) as of the Morrowind patch, due to the nerfs to Shards, Repentance, and Siphoning Strikes. You can attempt to run Witchmother's Brew or Orzorga's Frothgar (or whatever the hell it's called) for more regen, at the expense of your Stamina pool.

I also run Tri Pots for clutch moments where I need that little added health or magicka back, although this is rare. This also gives us a flat 20% bonus to all regeneration sources, which is pretty nice. Sap Essence gives us Major Sorcery for damage/healing potential, so running Spell Power Pots would be silly. You can also run Major Mending potions now, to bring this build to entirely new heights in terms of healing.

Armor/Shield Enchants: As stated in the trait section, I run all Prismatic Enchants on my Armor+Shield. This is because you get half of the value of a normal enchant, but three. This means you have 150% bonus overall enchantments, per Prismatic. At a total of 8 possible enchants, that's 4 (8 x 1.5 = 12 enchant values) additional enchantments you couldn't have gotten otherwise.

Weapon Enchants: I opt to run the Crushing Enchant to ensure my team does maximum damage. However in a situation where all team members are Caster spec, you are free to run whatever you like. From a tanking perspective none of the enchants are all too great mitigation or resource wise, due to the 6 second ICD to enchants, so I still run Crushing even if no one is around to benefit from it. On the back bar you can run Weakening or anything you prefer honestly.

Jewelry Enchants: Most tank builds run the same exact setup for jewelry; 3 Block/Bash Cost reduction enchants to ensure the least amount of stamina drain possible. However, thanks to Leeching Strikes we don't need these enchants! Since this is the case, I'm able to run 1 Block Cost Reduction, 1 Magicka Cost Reduction, and 1 Magicka Regeneration glyph. This is to help my Magicka sustain to stay at a high enough to heal and deal damage, while also helping me ensure I can remain healthy with my Stamina pool.

Race Choices

Honestly from a tank perspective, racials are more fluff due to the nature of the game. You're pretty free to choose what you want based on play style or even appearance. However, there still is optimal choices based on what you're looking for. Here's a brief breakdown of the top of the line races.

Argonian: Yes, you read that right. Argonian's have one thing that no other race has, and it's unparalleled resource management for EACH resource pool; Flat resources returned on potion consumption (45 second cooldown if you keep it up 100%). Not only do Argonians have great sustain, but they also have a hefty 9% Health bonus, which is nothing to laugh at. This easily equates to ~ 2 set bonuses of Max health when applied to this build. Finally, we have another really nice passive of 9% bonus healing received. This is a slightly weaker Ritual Mundus stone (1% less), which is a pretty nice bonus to our healing potential. Finally, a use for Argonians!

Altmer: Any caster oriented build can find itself scaling exceptionally well with this race. With a great bonus to Max Magicka (10%) as well as Magicka Regeneration (another 10%) they are definitely the option to go for a more offensive look to this build. The Max Magicka will let your offensive and healing spells do more, so you'll be more efficient. Not only that but the bonus regen will let you spec other sources into different stats. You could opt to only run 1 Magicka Regen enchant and 2 Spell Damage, or use the Ritual over The Atronach.

Dunmer: With 9% Max Magicka, 6% Max Stamina, Increased Fire/Lightning/and Ice Damage, AND 3.15% Fire damage reduction (2079 Flame Resist) the Dunmer now contests as an extremely capable race for non-Dragonknights. The Max Magicka helps increase our damage and sustain, while Max Stamina increases our blocking capabilities. The Elemental damage increase is mute since we run only Magic+Poison damage in this build, but it's great if you plan on switching between DPS + Tank.

Imperial: The sturdy Imperial always serves a nice purpose for tank builds. An unparalleled bonus to Health (12%) and a nice boon to Stamina (10%) leaves them with sizable resource pools. However this build is primarily Magicka and it has no benifit to that. To make up for this though, there is the West Star passive, which gives a nice little bit of Health back on Melee attacks.

Nord: A truly under appreciated race overall, this is by far the best race for a full on tank. The 6% raw damage mitigation offers so much effective health and allows you to reach a damage mitigation no other race can hit. Pair that with a 9% Max Health bonus and you're going to be one beefy tank. The Health Regen passive is a bit shoddy, but it serves better on a tank than any other role.

