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Powerlash & Searing Strike 3.3.3

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It is clear the combat devs want more skills to be dodgable and blockable. With the recent changes to both of these skills, magicka dragonknights will have a much tougher time landing these skills against other players. A significant drop in sustain/healing will be very noticable against dodgeroll centric builds, passive dodge (shuffle/evasion), and stamina players with trollking who can now dodge damage they could previously heal through. I have listed a few suggestions that could significantly improve a few dragonknight skills while keeping them balanced and stay within the combat devs vision for dodging.

Powerlash And Searing Strike


Powerlash:


Give Flamelash a 50% chance to proc Powerlash by itself, and keep its ability to proc from the offbalance provided from talons and petrify.

NOTE: Still a global 3 Second Cooldown on Powerlash

(Reason: A lot of Magicka Dragonknight players have said that talons easily telegraphs your powerlash and is a huge drain on your magicka pool. This change would still keep flamelash at a 3 second cooldown but would not force players to waste magicka on talons and would allow them to perform a combo that is not easily telegraphed by "talons" while still keeping the skill balanced and dodgable)

Searing Strike:

Give all morphs of this ability a 8 m range so that it is in line with melee ranged abilities such as flame lash and petrify.

(Reason: 5 m is shorter than most melee ranged attacks and now that it is dodgable it will be very difficult to land)

Other Skills:

Reflective Scale (Wings)

Give all morphs of reflective scales major expedition for 10 seconds.

(Reason: It is a very high cost ability compared to shimmering shield that also returns magicka and ulti. Dragonknights need more mobility plain and simple and with a near 4000 magicka cost ability, I think adding major expedition justified)

Keep this forum constructive.

Lets hope DKs get some love before the patch drops!

@ZOS_GinaBruno @ZOS_Wrobel @ZOS_RichLambert







Does defensive posture reflect full damage?

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Will defensive posture reflect all the damage back or just a certain amount?

Subterranean Assault Overperforming

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It's getting ridiculous. We're seeing more and more of it.

Too many people running one-round KO stam warden builds. And they all run the same thing... stampede, dawnbreaker, beetles, and reverse slice.

Subterranean assault needs to be a 1s channel like dark flare currently is. Giving that much burst to an ability that doesn't do its damage on the global cooldown (and stun and fracture) is just a bad idea. But to give it to the class with the best pvp healing and the best pvp sustain is absurd.

Ive been posting here for over a year.. never made a QQ post.

And for those who say "Oh its telegraphed, learn to play!" yeah, the bad wardens do that. I'm talking about the good ones that activate beetles and pop an immov pot out of range, then stampede on top of you right before beetles triggers. unless youre running javelin on templar there is 0 counterplay other than dodgerolling the stampede...

Oh yeah and they have major heroism through shimmering shield, so they can do this about every 15s...

It blows my mind that this ability hasn't been nerfed yet. And thats not even factoring in the whole "ignore the Z axis" element of it. Always fun to be playing BGs in arcane university and get dropped by a beetle being cast by someone two floors above you.

Here's a pic.... but lets not pretend you don't know exactly what im talking about. Just watch kodi's stream for 10min.

its a combo that kills most players in about 1.1s (not counting the stampede travel time). Thats ridiculous.

Everyone who doesn't already have one is making a stam warden on the 2x XP event next week.

ka3lhI9.jpg

EDIT: and in case you cant tell, that is in no CP battlegrounds. Its even worse in CP.

Unofficial summerset isles hype thread/ elven superiority

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The announcement is likely today or tomorrow and with uesp predicting it is summerset like they predicted morrowind (which ended up true). hopefully it is summerset and not that filthy mud hut dwelling argonian zone as ep already got their expansion. Now if it turns out to be murkmire well atleast we will have a whole other zone to kill argonians in. Elven superiority rains supreme, even if the altmer are inferior to dunmer.

