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NEW SCROLLS ORDER - New player and veteran guild for lone wolf/soloists.

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New Scrolls Order

About Us: We are a group of 450+ mostly soloist/lone wolves who came to together to help each other learn, improve and eventually master this game. We originally catered to primarily new players however as we have progressed through the game we are now a home for veterans as well. At the heart of this guild is a love for ESO and desire to help others progress.

What we offer: We offer both spontaneous and planned World Boss, Skyshard and Dungeon runs. Daily runs through undaunted pledge dungeons. An expert team of Master Crafters that can craft the gear, food, potions and glyphs that you need but also help you achieve Master Crafter status. Trial progression runs 3-5 times a week. A lottery that is run several times a month. We intermittently have a Trader. Most importantly, friendly and helpful guild mates.

Communication: Our preferred source of communication is via Discord. Our address is located in the MOTD in game. In game text chat also fairly active.
We are a no fee guild. Donations to maintain the trader are always appreciated.

If this sounds like the guild for you please message Sookmagook on PSN or leave a message here and an invite will be sent.

We look forward to meeting you!


The Lotus Guild. No Dues. New Player Friendly. Social Guild. 490+ Members.

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I run a large, active social guild aimed at being new player & advanced player friendly.
We link up frequently for general help, grinding, and the exp boost.
We have plenty of players who can help new members acquire gear.
We farm gear sets together to help everyone get what they need as well.
We do weekly PvP and PvE Events.
These Include Skyshard Hunts, Area Boss Clears, Delves, Dungeons, and Trials.
There are No weekly dues, but any donations we receive are used to help purchase the occasional guild trader, and pay for events.
We hold Raffle and Lottery events weekly.
We have crafters for all your crafting needs.
You can join up to 5 player guilds. I've always felt that new players don't have much guild access/use in most large guilds due to the end game items and players that make up the majority.
As we have a variety of levels, there is always a variety of gear/equipment to choose from to help you destroy your foes and advance your character!
We have plenty of friendly members who are always willing to answer questions and help out new players.
We currently have over 490 members and do frequently hit capacity.
Players we know have been inactive for a long time will be rotated out to make room for newer, active players.
We have an age limit of 18+
Message me here or on xbox GT: RoF Alpha Wolfe.

PTS Update 17 - Feedback Thread for Item Sets, Monster Masks & General Itemization

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This is the official feedback thread for the new item sets and monster masks, and general itemization improvements. Specific feedback that the team is looking for includes the following:
  • How desirable do you find these new items? Do you plan to use them when this update goes live?
  • Do you have any other general feedback?

FLAME Guild Videos - Outnumbered PvP - PC NA

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Hey everyone,
Here are the latest outnumbered PvP clips I've captured while playing with my guild FLAME.
I hope you'll enjoy.


Last updated: Jan 21st 2018

In The Barn We Trust:
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Outnumbered November:
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Thanks to Karma , Naviri, Forbux and Diamanda for always being there when I need someone to get zerged with <3

Whisper @NirnStorm for more info.

Can we please get CP pages...

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^ As the titles says.

But honestly, as someone who has the same character doing pvp and vet pve content it really starts to suck that I can't just swap CP pages like I do my armor pieces and skills. At this point I wouldn't even mind paying 50k gold for 1.5k crowns to unlock CP pages. I understand that it only costs 3k to change but as someone who feels like doing pvp one moment and pve the next, 3k becomes 300k very fast. So at this point my only options have become either staying poor at 613cp or never be BiS. Please add CP pages into the game.

*Note: Just in case you don't know what I mean when I say "CP pages", I essentially want it to work like how outfit slots work on pts. Where you can have different outfits which you can change on the fly. Just like that I want cp page which you can just change on the fly, no extra cost, and already pre-allocated points.

PvE Tanking Discussion for Dragon Bones

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Hey everyone . Been doing some testing and ran one of the new dungeons with a DK tank in PTS today . Nerfs to PvE Tank sustain is quite high sadly . I am hoping this thread will help you understand what is going on and/or find a way around it .

