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Russian (Cyrillic) in group tool (PUG) dungeon

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Lately there are more and more Russian speaking when I finally get a random dungeon for my pledges through Group Tool. I asked if they could use English instead and they refused with a "nope". Is there some rules for what language people are allowed to use when using group tool to form a group?

Should those people be reported or just ignored? Problem is that once one group tool group one with those people it is very likely on will be grouped with those again next time one try to use group tool.

I have nothing against Russian people as long as they use a language one can understand like English and in Latin alphabet.

Can we plz have resource nodes and fishing spots added to our homes?

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With the housing changes getting better it would be great if you would add resource nodes to our homes. For more expensive homes a rarer ingredients and even a fishing spot for those with water....Here's hoping :)

Magden Battlegrounds Burst Build - CWC

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Welcome to my first written build guide, I’ve recently picked up the magika warden and found a build that works rather exceptionally for me. I’ve been getting asked quite often what I run so here we go. Note that this build is tested and tweaked to my play style and it may not work for you. The stamina sustain in particular is very, very tight and if you misplay at all or ignore any part of the stam sustain puzzle then you’ll struggle to survive. This magden is a pure glass setup that will deliver you top tier damage scores consistently but requires that you play in position and make smart plays. Let’s jump right in.

Race - Argonian

This is mandatory. While other races give superior damage passives, nothing touches the sustain of Argonian. Resourceful is an effective 250 mag, health, and Stam Regen. The healing and health passives help counter burst that typically kills light armor specs.

Mundus - Mage

Damage, defense, sustain. We’re stacking lots of magika and this is part of the equation

Stats - Fully Buffed, in combat
Health - 24612
Magika - 47775
Stamina - 11947
Magika Regen - 1663
Stam Regen - 704
Spell Damage - 2716(2956 Resto)
Spell Crit - 32%
Spell Pen - 11813
Effective Spell Power - 10310
Spell Resist - 17025
Armor - 14952
Critical Resist - 2585


Sets
5 Necro - This is a staple set for light armor mag warden. Push 45k+ magika and get a big Harness magika shield and one of the nicest PVP damage sets in the game. Pvp builds need defense, sustain, and damage, any set that adds two of those is extremely valuable, Necro adds all 3.
5 Spinners - More max magika, spell damage, 5% penetration. Simply put, it’s the best damage set available that’s always up and scales positively with multiple targets. It adds as much magika as shackle, the same amount of spell damage.
1 Domi - The second best magika 1pc in the game behind Masters destro. I need the stamina here so I can’t fit Masters destro. This is also a heavy, infused helm with a tri-glyph.

Front Bar Infused Inferno - Bersker Glyph - The damage scales with any number of opponents and boosts your healing. Some people back bar this, but I’ve got something more important back bar. We go destro instead of DW because the added pressure from weaves and reach is insane.
Back Bar Nirn Resto - Stam drain poison - This is a controversial choice, but I enjoy the stam sustain it provides and I despise fighting a tanky meta spec for 10 minutes.
1x Mag Regen 2x Spell damage glyphs on jewelry

Skills
Bird Of Prey - Mobility is key in BGs and the damage bonus scales well on builds that stack high damage and against multiple opponents. 10% total increase in damage
Flame Reach 7225 Impact 8378 Dot - Instant cast CC, decent initial damage, solid DoT, can proc burning, lands at the same time as Racer when cast immediately after.
Racer 14073 - Undodgeable, does more damage to opponents who run, 1 GCD travel time. Forces a poison pill decision on low health opponents between blocking the racer and risking getting hit with the unblockable fissure due to the block snare OR trying to outrun the warden while making racer more dangerous.
Fissure 17984 - Big AoE damage, the only truly scary part of the magden toolkit. This skill is the reason for all the build decisions based around multiple target damage scaling. Casting fissure-racer-reach is the main burst combo and in the hectic BG environment the Fissure CC will usually tag someone else.
Fetcher Infection 24682 - This ability currently scales on Master at Arms, which will be fixed in Dragon Bones. However, this build is all about direct damage burst so the broken scaling gives us a very potent DoT.
Northern Storm 5862 - AoE major protection, minor maim(from chilled status), and passive 8% max magika. If you can time this when you engage an opponent with the sigil it usually buys you time and allows you to get a quick kill or two to neutralize the threat.