Dunmer= master race
Altmer= secondary master race, but still n'wahs
Bosmer= bis race for cuteness, kills you with hugs... beautiful little cannibals, will eat you if your opinion is different
Orsimer= good in dresses, best smiths aside from dwemer
dwemer= amazing technology but now missing, their tech still functioning

My predictions for this year are

Dragonbones,
Summerset,
Arteum (if not included in the expansion) or some dungeon dlc again...)
Spiral skein
breadcrumbs that hint towards a winterhold dlc and murkmire next year

Victorious Brotherhood - PC/NA

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OUpkD7X.png

The Victorious Brotherhood is Recruiting! We are a new Australian AD based PvE Guild but focus on all Aspects of ESO. Crafting, Trading, Questing, Dungeons, Fishing, PvP and Trials both normal and Veteran. If your looking for a Guild to help you get into Trials or people to run Pledges with and go for those no death/speed run Achievements then we're for you.

We are a very Friendly Guild and welcome all players, all fractions, all classes. Players just starting there ESO Journey or Veteran players looking for a Guild to run Trials with or farm gear. We have a Guild Hall and a Guild trader!. Like I said before we are Australian but welcome people from all over the world and always have people on at different times.

We have a Veteran Trials team and core that can take on all Veteran Trials, We have a Discord and requirements to join the Veteran Trials team are on the Homepage of the Guild.

If you are interested and want to join then leave your @name and I will invite you or if you have any questions feel free to ask.

MAGBLADE pvp theorycrafting

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Alright, with my lack of experience and very small amount of time since i started playing this game i realised somethigns about magblade pvp (bare with my noobness):

(oh and im talking about 1v1 (open world) 1 vs x and SMALL scale pvp, none of that skilless laggy no brain activity requires zerg mode(which by the way its closer to PVE then pvp since youa re just aoe'ing a see of red healthbars)


So, we do have the damage, and we can build for even more damage and burst, but with a unreliable cloak and image our defenses are poor! I tried some gank builds liek Daniels Torugs build and a variation of it with elegant/spinners for HA ganks, They work, but if the gank fails and you fail to cloak ur dead..so its funny for the first 10 ganks then it gets boring.

Im trying to build for sustain survivability and killing/bursting potential (even if within a window)


I always try both melee and destro/resto builds

So far i tried some variations with Shaklebreaker (seems the best overall option) :

-With spinners, your damage is pretty good (swallow soul tooltip is about 9k unbuffed), but u migth need to sacrifice some SP for mag regen.

-with necro, well, kinda fun to have 50k+ magika, but for some reason it doesnt seem to work well.

-with wizards reposte you become more tanky, but it seems that the lack of penetration really messes your burst capability forcing you into more sustain/regen.


So far a few things i dont udnerstand:

What crit resistance i should go for? iw as playing with 1700 and it sucks...then i got up to 2500 and it felt liek a diferent game even though on paper the numbers werent that diferent.

what penetration should i go for? getting it from CP seems crappy since its not % based, i always try to be above 10k but without spinners get very hard.

I always play with Light armor for the passives, and i do think its needed, but, would heavy armro really cut our damage and regen that much? cuz the hp and tankyness gain woudl be great.

What mag regen should i go for? i feel like that if ur under 1600 u need to play with leeching strikes and/or elemental drain, what is the sweet spot?1800?2k+ ?

Melee vs destro- love both, diferent playstyles , cant really tell if one is better then the other (even though the stuns and proximity for fears on a melee playstyle seem to suit betetr the magblade...but destor is so badass!)


Things i noticed:
Health pool really seems to matter on magblade, i changed to argonian form dark elf (ty @KenaPKK for the advice on youtube ), and my health now its always between 24-27k and i feel like anythign under 24k for a magblade REALLY sucks.


Thinking about trying wizards repost/spinners (one for each bar) with skoria/groth/bloodspawn?!..mag would go down, tnakiness and *** would go up, what do you guys think?

Benefit of staying subscribed?

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There was a loyalty program at one point apparently, but it seems it was discontinued when One Tamriel came out.

Just seems like an easy thing to add to encourage people to keep active accounts.

So I accidentally had the most fun I've ever had in the game, whiie going into cyrodiil w/2 friends.

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We were all incidentally different factions, Myself pact, one covenant, the other dominion. We decided to go skyshard hunting and I thought "We might as well get the hard stuff out of the way and get the cyrodiil shards!" We mulled it over kind of conerned by our differing factions but ultimately decided to try it out.