Champion Point Allocation

This is what I like for the current 600 CP cap. Try and hit these numbers as you progress, focusing mainly on the nodes with the highest dump in them first.
The Mage
49 Blessed
49 Elemental Expert
56 Elfborn
22 Spell Erosion
34 Thaumaturge
Progression; Focus on Blessed and Elemental Expert first. Once you hit those numbers, start splitting between the rest at your own pace.

The Warrior
49 Hardy
49 Elemental Defender
61 Ironclad
40 Thick Skinned
11 Quick Recovery
Progression; Focus on Ele Defender and Hardy first, and then start filling in the rest.

The Thief
49 Tenacity
49 Arcanist
56 Shadow Ward
56 free points (Split between Bash reduction, CC break, and Dodge roll)
Progression; Put 10 into Shadow Ward first, then 75 into Magician, then 30 into Arcanist, and then fill in any order after you've hit those numbers.

New player beat VMA, its possible!

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Alright!

After reading all the threads about people annoyed because VMA is hard/unforgiving, DONT give up!!!

i created a sorc last weekend, power leveled from 1-250 cp..ran some vets for gear got cp to 270ish and decided to go for VMA

i read all the guides, watched a couple videos (i know i know..sorcs are supose to be one of the easiest ones to run vma, still it is hard nonetheless for a new player), picked the cheesiest build (necro with pets shield stacking and HA spam)

Sunday i did a normal run to test it, finished it with 2 deaths, and then took me 7 HOURS to reach stage 9 on veteran!..and then i think i tried it for another 3...without even reaching 3rd phase of last boss.

monday i learned that i could have "saved" my vma the hard way..had to do it all over again..but this time aroudn i was at stage 9 after 2 hours..btu didnt manage any progress on it.

Tuesday and today i jsut spamed last boss over and over..i spent about 350 soul gems rezzing and recharging weapon...And today i finally did it!!!!!!!

Here are some tips from my excruciating...very...VEEEERY...long experience..

1-use the guides and the build sugestions as a starting point BUT adapt both the strategy and build to YOUR playstyle! Most of the guides are of people that already have maelstrom weapons and ALOT of vmas completed, i CANT pull off they re dps (mine was around 15k..at best 23k during aoe bits) and i still dont knwo hwo to weave and animation cancel to help with dps and use of defensive cds. For example, alot of the sorc guides told me to use a resto staff for shield stacking, but that woudl require me to bar swap fast to stack both shields, i tried it a few times and FAILED, it is MUCH easier for me, for now, to JSUT use the sorc shield on my primary bar jsut so i never let it drop.

2- DONT try to beat a phase or stage straight away! What i mean is, if you just focus on the end goal you will most likely ignore or not understand the reason WHY you died, and jsut keep failing.I learned that EVERY stage and every phase within it has little "objectives/goals" that u have to go through for you to garantee your sucess. I noticed that alot of it is based on mechanics rather then on straighout DPS. You might take longer..or repeat a process a few extra times, but if u do it right you WILL suceeed. For example : on the spider boss i knew that i HAD to learn the pattern of spawns, i focused on "killing that little spider as fast as i could and memorizing where it would spawn" , i would die to all the other 100 things i cant ignore, but i would LEARN that one, and step by step i woudl learn every little sequence i had to go through to beat that one stage. (it takes longer..and it is frustrating at times, BUT it is KEY for you to learn the fight and be able to beat it!

3- there is some RNG at times, its out fo your control and you will die, dont sweat it.I guess it takes a very expereinced player with good reflexes to deal with the rng factor with ease.