BLOCK COST

Base block cost reduced to 1730 from 2160 .

Live patch block cost calculation :

Block Cost = (( 2160 * (1-Shadow Ward) (1-Sturdy) (1-Fortress)) - Shield-Play) * (1-Defensive Posture)

Lowest possible block cost for this formula is 88 .

And here is the new one =

Block Cost = (( 1730 - Shield-Play ) * (1-Shadow Ward) (1-Sturdy) ( 1-Fortress)) * (1-Defensive Posture)

Lowest possible block cost for this formula is 336 .

Now , the important part is , how effective Shield-Play is .

Let's do two different setups . First one with 3 Shield-Play enchants , second one with none .

First setup has 336 block cost while the second one has 520 . Looking at the difference , Shield-Play enchants doesn't seem to be as effective as before . 3 enchants give you a block cost reduction of 184 , which was 609 before the nerf . This brings up the question . Shield-Play enchants are worth it or not ?

I think the answer lies in what kind of fight you will be tanking in . For example , while tanking axes , Shield-Play enchants will win without a doubt while Magicka Recovery enchants perform better in fights where you don't block as much . I would say Stamina Cost Reduction could be useful as well but they get their share from diminishing returns too and there isn't really a lot of skills that cost stamina except Pierce Armor and Heroic Slash . To sum it up , I think we have to keep different jewelries with different enchants on them , for different fights .

While running one of the new dungeons , I tried 3 Magicka Recovery glyphs on jewelry . My build was Ebon/Alkosh/Lord Warden , 8 Sturdy , all tri-stat enchants as an Imperial . Classic trials tank build in other words . I was running Lord Mundus and Equilibrium . Being honest with you , I had issues whenever I permablocked . I had to drop my block and throw some heavy attacks time to time . You actually can keep permablocking with just Equilibrium and Igneous Shield spam , especially with the help of potions and Battle Roar passive , it is quite easy as long as you have a decent healer . Still , this doesn't matter because you will have to support your team with usage of other skills , costing time and resources .

SYNERGIES AND ALKOSH

Another nerf we need to talk about is Orb and Spear synergy . The cooldown increased to 30 seconds from 20 seconds . This is a straight nerf to Alkosh and sustain . I don't know why this happened , even though ZOS says it's because they are not triggering the Global Cooldown anymore . I don't see it being a good reason for such a strong nerf like this .

There are some more nerfs to Alkosh wearing tanks and Stamina DDs . Such as ;

Blood Funnel and Blood Feast (Blood Altar & morphs) : Increased the radius of the prompt to 28 meters.
Radiate (Inner Fire & morphs) : The prompt is now only visible to allies positioned further than 18 meters away from the taunted enemy.
Spawn Broodlings, Black Widows, and Arachnophobia (Trapping Webs & morphs) : The prompt is now only visible to allies positioned further than 18 meters away from the webbed enemy.

With these changes , I don't see Alkosh being as good as before even though you could use it on both tanks and still get high uptime . Only synergies you will be using are Conduit and Orbs/Shards as a tank , which makes Alkosh uptime really low when solo and worse compared to current live version .

With the new CP increase , DDs will get less and less benefits from damage oriented CPs . I think it is time for DDs to cover the lack of penetration with the extra CP and let tanks use some other support set .

It almost looks like ZOS wants to make Alkosh useless (both for tanks and melee DDs) but it is such a good set , I hope ZOS will revent some of these changes so we can keep using it more effectively .

OFF BALANCE AND LIGHTNING STAFF

Another important change is about Off Balance . I know a lot of tanks use Lightning Staff on their back bar for better Crusher uptime and some help with Off Balance . With the new block cost changes and Off Balance changes , I think Lightning Staff is not useful anymore . During my testing runs , I used a Frost Staff without the Tri-Focus passive . If you take that passive , your Magicka will be RIP while on back bar . It is really , really bad . I do not recommend it to anyone . Just don't take the passive and try to stay as low amount time as possible on your back bar .