It took us about 20 minutes (the 2 of them being fresh n00bs) to reach the agreed upon meeting location, but once we got there hilarity ensued. I forgot that a faction of the shards were buried in delves, and we wound up having to fight our way through the dungeons WITH the threat of friendly fire. It really did turn out to be the most fun I'd ever had. Many laughs were had. Especially when my out-of-control bear killed the one fellow on our way out of the first delve. We oinly got two shards but I consider it a success.

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.

Best PVE Magblade Gear

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I'm working on my magblade that has been shelved for over a year. I'm liking the changes to Assasins Will, which seems to be much more forgiving to a missed light attack in Dragon Bones.

My question for magblade players, particularly in end game PVE, is about best in slot gear. I'll go ahead and make a series of statements below, that I invite others to agree with, or debate and provide alternative options.

I'm currently using inferno front bar with lightning back bar, but I think dual inferno will be better next week, if the off-balance cooldown makes it to live.

I enjoy a funnel health light attack rotation, which is cheap enough that heavy attacks are not mandatory if built for some sustain. This means I do not plan on using force pulse or an asylum destro. It also means that I will not be dealing "direct damage" frequently enough to justify Scathing Mage or Nerieneth.

In all my testing, Valkyn Skoria ends up being about 4% of my DPS, and has a fairly useless 1 piece bonus. I see this set used in a lot of end game builds, but I cannot seem to get good results with it. In fact, my DPS seems higher with mismatched monster sets like Iceheart + Kena. There doesn't really seem to be a good 2 piece option for a monster set for a ranged magblade: Slimecraw is redundant, Grothdarr is melee only, Kena requires consecutive light attacks (skipping a skill in the rotation) and bad for sustain, Ilambris does not proc much without force pulse, Domihaus requires very specific range, and Stormfist has a stamina 1 piece. I already mentioned my problems with Skoria and Nerieneth.

That being said, I am leaning toward 2 5-piece sets with a 1-piece Monster helm. One of the 5-piece sets would be lost while on back bar (Maelstrom staff), and the magblade rotation spends a decent amount of time on the back bar.

I plan to run 6 light, 1 heavy. It seems to be the best balance between sustain, damage, and survivability. It also is easy to make since any sets in the running are available in light armor and a 1-piece monster helm can be heavy. If I end up in a crafted set, I would probably make a heavy chest and wear a light monster helm.

The front bar only set could be Mechanical Acuity, since has good uptime even if you have 4/5 on back bar. Crit sets seem to synergizes well with magblade, given the 10% extra crit damage. My main hesitation with this set is that with 2 assassination abilities slotted, and Major and Minor prophecy, I am at 49% crit without any gear bonuses. Any additional crit from the 2nd gear set would diminish the Acuity proc effectiveness.

Another option would be Moondancer, since synergies are getting improved. The spell damage bonus is great, and the Magicka regen could allow the use of Blue Magicka + Health food instead of Witchmother's or Clockwork Citrus Filet. This means higher damage and higher health. Minor slayer is typically about 1% higher DPS than other 3-pc set bonuses. If using a front bar Moondancer staff, I would just have to be careful to only use synergies while on the front bar (might be tricky for something like orbs).

Master architect seems good for melee magblade, but for a ranged build I do not see any ultimate cheap enough to make it worthwhile.

Sets like Julianos, War Maiden, Mothers Sorrow, also seem good for magblade. These would be best if they had 100% uptime (not used on staves). Julianos could be paired with Moondancer, but not Acuity (since both are crafted and have no jewelry).

War maiden would pair pretty well with either Acuity or Moondancer and is available with jewelry (I already have a gold neck, and purple rings are cheap). The 400 spell damage only applies to about 2/3 of my damage skills, so it works out to roughly 260 spell damage, making it less effective than Julianos.

Mother's Sorrow could work well with Julianos or Moondancer, but would be terrible with Acuity. If combined with Juli, one of the two 5-piece bonuses would be lost on the Maelsteom bar.

I think this all this brings me to a few options, listed in order of my perceived best to worst (open to feedback here).

Moondancer + Acuity (front bar) + 1 Kena with Blue Food

Julianos + Moondancer (front bar) + 1 Iceheart with Blue Food

War Maiden + Acuity (front bar) + 1 Kena with Clockwork Food

Julianos + Mother's Sorrow (front bar) + 1 Kena with Clockwork Food (my current setup on live, probably not ideal)

I'm sure there are other sets and combinations I have not considered. Looking for some feedback and discussion on these and any other options. Thanks all!

