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[Data Mining] Artaeum (Summerset Isle) and Spiral Skein (Mephala's Realm) found in the files!

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Credit to FloorBelow (FloorBelow#7727) from the UESP Discord (https://discord.gg/uesp)

NOTE: Assets found in the game files are not guaranteed to reach the live game, they are very much subject to change if they are eventually released at all.

Ceporah Tower, Artaeum
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Ceporah Tower, Artaeum (size compared to a guar!)
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'mephalasrealm' map
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Spiral Skein (placeholder image)
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Today, a member of the UESP community has data-mined Artaeum from the game files! An island found in the Summerset archipelago, it is known for its Psijic architecture, as well as the Ceporah Tower. It is a model for this exact tower which has now been found in the game files, and it is one of interest and fascination, having predated the arrival of the Altmer on the island by several hundred years!

In addition, more assets for Spiral Skein have been found in the files too, including a map and a loading screen which appears to be a screenshot for the time being. Check out this video regarding Mephala's Realm, shown all the way back from Quakecon 2014! Credit for these discoveries go to FloorBelow (FloorBelow#7727) from the UESP Discord!

Also, FloorBelow has tracked down dialogue related to what is thought to be the prologue quest for the upcoming chapter. Note, that Bewan in Auridon is mentioned, and there were recently changes to the map of Bewan as seen here, although this was originally thought to be for spellcrafting.

Fortified Brass + Pariah for tank... is it overkill?

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Add troll king and reinforced stats. Is there such a thing as too much defense?

Dracarys PVP Videos - We Love ESO Episode 2 & Scroll of Altadoon (2018 Update)

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Hey All,
Dracarys is a recently created PVP guild on EP side NA server. We run mainly 12-16 sized groups primetime as well smaller groups during non primetime.
It goes without saying if you're not a fan of organised guild play then you most likely won't enjoy these videos but if you like to see organised group play in outnumbered or GVG situations then enjoy :)

YT Channel: Dracarys ESO

Latest Videos:
Healing Build Guide
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Sniping Ticks
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GvG
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If you're interested in joining add @Solar_Breeze in game to discuss things.

Guild for active players. Noob Friendly. Never any dues. Near capacity, guild trader regularly!!

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The Independent Guildsman is currently welcoming all active ESO players players to join our ranks. Here you will find a group of welcoming and helpful gamers to guide you to mastering every aspect of ESO. Many members have vast knowledge of different parts of the game. You will be givin assistance in crafting, trading, questing and PvP. We host weekly fundraising raffles including a weekly 50/50. We have a website www.ig-eso.com and a facebook group. We have an active guild chat and nightly events. Leave your gamertag and you will be invited to IG whenever a spot is open. You can be a part of up to 5 guilds. Make us one of them.

Time to look at cost poisons?

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I hated these poisons before the sustain nerfs but now they're just absurd. 6+ seconds of +30% resource costs is far too much. These poisons are just another crutch, like Earthgore. Assuming I use an ability every 1.5 seconds, which is realistic in PvP, I'm easily losing 4-5k magicka or stamina from each poison proc. That's in addition to the base costs. That's going to add up fast.

The only reason I have quietly accepted these until now is the permanent blocking nonsense that goes on. Seeing as that is on the chopping block, perhaps it is time to consider toning these poisons down, or at least making them more creative.

Some suggestions:

1) Cut the duration to 4 seconds from 6.4 and lower the effect to 20% from 30%.

2) Cut them to 15% increased cost and retain the duration.

3) Have them lower regeneration like the CP passive instead of raising costs. Reduce to 20%.

4) Make the debuff be consumed after casting the next ability and increase its cost by 80% instead of 30%. This would actually make the poison more effective against players with cleanse abilities, causing an 80% increase to the initial cleanse cost instead of 30%, but would tone it down overall. This keeps the poison reliable but makes sure it's not a death sentence to anyone being hit hard. I like this the best.

Spidersilk Gone?

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I have been searching for days now in the zones for spider silk Makabal Tor and Greenshade and all I find is cotton. This has been going on now for a long time it seems. I just started to do some crafting writs using up most of my spidersilk and not none is to be found. Anyone else noticed this?