I think keeping a Destro Staff on back bar is still a very good strat for better Crusher uptime , whether it be Frost , Lightning or Flame . Frost preferred obviously .

CLASS DIFFERENCE

Another issue I would like to talk about is the difference between classes . Dragonknights and Wardens are far better at sustaining without dropping block in live server . This gap between classes will grow a lot more , forcing other classes to drop block and heavy attack far more often , making them much harder to play , especially if we consider the lag and required reaction time for veteran trials . I do not like this one bit . There needs to be some changes . Obviously , you could drop block and heavy attack whenever it is necessary but it will be necessary to do that quite often , especially for certain classes . This means , less care about group support and boring gameplay . Making it harder to sustain on tanks do not make the game more fun . Next patch is so harsh on tanks that we will have to stop debuffing to heavy attack because we actually can consume more than 2k stamina in 2 seconds , even with the lowest block cost setup .

FINAL WORDS

It almost looks like to me that ZOS wants tanks to drop support sets and wear sets that will give them self-sustain , tankiness etc. Tanking is and always been a support role in this game and should stay that way . These changes will make quite a lot of PvE tanks to stop playing their tank and play some other role . No offense to PvP players but these changes are hilarious just because some players fails to kill a tank in Cyrodiil . I think a lot of people on forums read that one thread where some guy kills 10 high-rank players (all of them had cost increase poisons) on his own as a permablock DK . What a joke ... Well guess what , there are already too few tanks in PvE and these changes will make some of them quit their role . I remember in Morrowind where ZOS introduced all the sustain nerfs and almost half of my raiding group quit the game because how boring it was to play . Now the same thing is happening to this small PvE tanking community that makes me wonder how many will continue . I know that this is only the first week of PTS and there will be changes but for now , this is what I think . I am hoping for better changes coming in the next several weeks .

Thanks for reading ,

Liofa

"Not that expensive"

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Honey you went through over half the template character's gold making like 5 outfits, this system is expensive as heck.

ESO Grand Designs, Xbox NA largest housing guild

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Welcome to the ESO’s Grand Designs (formerly known as Better Homes and Dungeons). We are the official housing guild for the Xbox/NA server.
Everyone with a house is welcome in this guild!! We are a group of players that have taken a real interest in housing.


Ranking System:
This is a fun way to reward the people who have gone above and beyond expectation with their houses. It’s also a way to identify new members and players who need help finishing and furnishing their house.

Briefly:
Homeless: new to the guild or we cannot visit the house—plz update your visiting permissions!!
Home: a new home not finished and not close to the item cap.
FINE: a home that is either not finished, or still below item cap, but you can tell that a lot of hard work has already gone into decorating it.
SUPER: a home that has a completed, finished look, with details here and there that make you stop and look twice. Most homes will fall into this category.
EPIC: a super home that has gone one step above and has done something really creative and/or unique. The attention to detail is superb...there are so many things that make you stop and go “wow, this is awesome”
LEGENDARY: an epic house that has done something crazy cool, something super unique and different. The house is a spectacular work of art in itself.

We are at 350 members and growing please leave your GT and I will send out invites!


Lorebooks in Cyrodiil

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Has ANYONE completed the lorebooks in Cyrodiil?? HOW did you do it? Some of them are behind enemy bases.

Proposed Dragon Bones PTS Changes to Magicka Dragonknight

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After reading the latest batch of combat changes for The upcoming Dragon bones Dlc, I cant help but feel concerned about the flame lash changes and the pretty bad place they leave Dk in for pvp and pve.


Power Lash being dodge-able will destroy this skill more that you know.