Netch - Major Sorcery, 12% stam and magika regen for back bar, magika sustain, free purge. When I’m focused but I trust that my other defensive mechanics are holding I will spam this for the purge and the small heal. It’s free!
Living Trellis 3319 HoT 8078 Burst - 10 second duration, low cost, counters shieldbreaker, gives ~100k healing per BG match when with an organized group. Increase healing done, can proc all green balance passives. This build is defensively built around shield stacking which scales poorly against multiple opponents, but adding in the healing from Trellis means you don’t ever have to get the Healing Ward burst heal to survive.
Healing ward 7308 shield 3152 heal - Big Shield, burst heal, protects the health pool in execute range to allow trellis to do its job.
Ice Fortress - the armor buffs and minor protection along with the argonian HP passive are the only reason you can’t get 1 shot when shields are down, keep this up. The minor protection applies to shields.
Harness Magika 9257 shield 1950 return - Big shield, pays for itself and trellis when used against magika specs. Protects Healing Ward. The magika return is not necessary for the build to sustain.
Northern Storm 5743 - The 8% max mag is too good to pass here as well. Since I’m not high elf I really need to pack in magika where I can to offset and this is a nice space. I didn’t note it earlier but the minor maim and major protection give mitigation to damage shields.

Champion Points - May not be min-maxed perfectly but after a lot of testing and tinkering I'm pretty happy with the results, feel free to correct them if you can find more damage.

Bastion - 34
Light Armor Focus - 1
Thick Skinned - 51
Hardy - 27
Elemental Defender -27
Ironclad - 51
Resistant - 39

Thaumaturge - 13
Master At Arms - 72
Shattering Blows - 13
Elemental Expert - 64
Spell Erosion - 40
Elfborn - 28

Tumbling - 72
Mooncalf - 19
Arcanist - 43
Tenacity - 19
Siphoner - 5
Warlord - 72

Tri-Pots - these are crucial to your sustain
Detect Pots - I carry these in case of particularly nasty stamblades, but you cannot use it if your stam pool has been recently pressured or you risk running out of stam. Typically I tab-target good nightblades and try to catch them with the combo and 100-0 them before they even CC break.

Videos coming soon!

Briarheart Jewelry

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Where is the best place to farm Briarheart jewelry in Wrothgar? There are no dark anchors...

Does any StamDk here feel the heroic slash nerf?

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With all the commotion about DK’s in general in this last week, I was very sure some things were going to get rebalanced(possible in our favor XD). Out of all of the skills(Suprise attack, Incap, Subterranean assault, and jabs) they decide to nerf heroic slash. Can anyone link me a post where someone is actually complaining about the ability?

Which class utilizes heroic slash the most? Definitely Stamina DK’s. It’s no argument. With that being said, it must have been another direct nerf.

We literally have use that ability to line up an already high counter played ability(dizzy swing). If we miss the dizzy swing? Tough ***... we don’t have a poison whip, Suprise attack, subterranean, or jabs to fall to fall back on. (This is for you to Stam sorcs).

I understand this nerf to the ability won’t completely break our class. My concerns is the direction our class is going. All of these direct/indirect nerfs are pretty small, but when you compile them all together on a list, it’s pretty fat. They don’t seem to understand the impacts they are having.

I propose we get a poison inhale(it seems more possible then poison whip). They can keep all the changes, but they definitely need to provide us a little more offensive capability. We have the most counter play at the moment

Bye Warden

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You now suck for Pve and PvP

Cool

Edit: I should say magicka, the dive change does absolutely nothing to the darn near OP Stam version

Sell Furnishing Recipes in the Crown Store

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Controversial idea maybe. But Crown Store has already turned into a short cut towards crafting expertise.

Extremely rare motifs like Buoyant Armiger could be bought with gems, or gotten from crates with luck.

Many, if not most, motifs are available from crates and directly buyable with crowns.

You can buy research scrolls with vouchers and crowns, and become a 9 trait crafter in a few weeks.

In light of this, there is really no reason why furnishing recipes should not be sold in the Crown Store, or obtainable from Crates. It's just another step in the same direction.