[Video] Tay's MagDK: Gameplay ~ Build ~ Class Discussion (yet another MagDK thread)

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Presenting the very uniquely named MagDK build:
~~~ Firestarter ~~~ TM (C)
- super creative name, no stealsies!


Outnumbered Gameplay
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*definitely messed the music volume up for second song (too quiet), I'm not a very pro editor
**all Cyrodiil clips no-CP

Build
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2x Valkyn Skoria
5x Wizard's Riposte (4 body)
5x Rattlecage (1 body)

Statsheet from no-CP Cyrodiil with alliance Emperorship HP bonus:
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*there is a unique Rattlecage charged lightening staff drop from Grothdarr named "Despair" - would be better then Maelstrom


Class Discussion
(focusing on what strengths I chose to build around)

Offensive Healing
Offensive heals are by far one of the strongest types of abilities in the game, and this build takes full advantage of them.

Power Lash
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Definitely a contender for the most unique skill in the game. The bonus damage and superb healing remains un-nerfed because of the off-balance condition attached to it. In a standard MagDK setup PL is proc'd from Fossilize'ing + FL, or Talons + FL when target is CC immune. This build adds a charged lightening staff with a shock enchant and Wall of Elements for additional off-balance. This works by:
1) Shock attacks have a chance to proc concussed (its status effect which applies minor vulnerability increasing targets damage taken by 8%)
2) Charged trait increases this chance by 220% and destruction staff passive by 100%
3) Shock weapon enchant has a base chance to apply of 20%, the above modifiers take this to 84% (in the video I said guaranteed, correct value is 84%)
4) Blockade of Storms (as an AoE DoT) has a base chance to apply of 1%, the above modifiers take this to 4.2%
5) Blockade of Storms automatically sets concussed enemies off-balance

All of the above culminates in a very high minor vulnerability and off-balance uptime which means almost constant bonus damage and healing from Flame Lash, greatly increasing the offensive pressure and survivability of the build.

Burning Embers
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Can stack on infinite opponents providing an amazing burst heal when expired, reapplied or purged. Heals for percentage of damage done, so heal is diminished if removed early or target is a mist form junky.

Devouring Swarm (not a class skill)
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Decent AoE damage to pressure all those around you whilst keeping you alive in a zerg for its duration.


Damage Over Time Skills
Magicka Dragonknights have a solid array of class based DoT's with easy access to Reach and Entropy if the build requires. As such Valkyn Skoria works amazingly to proc from the DoT's and to add burst damage.

Engulfing Flames
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Increases targets damage taken from flame abilities (which any MagDK build would be using a significant amount of) and it's an AoE DoT that sticks to the players, so kiting won't help them avoid the damage. Proc's Warmth passive snaring enemies by 30%, keeping them within your reach. Can be tricky to use if you play with high ping.

Flames of Oblivion
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Passively grants Major Prophecy, so always benefiting you even if you don't get a chance to activate. Unique burst style DoT only ticking every 5 seconds, useful to line your other burst up with. Proc's Warmth passive snaring enemies by 30%, keeping them within your reach.

Burning Talons
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Soft CC for when target(s) have immunity, use to proc Power Lash, decent damage.

Volatile Armour
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Major resistance buffs, alright damage and gives 12% healing received through the Burning Heart passive.

Burning Embers
as above


Utility Skills
Only using 2 pure utility skills on this build, but they both serve very important survivability functions.

Dragon Fire Scales
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Getting hit by someone outside your range whilst already engaged in melee combat? Just wing it! Stun your opponent, pop wings, wait as long as you can to reflect the greatest amount of projectiles, then use Ferocious Leap!

Elusive Mist
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This is your only repositioning tool as a MagDK. With 75% damage reduction and major expedition it does its job effectively, but especially when playing in no-CP you have to be mindful of the halted magicka regeneration, line of sight quickly.


Summary
I've achieved the most success through building around high off-balance uptime and utilising a large array of DoT abilities. To accomplish this I chose Rattlecage to free up a skill slot and Wizard's Riposte to remain tanky whilst getting the important cost reduction of light armour to offset the prohibitively high cost of DK's skills. Valkyn Skoria was chosen for its effectiveness with many DoT abilities. This build does sacrifice raw stats for utility and flexibility.