4-USE the sigils!!ALL of them EVERY round, they make it MUCH easier! and its a NEEEDED boost to learn the fights on the first few runs. BUT dont use them mindlessly!! liek eveyrhing in this damn place, there is an optimal TIME to use them, FIND YOURS! For example, on stage 9 last boss, i figrued out that if i took the haste sigil before going to the upper ring that the speed boost woudl help me NOT miss a wall AND help me get the 3 crystals in 1 go with only 3 walls ( the damage would NOT allow me to survive a 4th wall without losing all magika)

5-MEMORIZE SPANWS!! some fights are MUCH easier if you know WHERE the adds will spawn, sPECIALLY the ones u NEED to kill first/fast


6-IF you die, dont be afraid of trying somethign diferent, even if its NOT on a guide!! Dont do it only for the sake of it, try to put some thought into it, and if it sounds rigth to you then it MIGHT BE YOUR WAY of doing it.

7- i dont think u need super good gear and high cp/stats (obviously they help alot)..BUT u do need a set of gear that fits your playstyle, A BUILD THAT WILL GIVE YOU ALOT OF UTILITY AND DEFENSIVE ABILITIES and LESS focused on dps ( i heavy attacked my way through..literally drop aoe 1...aoe 2...and spam heavy attack), keep it SIMPLE. MAke sure u do get a way to sustain your resources AND i bet that 17/18k HP woudl be a minimum...i started with 14k..then reglyphed and changed some thigns aorund and got to 17k..and i would still get one shot if i ever got caught without my shield up.


8- USE the "saving" option. Take the daily quest to make sure you can log out and comeback next day and start at the same stage you were in!

9-invest into purple food and some good potions!! dont go all out on the most expensive potions unless u can craft them or afford them, but it does help alot.

10-it HELPS to change your build/abilities on diferent maps..not NEEDED but for some stages a sligth change on your build will make it way easier to learn it and beat it.


FINALLY, dont give up...it sucks...its time consuming and rage inducing btu dont give up.DONT keep doing it out of rage without thinking or learning anything, if you reach that spot then sTOP! take a break, go eat, go smoke, go sleep..come abck next day, but DONT jsu tkeep doing it over and over if your mind is NOT open to analysing your gameplay anymore.TAKE every little victory, even if its one little add that u killed in the midle of a stage that u finaly learned where it spawns and managed to kill it on time as a success!


GOOD LUCK!!...now that i learned all stages i hope it gets easier and faster because i really want a maelstrom inferno staff :dizzy:

Side note (some people might get mad hehe)..but my very first drop was the maelstrom bow sharpened...not really what i want or neeed but as far as i understand it is one of the msot wanted weps there...well my stamblade is lvl 30 and was going to get powerleveled to 50 sometime this week :D

When you get two noobies in group

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So, everyone knows its a bad idea to use group tool for veteran dungeons if you wanna be done fast, but sometimes there is no other choice because people are just not available. Then sure you meet noobies. But noobies you can carry. I have no problem in doing that as long as its doable and not craddle of shadow or something similar.
But what if you get 2 noobies and both of them the kind that think they can do everything and that they are basically really good while they are actually really bad? Well thats the issue because neither of them is gonna vote to kick for the other one. Long story short what happened was we got into such a group and even as a group leader unable to kick both. They would run through, pull all the mobs AND the boss and die. And then we have to kill everything by ourselves because they are dead kilometers away no idea even where. After which they tell us that we are actually the terrible players (even tho we run vet trials HM etc and can solo/duo most dungeons) and they refuse to leave and keep pulling stuff and dying. We had to leave and wait the queue time to queue agai because they would not leave of course. I feel this vote to kick system is really stupid and should be reworked and made with more advanced options. To be able to actually kick two people.

opinion on werewolf players?

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So, what's your opinion on werewolf players? (I needed both okay? how could I not? Lol)

When you are a bit overdugeoneered

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Greetings, Warlords!

If you did dungeons too much during the event you could find all your toons left in different ones.

Just like this.

38851327662_cf1d7ea6b0_o.pngScreenshot_20171207_024359

So one of me Cakies gone crazy.

I can't Teleport in Cyrodiil w/o crashing with "eso has stopped working" message

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I have been unable to teleport in Cyrodiil since the most recent event launched without crashing to Desktop. I have checked all windows and video card updates, repaired game, and confirmed that I have static IP. HELP! MUST PVP!!

can some one craft me a frostcaster style staff.