Crown furnishings have no interest to me, and I will rarely buy any, simply because I want the recipes, and be able to create them on my own.
But if they were to add furnishing recipes to the store or crates, either as single recipes or parts of a bundle, I would certainly buy some of them, especially the more overpriced ones.

If you can already be a 9 trait crafter with all motifs from crown store purchases, there's no reason why you shouldn't be able to buy furnishing recipes from the store either.
Crafting sets actually have value and use in the gameplay - furnishings are purely decorations.

Rewards Tiers? How to reach them? End of campaign rewards question

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Hi, how much AP does it take to unlock the reward tiers?

Tier 1 - 20k? Reach the first rewards of the worthy?
Tier 2 - 100k? Reach 5 rewards of the worthy?
Tier 3 - ? 200k?

I think I have a character in tier 1 as he just received the reward of worthy - I'm not sure how you check this?

Also, do they just mail your specific character the reward? Thanks

[Poll] De-Couple Racial Passives From Race

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This poll is based on the suggestion Here.
In general the idea is that we can enjoy the different racial passives independently of the race that we enjoy playing. Meaning, that you can still have an optimal magicka character, even if it's a Khajiit, or a strong High-Elven tank with boosts to HP and Stamina, even if it's an elf.

Updated - From 100FPS down to 30 in the last few days - Is it me or do others have this too?

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I am playing on PC EU and ESO always worked fine. All I did the last few days was install a few more Skyrim mods, but that shouldn't be the cause. (They only add up to 23MB while I still have 76GBs free on the SSD).

Update: It seems to be an unrelated issue to ESO. A memory leak caused by the latest Windows update seems to be the cause.
Update2: I don't know how, but I fixed it. My RAM usage is down from 99% to 14%, which is normal. FPS are back to 100 in instanced areas and 60-80 in crowded places.

The real reason why people are so negative when new patches come out.

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Let's get this out of the windows: ESO is not League of Legends, or Overwatch, in any shape of form. In those games, the characters are created with a set in stone mindset and gameplay style. Patches after patches they're shaped to better suit their role and be competitive with other characters, so a buff, or nerf is necessary. Those game are meant for Esport scene. This is not the case for ESO.
I don't know about you guys, but for me ESO has always been a power fantasy game, which is reasonable for a fantasy RPG. I play ESO to feel powerful, not to be stuffed into a box, and be told what I should be, and can't be. That's actually what ZOS promised us when they first announced ESO, "play as you want". But lately, I've seen that concept been driven out by ZOS, update by update.
Let's talk a bit about how ZOS is forcing roles on us yet, since @ZOS_GinaBruno once did say that Dragonknight are suppose to be tankier than others. And before any of you comment below: "But my Warden can also tank", or "Sap tank is very fun", I'd have to say this, I love my sorc tank, I really do, but he's no where near as good as my main DK tank, which is the only tank I'd bring into vet trials. Being fun is one thing, but be actual powerful is more important. Ok, with that been said, let's get into the juicy stuff.
The real reason why people are so p*ssed off every update is simple: ZOS tends to nerf a lot these days, and it has proved to do more harm than good. Let's take an example, heavy armor in 2017. Homestead came out, nerf resource returns and damage. Morrowind came out, further nerf resource returns. Clockwork City came out, downright delete the whole damage buff part. And the funny thing is, these change are meant to be for PvPer, but they cause so much harm to PvE tankers. And the more hilarious part is, even after these "changes", the heavy armor meta still lives. Why? Simple, it was never heavy armor that was too strong in PvP, it was light and med armor that was too weak in PvP. Nerf heavy armor means nothing when light and med armor still aren't a viable choice (yes, stamNB use med, and magSorc use light, but that's as far as "viable" goes). What I'm trying to say is: The more patch we have, the less we actually have. Frag no longer stun, Spear Shard no longer stun, Fossilize is now just a shell, RIP resource management for magDK for almost a year now etc. ZOS, stop taking away things from us players. Nerf has proofed itself to be an ill solution for a lot of situations. There are time that a nerf is needed, such as to proc sets, or to Templar Sun Shield spam in PvP, but don't overuse it.
That's just my point of view, sorry for the long post. Would love to hear you guys opinions.

PTS patch going to live? (Nerfs incoming)

Should other outfit pieces, beside Helmet, have a hide options?