Laters
- Tay

You should be able to complete quest prior to being removed from a dungeon!

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@ZOS_GinaBruno @ZOS_JessicaFolsom You may want to add this to the next patch. I was in the process of completing the quest with one of my toons that I'm working with, and all 3 random players wand up leaving the group without me finishing the quest. Your game wand up throwing me out of the dungeon without completing it.

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NOT COOL! You should not be thrown out while the quest is active!

Please add this to the next patch because it's highly annoying and unacceptable!

Help Wanted - Part Time Raid Leader

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Dominion Knights, an AD PVP only guild (NA Eastern Time Zone) since 2014, is looking for a part time PVP raid leader. Our raids run 6 nights a week, 7pm to 10pm (no raids on Wednesday). We are seeking a dynamic, charismatic and fast thinking player who is capable of leading an organized 16 to 24 player raid on Vivec NA PC campaign. Ideally this person will lead 2 to 3 nights a week only. Experience not necessarily required but preferred, training will be provided by Taran. Dominion Knights is a mature guild with over 60 active members. Our guild is organized with adequate support players in all raids. We have a solid reputation and track record playing on the 30 day CP campaign.

If interested you should first complete the membership application indicating that you are interested in the Part Time Raid Lead position. The ideal candidate must be aware that leading raids is difficult and challenging. The candidate will have ample opportunity to familiarize oneself with the raid composition, members, and strengths as well as the full support of the members.

Dominion Knights guild is a family oriented guild. We are casual players with a passion for PVP in ESO. Like all families our focus is on relationships and having fun. Success is something we plan for not something that happens by luck.

Website Application

How do you level?

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With all the changes since One Tamriel then Morrowind, I find myself leveling much differently than I used to. New characters, for the most part, skip questing until much later instead I go around hitting up every Sky Shard I can get in the overland and in Delves, I purposely skip Public Dungeons until last. I'll still do quests I come across in Delves or related to their area and a random dungeon a day. Once I've gotten all the available Sky Shards that I can reach, it gets me to around level 36 which then I start doing the main quests that award skill points until around level 45. At this time I swap over to Public Dungeons that I skipped before as they give a lot of experience that you gain 1 level for every 2-3 you complete up to level 50. I have crafted gear with training at levels 4, 20, and 36, you don't need to upgrade all that much when sky shard farming.

After that, I complete whatever else at my leisure or move on to the next character and repeat the whole process over again.

Outfits Not Unlocked

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I have a template character, along with my "live" characters. The max level template knows the Dro m'Athra style, but it is not useable on my main, even though it shows as unlocked. According to patch notes...
As this Outfit Style knowledge is an account-wide collectible, learning how to craft helms in the Glass style (for example) on any character allows you to use that to override the appearance of the helm slot of any Outfit on any of your characters.

Did I miss something? Do I need to relog on the template every time there's a patch?

Cyro AP/Scoring idea changes for ZoS

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PvP~~
Rewards:
1.Geodes - the current geode system should be left as is because it promotes players to pvp even if they are pve or casual. What could use a change so that these masses don’t just ball zerg objectives for their rewards, is ap needs to be distributed differently.

Scoring + AP
1. Resources on home keeps should be worth double their current take value while emp resources are halved from their current amount.

2. Emp keeps should also be halved to 3k Ap base, as the emp ring already provides the benefit of potential emperor, port distance and conquest positioning.

3. Groups earn less ap for every additional player near them that exceeds the group limit.
Note: This won’t deter groups from clumping on important objective takes but will make it more appealing to players to venture out of the large group in order to earn more ap.

4. Towns are worth more scoring tick points and generate higher ap values for kills made there. (additional towns?)

5. Scrolls Increase scoring on the scrolls so that captures are more sought over and the travel between scroll temple and a keep will generate combat over terrain that is hardly used.
Note: Scrolls are generally ran far away from keeps due to enemy access on easy spawns if the scroll is nearby thus the string of fights to ensue over cyrodiils beautiful environment.