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Looking for a crafter to craft a Frostcaster style staff or motif for the same.

PC emote quickslot wheel!!!!!

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Simple question*. Why can I not have a social emote wheel on the pc version unless I use a game pad? This would be extremely useful.

Get rid of crotch flaps.

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Is it just me that really hates these things? Not only are they not mix & match-friendly, but they also often clip through the armor/costumes they were designed for. The designers clearly don’t take personalities or weight into consideration either, since both can cause the flaps to clip with the outfit when they otherwise wouldn’t. Take this for example.

EE03296_A_3_AF8_4_E6_C_8_C35_DE930_AAE2_B7_D.jpg
Pretty decent screenshot, right? If I were to somehow beat the astronomically low odds and win that sweepstakes for the NPC character, this is the shot I’d want them to use for any promotional material (assuming I chose this character). Except...right at the bottom, if you look closely, you can see where that bone crotch flap is clipping ever so annoyingly. This is due to the personality. Otherwise, it hardly clips at all.
893_A3_FC6_5_D41_41_EF_855_F_96_F3_CA4_E719_F.jpg

Weight is also a factor, as I tested in the character edit screen with another character (neglected to take screenshots, unfortunately). It’s really not as big of a deal as I might be making it sound; there are obviously much more pressing issues at the moment and with that considered, this probably isn’t even worth an entire topic. It just nags and nags at me, because (to me, at least) it’s almost perfect. Like 99%. I hate almost perfect more than not perfect because I know that chances are, I won’t find something I think is superior. My biggest problem with it, though, is that I just don’t understand why they keep designing the armors to include this. SWTOR does the exact same thing. They’re completely unnecessary and look tacky on most styles I’ve seen anyway.

I recommend removing them altogether or at least making it so they don’t appear without the full style set. And remove it from Cavalier of the Sworn Oath PLEASE. How about a toggle? A toggle for whatever the hell they're actually called.

Predictably Battlegrounds now Stink, Will be Empty in a Month

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Yup, everyone running around with 50K health high regen builds or 3 sheilds stacked afraid to die.
I just played a Deathmatch, the high score was 5. Yes, 5.
Domination? I think 3 or 4 flags flipped the entire game.

Do do the Devs never play PvP? Go into Cyrodil, people don't play to kill each other, they play to not die or win 20 min 1 v x's. The entire game design is now build around, long, boring ass sustain. It is horrible for battlegrounds.- and I actually think it sucks for PvP in general. You more or less have to zerg to kill people, or you have to be prepared for a 30 min fight as everyone wears their bone pirate, Bloodspawn or whatever the latest troll build is.
Horrible. The only people who are going to think this is an improvement are the ones who never played, or didn't learn to play before.

Inventory management advice please

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Even with ESO+ solving the raw material/crafting material problem, I still find myself spending more time than I'd like managing inventory. Maybe I'm approaching this wrong? Any advice would be appreciated.

I have 5 character slots filled with characters I actually play:
NB Crafter
NB DPS
NB Healer
NB PVP
NB Tank
(yeah, I only play NBs...tried others, not a fan)

I have 2 character slots occupied by mules just holding stuff I don't want to sell/trash. The majority of the stuff is:
- 50 or so inventory slots of furnishings. These are furnishings I've made and no longer use or furnishings I've looted and don't use.
- 60 slots of partial dungeon/trial set pieces for current or future characters to use. 8 pieces of Ebon...6 pieces of SPC...etc.
- 20 slots of monster helms/shoulders that I'm not currently using but are deemed "good" for certain builds
- 40 slots of motifs, recipes, and plans from the Halloween event. Each these has anywhere from 5 to 20 in the stack. My crafter has, obviously learned them all. These are leftover.
- 40 slots of sets that are backups or direct swaps for my main characters. For example, I run Hundings/VO on my stamblade but have full sets of NMG and Spriggans to swap to. Same for my magblade healer/dps.
~ 20 slots of random set pieces that look too good to toss. Maybe a Precise purple briarheart dagger or a Divines Scathing Mage piece, etc.
~ 15 slots of junk from the Mystery Box event.