Edit: Just thought about Burning Spellweave. Might be able to make a comeback with a dual inferno build. Would be a good for a front bar only set, paired with any of the sets mentioned above.

Back in ESO after some year.... WTF is happend

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I was one of the first players, bought the game and paid the subscription, had a GREAT time doing the quest and the story was good. now I thought: I'll go back, there is a lot of new contents and questline so I subscribed again and found this :
1) 690 CP???? It will take a lifetime to achive so much points.
2) The mob are scaled to (I don't know how many CP points). I tought to grind the ability that I didn't have (staves and such) and go around to collect books and skyshards but the mob are to strong to make that funn. The reward in xp/gold is ridicoulusly low for me . I can't buy the things that regular store sell to craft things. I'll need tons of time to get the point to be effective and lot of gold to respec.....
3) I am 130ish CP points and find annoying to make single player doungeon. I have an hibrid build, I don't do enough damage. don't get how the game works...

Need some help to understand how to play

do you know if xp of other carachters in your account will build up CP fron lv 1 to 50? at least I could restart with another character and enjoy the quest to make CP.

ZOS I cant believe how bad your server is...

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I can under stand Cyrodill, that you can experience lag.

I can understand in PVE raid you can experience lag.

BUT wtf, Maelstrom Arena SOLO play, and to have so much lag?

The 8th boss, when NPCs casting fire spells, lags up the whole, dam game.

i6700k
32g ram
SSD
1080ti SLI
205mps, down load speed

A N D

I turned down all video settings, and lag is the same.....

What a joke......



Show off your beautiful vampire character

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Vampires look ugly af most of the time, while I've seen some that look amazing enough to let them sink their teeth into me. Show off your beautiful vampire characters. To be clear, 1 awesome = you'd let your teeth sink into you and one agree =attractive but you'd still burn if she/he tried to bite you.

nrexd28wsbhp.png my dunmer

(Vivec PC NA) Edit: The whole server is dying atm GG WP GF

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This is insane. I cant even PvP on the weekends I refuse to play the smash one button 10 times until my skill goes off. I was recommending player and friends to play early morning and now that the pop has grown SLIGHTLY SLIGHTLY IN PVP the servers are dying literally everyday its worse and this is unacceptable. All of your resources need to fix this or take PvP out of this PvE game. But what good is an MMO if you cant kill other players?

Activity finder - specific dungeon

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does this even work. I have been trying to get into city of ash 1 and 2 and its been a week now and I have never been pulled into one

thanks

The Ska'vyn Exchange ||| Seeking Traders in Mournhold! ||| PC/NA

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Guild Name: The Ska'vyn Exchange
Trader Kiosk: Razgugul (Mournhold, Deshaan)
Minimum xCoin Balance: 2,500/week

Guild Master: @Ixtyr
Senior Officers: @Eelelia, @Eclipsewolf
Officers: @GloboRojo, @JobooAGS, @Levon_RN, @Oakos, @panda_bot, @Patthib, @pbmoore2, @Sigtric, @StabbityDoom, @TheRealHendrix

-

Website: http://www.skavyn.com/
Server: PC North America
Guild Founded: 03/30/2014
All Alliances Welcome

Active Discord Server Available

---

Minimum Weekly Requirements ("xCoin Balances"): In most high-end Trade Guilds, you'll be asked to "Sell 50,000g per week" or "Donate 5k". That's a fine system, simple and easy to understand, but we've found that it leaves a lot to be desired. What if you can't sell 50k this week, but you donated 5,000g to the Bank? Or maybe you spent 500,000g on new gear in our Guild Store this week, and don't have enough left over to donate? Technically, that 5,000g donation brings in more than 50,000g in sales would yield in tax revenue - and 500k in purchases generates 17,500g in tax - but other guilds with systems like those above may not be able to give you credit for that, and we think that's a shame.