6. AP Buff Make the ap buff last twice as long but worth 15%. Add a minor ap buff that is obtainable through completion of quest boards. Complete 3/4 and you earn the minor buff for 2 hours 10% a total of 25% more value if sought after.
Note: Players traveling to delves will enjoy small clashes away from the beaten path and quests with additional value will not only help your faction but encourage players to take and defend odd resources/keeps away from the main fray.

7. Dolmens drop rate for cold fire is increased and they now appear on the map showing as a grey icon that turns blue, red, yellow when cleared by a faction. (Killing blow on boss) the dolmen rewards a faction with 5 scoring points and spawns every 30
Minutes.
Note: By generating more opportunities to score points for your faction and at a considerable amount they will be huge points of interest across the map every time they spawn, resulting in fights on uncommon terrain.

Result = The geodes are now a prize for earning ap by leaving the ball zerg as zerg surfing for ap won’t be as profitable.

6a. An alternative quest board option
Group based missions that have different specifications. 4,8,12 etc in size that have the group escort a wagon from point A to B. If the wagon detects additional players from your faction past the quest amount then it will be deducted from your reward.
Other quests could be but not limited to:
-Intel gathering
-Capture and defend a spawned flag for x duration (abandoned towers, cheydinhal, outlying towns)

The kicker is that enemy factions can see the accepted quest from other factions and a group of similar size can embark on the quest to prevent the escort from reaching its destination by eliminating all players and the wagon. With potentially 2 factions trying to destroy the escort they will also fight one another, potentially first, so as to eliminate the chance of having someone else take the reward.
*Once fully eliminated your group fails the mission and cannot reap rewards for that quest.

Quest Rewards: (idea)
If you accomplish the quest as the faction who took the initiating quest you gain one of
-guards are stronger/additional to one/two selected keeps for x minutes
-siege is 20% reduced cost for x minutes for your entire faction.
-a keeps walls are stronger and take reduced damage from siege for x minutes
Or
One faction of choice
-weaker/less guards in a keep for x min
-siege costs 20% more for x min
-walls weaker on a keep for x min

*Also gain a chunk of ap for completing the quest*

A group from the faction that chose to intercept or stop the initiator has the ability to
-guards are stronger/additional to one/two selected keeps for x minutes
-siege is 20% reduced cost for x minutes for your entire faction.
-a keeps walls are stronger and take reduced damage from siege for x minutes

Campaign:
Lower vivec pop cap by 15% and then make shor a 30 day campaign.
Note: Players have shown a consistent draw to the longer campaign because it allows them to feel as if their contribution has more weight in a large scale war. The population spread along with ap changes will distribute players across the map in a healthier way.

AOE CAPS + Sets/Skills~~

The change to aoe caps is amazing but the damage that destro ults have when paired with moving sleet storms and vd/proxy will be enormous. But not in a positive way.
In order to combat this I’m suggesting a modification to destro ult in either damage or function.
Change:
1. Make the eots do another 10% less base while buffing the stationary destro by 10%. This generates a risk and reward. Ults that are stationary provide the most value when executed properly but can be easily countered by negates or moving out of them. This will encourage strategic play when it comes to dropping timed ults. As opposed to casting eots and running around for maximum damage. Especially with eots lack of counters.
2. The other option for a change to destro ult is by making it more tool based for a variety of mag ults
Inferno: lobs a ball of fire at a single target. Can be blocked but not dodged. Inflicts a burn that enraged the caster and increases their damage by 8% (minor beserk)
Ice: slam your staff into the ground sending out ice shards in a 10m aoe radius. Each shard that hits the same target deals 75/50/25% less damage than the first. Each shard roots the target. (Ic ice atro) this can be used in small scale control as well as large group play on chokes to enable ults like shackle/nova/bats.
Lightning: a conal magicka db that shocks the enemies hit for damage and stuns them


3. As a way to make either change more meaningful earthgore needs to see a minor tweak. Earthgore should be a way to heal but not remove ground effects upon activation. Negate already has an important role and should remain that way for countering player ults with active gameplay.

4. Vd/proxy
Vd base damage nerfed by 10% and radius increased by 2m
Proxy starts to increase in damage value after 6 enemies. Dealing subsequently more at 7/8/9/10 etc.

Recap]: As aoe caps are now removed I do believe it is a great thing but that if these ults and tools are too strong it will still encourage players to stack for the benefit of sets/heals/barriers/earthgore. As all of these tools are just as frightening to smaller numbers with the exception that large groups can apply more pressure to whatever is trying to kill them with vd proxy destro ult.