Other than continuing to create mules and having to swap stuff around constantly, are there better options?
Buy a big house and just drop all the furnishings in it?
Clear a guild slot and work to get a guild bank for storage?
Go Minimalist and sell everything that's not immediately being used?
Other?

Funny fails of the week!

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With the event and grouping, there's bound to be some stories to share :) I'll share mine first.

Yesterday I was doing random dungeons on my alts, for boxes, and I was on my mag warden, decked out for DPS. We get Selene's Web (on normal). I notice no one is healing. We struggle through 2 bosses, and someone comments "great healing" (being sarcastic). I failed to notice I had both heals and dps checked! I apologized, I genuinely didn't see. I change my gear and equip heals, and end up healing the rest of the dungeon on the fly! One guy said 'its ok, that guy is just a ***'. Boy did I pull that one out of the pan! Luckily I was able to change enough abilities. I know it was on normal but Selenes is still a bugger.

giphy.gif

Please merge the sub 50(Kyne) and non cp campaigns.

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The sub 50 campaign would make sense if people truly sub 50 just pvp’d there. As it is, it just fills up with [griefers] who couldn’t cut it in real pvp so they hide there and [abuse new players trying to learn].

If eso had a large pvp population it would be fine but as it is at 50 there’s only one lag filled outhouse of a server to fight on NA/PC.

[bait deleted to create an actual debate].


Plz and thanks.

Inb4 threats of if they do I’ll quit.

Vivec PC/NA “OFFICIAL” Discussion

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Wondering why I hadn’t seen this thread yet, I’m surprised one isn’t actively written on an existing one either as there would be a lot of free time to make posts on how you “packed” up some scrubs whilst you were stacking on crown.

Had a good time getting outplayed by zergs in vivec yesterday. My question is why doesn’t the pop just split to the other cp campaign to allow two* 75% full campaigns. As it is, vivec is the last life boat of the sinking ship that is eso pvp. So let’s debate it here on the forums, the last form of ESO pvp that is lag and load screen free.

Any addon that can “sum up” your achievements?

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^this, I mean sum up by merging all your characters' achievements.
I have 10 chars and each of them have their specialty...it's frustrating to reroll my main just to make him eaiser to get some of the achievements.
I want to get such addon so I don't have to make my main do all thr achevements while I have another char that can finish it rather easier

Did you use treasure maps from event?

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Just curious, what people did with treasure maps.

How do I change username on forums

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Hi ,
This is a forum based question .

To be honest I am not happy with the forum name I have and cannot change it - I have looked at heaps of things but can't seem to do it

Also my current username has parts of my surname in it which I am not comfortable with so I really need to change the forum username

Double post delete thread

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As per the title a lot of players are having an issue where their chat channels are disappearing when they join a group. We were doing a trial tonight and had to start a half an hour later due to people's group chat disappearing either once they joined the group, travelling into the trial or when we went through the door to start it. So far the only way to resolve it is to quit the game and start it again.
I feel this is a bit ridiculous as this is an mmorpg and being able to communicate is pretty essential.
Are you looking into a fix for this?

Chat channels disappearing when grouping

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As per the title a lot of players are having an issue where their chat channels are disappearing when they join a group. We were doing a trial tonight and had to start a half an hour later due to people's group chat disappearing either once they joined the group, travelling into the trial or when we went through the door to start it. So far the only way to resolve it is to quit the game and start it again.
I feel this is a bit ridiculous as this is an mmorpg and being able to communicate is pretty essential.
Are you looking into a fix for this?

New”ish” to ESO

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Hello all,

For the past few months I have been dabbling in ESO, trying to learn by doing and playing a few of the classes to gauge which I wanted to create as a main. I have settled on a Stam Sorc, as it has a playstyle I most identify with and enjoy.

Now that I know that I want to be into this game for the long run, I am searching for a group of folks to guild with that also do not mind taking a relatively new player [read: complete newbro] under their wings to really learn the ropes.

I am interested in PvE and PvP and wish to look at some RP as well.
My character is a Khajit Stam Sorc playing on @Akronna username.
Dominion - faction (would prefer same)

Cheers,
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