The ability Power lash, to my understanding, is meant to be an ability that rewards your textbook class play with extra damage and a decent usually much needed heal. As an immobile class this is crucial seeing as MagDk have no reliable ways of consistently avoiding damage, forcing a larger reliance on healing. The catch is that the enemy MUST be set off balance. The only reliable way to consistently set targets off balance is to use a flame lash on a Rooted or Stunned target granting you a powerlash. So naturally it is in a dks best interest to talons or fossilize their target allowing them to reliably use power lash.
A few patches ago Zenimax made well welcomed changes to roots with root immunity via dodge rolling. This change has created a muscle memory reaction in most players to dodge roll out of roots. Roots such as Fossilize and Talons. Power lash as a proc requires you to first land a flame lash on a rooted or stunned target. This is where the problem lies, with the current requirement to first land a flame lash on a CC’d enemy, it allows far too much time for the enemy to break free and dodge roll well before the power lash can ever land, robbing the Dk of the much needed(in most scenarios) heal. Also robbing them of that extra damage. Currently on live severs it is possible to roll out of talons before the dk can land a flame lash so there is already counter play that exists. Same goes for fossilize although the added cc break required makes it a bit harder to execute.

A few other things that concern me are the continuous negligence of the overperforming Cliff racer in the wardens skill line. An ability that is far easier to make use of compared to power lash( and usually does more damage too) , also being longer ranged with increased damage scaling with distance, still remains undodge-able and unreflectable. The reasoning behind nerfing powerlash and not Cliff racer is beyond my comprehension.



Having over 30 days (at least 10 days on all but wardens, 75 days played on NB) played on a Dk im fully aware of their strengths and weaknesses. Ecen without this powerlash nerf we still stand before an underpowered class who’s only two saving graces(being burning embers and blocking )are frowned upon by the community. Im well aware that burning embers doesn’t directly get attention for this classes dominance in duels but it is most definitely the main culprit. Its no secret that Dots really shine in duels, so as a DOT that also burst heals, its easy to see how this can easily over perform.


For example, I asked a dps templar friend to and spam puncturing sweeps( his cited unbuffed tooltip was 1383) on me whilst i repeatedly applied burning embers, Instantly reapplying it and not allowing it to tick for any extra damage.My Current playstyle with magic dk is more team burst oriented as i usually run in a 2-4 man group, i run 0 points into thaumaturge. My burning embers tooltip was 13.5k(82% heal). The result was a dead templar and a MagDk whose health never dropped below 80%. This plus my multiple hours dueling on the class, and having 10k plus heals consistently from this nearly free, instant cast ability, leads me to one conclusion. That burning embers may need a nerf on its healing as apposed to nerfing powerlash. This would greatly turn down their 1v1 potency but keep the more earned, and easier to counter, heal of power lash, in play.


I aslo want to open a healthy discussion about the dk class as a whole. As ive said before this class is in a very sunken place outside of duels.

I would really like to have some constructive feedback as this is something im have put alot of thought into in hopes of getting attention from the devs. I really Enjoy this game and i want to start alot more constructive and healthy discussions about all classes seeing as dks aren't the only class under(or over)performing. Ive played alot of Eso pvp and pve alike( mostly pvp) but i understand i cant cover all angles I as that everyone try to be as civil as possible.


Class role poll 5 of 5, what role is your Warden?

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There's gonna be one for every class so XD.
Basically, what role does your main Warden toon play? And no not counting fake ques, I mean actual fulfillment of the role.

(Yes this was mostly copy pasted with one small error in the sorc one that I fixed really fast, bonus points for anybody who caught it before I fixed it.)

Rhage Stamplar PvP

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Patch winding to a close. I think this build will carry over into the next patch. Had some fun fights with a bunch of really strong group mates. Hope you enjoy.

Infallible Infinite Wizard (Magsorc Off-Balance Heavy Attack vMA & Trial Build) CWC Ready

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Changelog: Revamped the Build for CWC.

By4K2ui.jpg

A lot of people asked questions about a strategy that is safe and fun to play because they are struggling with the arena. Also, it uses a freaking Daedroth, who woudlnt want that?