[/b]Outfit and guild tabard[/b]
Provide an option for players to turn guild tabard on/off as visible so that they can wear it over the outfit and or gear without it showing visibly.


Cp needs to stop increasing as it just increases everyone’s ability to spec for things their build doesn’t have as well as adding numerous calculations the server must make while in cyrodiil.
Befoul should be removed as well as healing received cp. This lowers the calculations necessary and provides some counterplay to strong defile/healing without using defile as the main counter to heals when it gimps classes without strong heals in the first place.

Thank you,

Irylia

@ZOS_GinaBruno

Official Discussion Thread for "Earn Free Crown Crates or Trial ESO Plus During Our Bonus Event"

Terminus Dominion Recruiting Once Again! PvE, Social, PvP, No Fees. [UPDATEDx8]

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The Terminus Dominion is opening recruitment once again! We hit a dry spell but we're back and looking for you to help make us stronger!

The Terminus Dominion is a PvE and social guild. We focus on helping new players get to the CP cap and making sure everyone is enjoying themselves.

We have master crafters, and several CP 690 players willing to help teach anyone learn mechanics, class basics, share builds, grind for gear and more.

WE ARE CURRENTLY SEARCHING FOR OFFICER CANDIDATES! If you are interested in becoming an Officer in our guild, please don't hesitate to contact Lady Strika 7 on Xbox or in-game. Our officers help with activities, recruitment, handling in-guild issues that may arise and more.

The Terminus Dominion II is our PvP based sister guild(though largely inactive as of yet, gladly accepting help in growing it of course). We mainly play Daggerfall alliance in both Shor/Vivec and Kyne, but all alliance players are welcome. New to PvP? No worries! We will teach you what you need to know for both small and large scale PvP, and how to have fun with it!

Terminus Dominion II is also searching for officers experienced in PvP to help run groups and coordinate PvP activities.

Absolutely zero fees, no level requirements to join, no dues, and all we ask is you at least poke your head in once or twice a week to let us know you aren't a zombie. Bloodthorn and Worm Cultists are a problem these days in Tamriel, you know. ;)

Both guilds have access to the Terminus Dominion Serenity Falls Estate Guild Hall, with a banker, merchant, target skeleton, basic craft stations and dye station and dueling arena.

Our guild utilizes the Discord app to communicate outside of the game and set up activity schedules. We share a Discord server with the rest of the Terminus Dominion gaming community, with many other divisions on several games. Come check us out!

If this sounds like something you would like to join, leave a comment here or message Lady Strika 7 on Xbox or through in-game mail. We'd love to have you!

Why the end game needs to be fixed.

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So the other day I made this video explaining why the end game needs to be fixed. I have gotten alot of mixed comments on it from you do not understand to your right. See end game is not about a single strategy its about team work for the meta to continue being the better option we need more then just it. The main reason many feel the meta is the only option is it is the only one shared or done there is no other options for the end game strategy. This has to change see when Craglorn came out many tank it with alot of options but in the end after part 2 came out and was out for a while about 3 to 4 months by my research the meta started to come to be and when monster sets came it got locked into what it is. When the end game has only the one strategy you make it feel like there is no other options when they tanked in the past with every class in the game and some still to this day do its just there not the meta. There are builds that they used to run like the Templar support tank that off tanked while any other class main tanked it was a 2 handed and resto build, then there was the sorc stam tank that ran sword and shield both bars and ran similar to the meta tank of today.


See if we as player or the community are not willing to let this kind of change happen the singular meta will always be the way and you will never have enough tanks healers or anything else. This goame allows all classes to tank ether as a main tank or and off tank heck they even game us an option for magicka tank that not one has taken the time to learn how but some of have been and we have been trying to expand the end game options for main tanks and off tanks and even coming up with healer options.