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Like "Hide Shoulders", "Hide Belt", "Hide Gloves", and etc.

Repentance skill & Executioner passive - feedback (and magDK briefly)

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Please review the way these skills proc. They both use an 'on death' condition which makes them both somewhat redundant in a longer single target fight as they will not proc until the fight is over. Single target fights also tend to be the more important (boss) fights where resource management is key.


Regarding Repentance specifically, this skill becomes particularly bad when there are multiple grouped members with it slotted as corpses can only be consumed once and set proc'd 'corpses' are no longer consumable. Could this be changed be to allow consecrated corpses to give the stamina benefit to anyone ese in the group with 'Repentance' also slotted (any bar). However, it does nothing remove the on death condition which is the bigger issue with this skill. (Minor stamina steal is the logical mirror effect to radiant aura).


Regarding the NB executioner passive specifically, it's also redundant in a single target fight scenario whilst being particularly clunky for an NB tank to use even when there are adds around. Tanks (esp NB) do not have the required tools to CC everything. A 'making life a bit easier' change, it would be to proc if a mob within 28m of you dies. However, this also does nothing remove the on death condition which is the bigger issue. For that the passsive would need a significant change, ideally to to proc on a successful dodge (15% chance, blur - assasination skill line). This would be a good choice as it's something which a tanking NB would get a higher usage from, whilst they get a more limited use from the leeching strikes tree compared to a NB DPS.

On a side note, magDK. Helping Hands is pidgeon holed into restoring stamina only. I'm not sure where a magDK gets their resources from now, but there should probably be a stamina morph or two in that tree somewhere which restores magicka as that skill is particularly one sided.

Aeo

Tattoos are faded on new Necromancer skin, just like on vampire skin.

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Short info for those without PTS: tattoos look similar with new skin like with vampire skin - they're faded.
Personally I'd like them to be fully visible, like on regular non-vampire skin... What do you guys think?

19CieLl.jpg

Play your NB, DK, Sorc healers. Just don’t expect me to play with you.

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I’m sure you have a jolly good time healing on these classes. Who doesn’t like relying almost purely on the Resto Staff abilities, with marginal utility offered by class abilities.

And yes, I’m taking into account your Matriarch, and your Funnel Health/Sap/Refreshing Path, and that Igneous shield and flames of oblivion morph.

And they suck.

You can play any race you want as a healer or tank, but not any class. Unless you plan on being just solo, or running dungeons and normal trials, then by all means. But don’t expect a group to rally behind you when you say you want to heal vMoL or vHoF. Unlike players that play the classes overwhelming suited foe that role, you have an upward climb to convince people you can play that class so effectively that it doesn’t diminish your chances at success (11 other people are relying on you. It’s presumptious, and egotistical, to expect them to devote their TIME to what is a very risky proposition).

I’m sure you can heal dungeons and normal trials easily with just orbs and spring, but I’ll be off elsewhere with my extended ritual, BoL, shards, and Power of the Light. Enjoy yourself, though. And remember, you are unique!

Another way to help nightblade sustain. Time to update Executioner passive

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With the recent nerf to our over performing ability siphoning attacks, both morphs still need work in order to make them practical for tanks & healers to use. I can't check this but based off the wardens skill line elderscrollsonline.com/en-us/news/post/2017/04/11/warden-guide-skill-lines-and-abilities the Nature's Gift passive combined with lotus the warden will be able to pull off their version of leeching strike/siphoning attacks. The main difference is that warden healers & tanks can still make use of the Nature's Gift passive to manage resources. Now on paper from a dps perspective leeching stikes/siphoning attacks seems balanced when compared to the warden's Nature's Gift+lotus combo but they still need major work in order for nightblade healers & tanks to make practical uses out of them.

With that out of the way leeching strikes/siphoning attacks is not enough for a nightblade to sustain, it is also time that our Executioner passive be reworked. When compared to a templars repentance or item sets like vicious serpent, vengeance leech or robes of the withered hand we see how little sustain the executioner passive actually provided. So my opinion on improving this passive in order for it to become a viable way for nightblade dps, healers & tanks to get more sustain is to make it return 1000 or 1500 magicka & stamina whenever an enemy dies within 28 meters

does the double resource from off balance work on dummie yet?