With this toon, I completed nearly everything in the game: flawless vMA, top 10 score runs in vDSA, every vet trial including vMoL and vHoF. it is also a very effective DPS-enabler for the whole group and has probably one of the strongest AoE components in the game.

Here is a full flawless vMA run video with the BiS-Version of the Build:

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Race:


Altmer is best due to additional elemental (especially shock) damage and max magicka, dunmer (since SotH) and breton would be your second and third choice.

Setup for solo:

3EvGSGK.jpg


Setup for Group content:

tijXYfU.jpg


Why charged?

Because this gives us and the whole group 100% off-balance and therefore 18% more overall damage (10% damage done and 8% damage taken by the target), 70% more damage on all heavy attacks (includes team members) and free flame lashes for all the DKs.



--> lightning staff benefits from all four of those trees. Liquid lightning and blockade benefit from Elemental expert, Elfborn and Thaumaturge and do get empowered a lot as well. The trade off is overload. With more points in elfborn/elemental expert, overload will hit harder, while the heavies and dots suffer a little.

Bar Setup:

JdN2Voa.png

Empowered Ward, Daedric Prey, Endless Fury/Mage's Wrath, Volatile Familiar, Inner Light
Ultimate: Thunderous Rage

Power Surge/Shock Clench, Liquid Lightning, Elemental Blockade, Volatile Familiar, Inner Light
Ultimate: Meteor


Usual strategy:


Keep Surge, Liquid lightning, the volatile familiar pulse and blockade up and Heavy Attack your way through. Shield every now and then. It's as simple as that, stuff dies really fast, especially in AoE situations. Stuff just melts! Save your Ulti for Bosses and Difficult Rounds. This applies to stages 3 and 5 in particular because of all the adds.

What's with the pets and Maw of the infernal?

Pets got buffed a lot with Homestead and Horns of the Reach. They are basically free DPS as they act as companions that choose targets and take them down by themselves. Plus, they take aggro from you. I'm not using daedric prey because enemies in vMA simply die too fast to make it really worth running. Bosses melt fast enough without it. If you plan to use overload, put daedric prey where power surge is and keep it up to buff you buddies.

Also, Pets are immune to a lot of Mechanics in vMA, such as the lightnign Water, Spinning Blades etc. You can actually get through without having to resummon them more than 3 or 4 times (argonian behemoth kinda kills the familiar in enrage phase). So basically, it's like doing vMA with Bud Spencer and Terence Hill.

For low health mobs, don't bother putting down liquid lightning, as they die too fast with blockade and heavy attacks.

DPS Parse (just me, Dobby & Fluffy the Daedroth):


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Maw of the infernal does more than 3k DPS from the 2-piece. with heavy atacks in your rotation it procs ALL THE TIME.

Rotation:


Easy mode!

it is Surge (every third rotation) > Light Attack (LA) > LL > LA > Blockade > Bar Swap > Full Heavy > Familiar Pulse > Heavy Attack > Prey >

Few additional things:

1. The difference between the staffs is that heavy attacks with lightning and resto staffs are channeled. For this build, this means that EACH tick of the attacks gets the crushing wall buff and puts on the minor vulnerability from aether, thhis adds around 5-6k dps alone.
2. Necropotence Gives you huge Shields and Buffs your Pet damage a LOT. You can push past 30k dps easily with the 5 Skills in this build.

3. Forget the usual sorc ressource management issue: With this build, you can run arund with nearly no mag recovery as you get a ton of ressources back from your heavy attacks.

4. Sorcs get an original buff of 5 % to shock damage.

Issues:

The only issue is Mobility: As long as you channel attacks, you have reduced movement speed. I didnt have any issues with this, but you need to adapt your gameplay to it! Especially in the last round on top, you need to stay cautious for the fireballs dropping down.