I do know why the meta is looked at as being the best but just cause something is the best does not mean other options do not work its they are not for competitive end game but thats what the meta is for. As for fixing some of the problems this update will bring to the meta try other tactics instead of the same old ones if you feel the block cost is going to effect the end game tank look at the tools we have and try something new like maybe instead of the tank doing crusher have the off tank and a dps do it so the main tank can run hardening to have time to heavy attack to get resources back or to take the pressure of them with all they are trying to do now. There are still alot of other options in things you can do to make things work you have to be creative and it also might be time to change the strategy all together. One other thing they used to do in the past was have the off tank use another weapon type to bring some more damage to the group but they still tried to make that off tank use the same type of build instead of doing that run a tank bar and a damage bar for the off tank so when not tanking the can help do damage now they will not be bringing the dps like the dps do but there extra damage can just help enough to make things a little faster. You can also do this with the other healer.

So thats it ether we try new ideas and tactics in the meta to make it work better and open up the options to other tank types were we might find others to be better for the meta then we do now and we can also open the door to more options in the end game. This will help expand the options for end game cause alot of people keep saying the game needs more options for it. There are alot of creative people out there trying to make options for end game to expand it and some have really good builds besides DK and Warden and some have some good ideas for healers to.

Below is a video covering what I say here if you do not want to read this also some ideas for off tank builds for end game and there are many others out there that you kind find but you got to dig deep to find them.

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Off tank templar build

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Off tank Sorc build

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Off tank templar build

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Off tank nightblade build

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Off healer nightblade

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Alot of these options are ones I have made and can be improved with race changes but any race can reach for the most part these stat levels. Please lets keep the topic on how to fix the end game and by adding new options and or new ideas for the meta. Lets also try to come up with some more options for off tank and off healer builds sense the tools we have now are alot more expanded then in the past when Craglorn came out.

Add Meaning to the Formal Emperor title.

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I have seen a lot of discussion on the forum, mostly said the formal emp title basicly means nothing. Well i have a solution to fix that.

Give us Back the Formal Emperor Passives. I have no clue why they were cuted out of the game, but seeing how op and broke many thing in the game a fromal emp passive skill lines at least give a chance against OP DK zerg fests. (at least in Shor)

It was a realy bad idea to remove the formal emp passives. It will also give a chance to compete formal emperors against current emperors. Put it back please. Inlcuding the 1% all stats as well.
There are alot of people who worked their ass out in cyrodil to become an emperor, and i am not talking about the EMP boost zergfest for sallers.

ESO combat quality is FAR WORSE from its competitors?

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No no no, we're not talking about class balance or anything of that concern, I'm talking about raw combat quality, about how it feels, how it plays and satisfying is it.
And no, "MMORPG combat are generally sucks" is not a relevant thing anymore, or "I still find ESO combat fun, so it's fine". Yes, it is fun, that's why we're all playing it, but it can be better, much better.
For example (and there's a lot of them), 1H weapon is weightless to swing; the hit box for all melee weapons are off, the weapons don't even touch the enemies, but the damage is still done; animation canceling feels too clunky (I'm not talking about deleting animation canceling all together though), my stam characters always twitching while in combat, it's like they have seizure or something; range light attack often jam and can't perform the follow up skill; range heavy attack often stuck in animation (especially staves); a lot of skills just look and feel ridiculous, such as "Low Slash", which is nothing more than gently scratch the enemy's legs; etc.
To sum it up, after the change of animation in 2016, the games combat feels and plays a lot worse, not just for me, but for a lot of people. Even some big ESO name like Alcast and Joy actually feel the same. But I'm not just jumping into conclusion here, so I'd love to see your vote on this subject :D

Where do you get the hide helmet “collectible”?

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The button works after the patch, but still can’t use it.

When is vamparism good on a stam sorc? pve/pvp

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I do both and I play both pve and pvp and I'm curious if being a vampire will benefit my stam sorc in pve/pvp

A Message to Everyone Here from The Prophet

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