How do you feel about the cooldown 20 to 30 secs for syneries? (Changed reverted)

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Will this make feel harder to use? Will it be easier... for thing like moondancer? Will cause issue for sustain? Is the cooldown just right for you?

Feedback regarding the new Morrowind Furnishing Documents (and some thoughts about economy & prices)

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Since my EU character was finally ported over (really, can't we have EU/NA on the PTS at the same time? Why do EU always have to be 2 weeks behind ... ), I got an opportunity to buy Hlaalu Morrowind documents for about 3,500 vouchers. Here's my feedback:

THANK YOU for finally making these available. They should have been available from the start. It's really a horrible marketing decision to leave these furnishing plans as a once in a blue moon droprate that makes it virtually impossible for anyone to learn the recipes, unless they have millions in the double digits to spend on plans at guild stores (the few ones that were actually for sale). Please don't do this for every other DLC and Chapter from here on, at least make it fair for everyone to put in the time, effort and gold cost to actually be able to learn them. So, while I'm happy with the current plans, I believe it should have been implemented half a year ago with the Chapter itself, hrmph.

Secondly, you're somewhat pushing the limit regarding the voucher cost. When you raised the voucher cost for normal purple plans from 10 to 25 vouchers, you already made them not worth for voucher hoarders to spend their vouchers on. So instead of having a steady trickle of recipes into the traders and economy, we now have people hoarding their vouchers, instead of using them on the documents, as the selling prices aren't worth the cost put in.
The Morrowind documents are 50 vouchers per, and 20 for blues, so that's twice the amount! Along with the initially 1500 voucher outfitting station, it makes me believe that you have no idea about the reasonable value of such items. I think you have looked at serverwide statistics, which show you the total amount of vouchers. And I'm sure there are certain people who have vouchers in the numbers of tens of thousands, or even more. Several people in my trade guilds have guildhalls with every attunable set crafting station and loads more, which has cost tens of thousands of vouchers, and when you look at that, you think 50 vouchers for a document or 1500 for a station is a drop in the ocean. But, to whomever is designing this, please understand that these people are an anomaly, some people will ALWAYS swim in vouchers, gold, AP, Tel Var or whatever currency, no matter what obscene prices you put on things, or how many gold sinks or voucher sinks you introduce. Just like the game mechanics shouldn't be balanced around the top 0.5 % who dish out the best damage, the game's economy and pricings shouldn't be balanced around the 0.5 % with the most gold or vouchers on the server. You're only exclusing the broad majority from participating.
I see this as an escalating trend with ESO. Look at gold costs for achievement furniture when it was introduced, basic plants and such were a few hundred, a thousand at most, and with Morrowind and CWC, we see the prices have risen massively, several thousand gold for a tree, and many achievement furnishings in the 100-150k gold category.
Same with vouchers, purples used to be 10 vouchers, then 25, and now Morrowind ones are 50 each. Crafting stations were reasonably priced first, then came the hugely expensive clockwork ones, and now you try and introduce 1,500 voucher outfitting stations (yes i know it was lowered, but the fact that you thought 1,500 was a reasonable price to begin with just supports my thesis).
So, while 50 vouchers is certainly better than paying 900k for a purple recipe at a trader, you're pushing the upper limit as to how these things should be reasonably priced.

And that ties me into my final and most important part - with a large cost of 50 vouchers for purples and 20 for blues, the documents should absolutely NOT have the daedric plans in their loottables. The Dwarven ones don't fit in a Morrowind theme as well, but at least they are still worth good coin, and you can sell them off if you don't want them yourself. The current Daedric purple recipes are found massively everywhere in the world, dropping from every Daedric mob as well as dark anchors and whatnot. People are swimming in Daedric purples and blues, and the purples currently sell for a hundred gold or sell on PC EU, the blues are sitting at 20-30 gold.
When you spend a large cost of 50 vouchers for a recipe, you absolutely should NOT pull a recipe worth 200 gold, that's for sale at every guild trader. If you want to justify the large 50 voucher cost, they should be Morrowind/Vvardenfell exclusive recipes, and perhaps the Dwarven ones with a very low droprate. The Daedric ones have to go.

TL;DR: Remove Daedric plans from the documents, both purples and blues. And please read the entire post for feedback about pricing and economy.

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