So go in there and melt! B)


Request to Hide / Show Tabard

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Our members love our guild and want to represent it as much as possible. So thank you for giving us a guild system and way to proudly display our name. But ESO has many great looking gear sets that members spend tons of money and time getting. We do a lot of roleplaying as well and not all the characters would be wearing a tabard in character. So I am asking if a Hide / Show button could be added for the guilds who want to have their name viewed but perhaps not show wearing the tabard all the time.

New to these forums, so hope this is correct location.

Zenimax, please make character leveling more faster...

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Zenimax, please make character leveling more faster and more easier in ESO:TU!

Guar and Dinosaurs

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NOTE:
1. This is my opinion
2. I am not suggesting replacing Guar. I know people like them

As a Dinosaur and Reptile enthusiast, the dino-like mounts we have so far are...bad. They look like mouths with legs. They look horribly cartoonish nor the least bit interesting.
Also nothing of the guar suggests herbivorous. They look like they have the head of a Snake.

I understand that they had this to work with, but come on.
beast_morrowind_guar.png

It's 2018 we have better technology and a better understanding of Dinosaurs. There is so much inspiration waiting to be used.

I would take a hadrosaur over a guar.
latest?cb=20111205142107

Also There actually are dinosaur type creatures in Elder Scrolls. Take the Swamp Leviathan for example. It would make a great World Boss.
V63ka8E.jpg

On a side note; the fact that Guar don't look any different in Black Marsh as compared to Morrowind is a perfect example of the homogenization in ESO due to re-purposing assets without doing anything to differentiat them. Maybe give them different skin patterns depending on where they are. They should be adapted to their environment.
Why not use the Tessellated Guar?
ESO-Mount-Tessellated-Guar.gif

I want Dinosaurs!
1301x700_9588_The_Knight_s_Way_2d_fantasy_knight_dinosaurs_picture_image_digital_art.jpg


Elemental Defender and Hardy FIRST bug....

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Most i have come across in connection with this is quite vague.
So once I allocate and assign into Elemental defender and hardy first...
Do I have to do this every single time I allocate points into red or only the first time?


Quoting another on this subject...

"You shouldn't need a PhD in mathematics to figure out how to allocate CP's". LOL

MAGPLAR PVP build advice.

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Hello,

I am trying to work on a PVP build for my Magplar, I have had a look online and there seems to be a number of people running a dual wield front bar and a S&B back bar, I like the idea of this as it will allow me to run a monster set and 2 other full sets at the same time, but i'm worried about sustain issues without having a staff. Does anyone play like this, and if so do you have sustain issues?

This is the build I'm thinking:

Front Bar:
2x Shacklebreaker sword, MH Nirnhoned, OH Sharpened?

Back Bar:
Shacklebreaker sword, Nirnhoned.
Shacklebreaker shield, Reinforced.

2x Valkyn Skoria, Heavy, Impen
1x Shacklebreaker, Heavy, Impen
2x Shacklebreaker, Light, Impen
2x Rattlecage, Heavy, Impen

3x Rattlecage Jewelry, Arcane

I will probably run the Atronach to help with sustain and Witchmothers Potent Brew food.

Does this seem at all sensible for a decent PVP build?

I'm fairly new to the game and have only just started properly looking into my builds.

Cheers.

Can you use two sets of the same type?

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For example, if I wear two Netch's Touch the extra 400 spell dmg to my shock dmg stack?

Battle roar buff

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What do you guys think about battle roar restoring resources based on the amount of ultimate had instead of ultimate cost. In pvp, using ultimates on cooldown is not usually howfights play out. Many players save use their ultimate as a finishing blow, saving upwards of 300 ultimate or more to use a take flight, dawnbreaker, or meteor.

Dragon knights should not be punished for intelligent play. Let us consider battle roar resource return based on ultimate accumulated rather than ultimate cost. Using ultimates on cool down would keep battle roar unchanged for the players the choose to do so without punishing those that do not. I think this change will be game changing and not game breaking for dragon knights.

What do you guys think?

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