That's why we've developed our "xCoin Balance" system - it's a custom, comprehensive metric that we track manually, and it's the only truly-accurate measure of the exact amount of gold you're contributing to the Guild's bottom line on a weekly and monthly basis. "xCoin" tracks the taxes you generate from both Purchases and Sales, profit from Raffle Ticket purchases, gold contributed via Gold and Item donations, and it even calculates how much you over-pay for an item in our weekly Auctions (as compared to the Market Value), and credits you the difference. We believe in being fair and putting in that extra effort to make sure all of our members' contributions are accounted for accurately. We also believe in full transparency - our "xCoin Balances" are calculated at the end of each Fiscal Week, and the scores are posted to our website, so members can keep track of their progress.

To read more about our "xCoin Balance" system, including detailed breakdowns of how our calculations are made, please head over to http://www.skavyn.com/FAQ.

Guild Ranks: Our Guild Ranks are set at various "xCoin Balance" thresholds. If your Average Weekly xCoin Balance for the current month is above the minimum threshold for a rank, you'll be promoted to that Guild Rank.

Additionally, we offer ten "Honorary Officer" positions to our Top 10 Monthly Contributors. These "Shareholders" are promoted at the end of each Fiscal Month, and they hold their ranks for the next month (or until someone else out-contributes them).

Rank List:
  • Guild Master
  • Senior Officer
  • Officer
  • Shareholder - Top 10 Monthly Contributors
  • Maverick - 100,000+ xCoin/week
  • Tycoon - 50,000 - 99,999 xCoin/week
  • Mogul - 10,000 - 49,999 xCoin/week
  • Merchant - 2,500 - 9,999 xCoin/week
  • Peddler - 0 - 2,499 xCoin/week
  • Associate - New Recruits

Weekly Events: Every week, we host a variety of fun events to help support the guild and our members.
  • Weekly Raffles
    Every week, we host a massive weekly Raffle, complete with multiple valuable prizes. Tickets cost 1,000g each, and there's no limit to the tickets you can buy. Prizes include Raw Materials, Tempers, Motifs, Recipes, Furniture Packs, Custom Legendary Armor & Weapons, Nirncrux, and more!
  • Weekly Live Auctions
    On Saturday Nights, we host a weekly Live Auction in Guild Chat for all of our members. All proceeds from the items sold help the Guild pay for their weekly Trader Kiosk bids!
  • Weekly Jackpots
    Every week, one of our raffle participants is selected at random to take a stab at a simple game of chance. Guess any five numbers between 1-100, and if any number you guess matches a prize square, you'll win free gold! Once a player guesses a number, those squares are eliminated, leaving the remainder of squares available for others to continue guessing until our 500,000g "Mega Jackpot" is given away, at which point the board is reset and everything starts over.
  • Farmageddon
    Farmageddon is an event we host multiple times each week. All members gather together for an hour to farm as much as they can for one hour, and the top farmers win gold prizes! All items collected are donated to the Guild to stock our Auctions and Raffles, and also can be sold to help cover our weekly Trader Kiosk bids. New farmers are always welcome, as we treat these events like "classes" where our Veterans can help teach you to be more efficient and make more gold!

How To Join: To join, make sure to head over http://www.skavyn.com/FAQ and read through the full details of all of our requirements, membership policies, and event details. You can then apply via our guild application at http://www.skavyn.com/apply, or leave a message here in this thread and one of our Officers will contact you shortly.

need help to counter op tanks

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hi, i am having problems with those kind of people that you don't drain their hp, but they kill you in a few seconds. I am talking especially about DKs and sometimes magsorcs.
i am not beginner, don't give me general tips, yes i do CC them on cooldown, keep buffs up, and bleeds. I am a stamplar, and tried different builds, like both heavy armor to survive them and medium armor to have a chance to kill them.

i don't want to enter build details, i want to know a counterplay to these kinds of builds, where they are so tanky you barely drain their hp, but when they deal damage they kill in a few seconds. If i give some of my dps into survivability, i barely deal any damage, but this doesn't seem to be a problem to them. Not talking about their neverending resources to block and attack.

Reverting the Changes to Hidden Skills for New Players

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A few patches ago, some changes were made to the skills system to hide certain trees until requirements were made for new players, (Requiring killing a mob to unlock the tree, equipping five pieces of a set, etc.) in order to help newer players avoid confusion from skills overload. However, with the newer level advisor, I think it is having the opposite effect, of hiding necessary skill lines from new players. I noticed this when making a new Templar (Gleaming Champion), and I ran into a bottleneck immediately, suggesting it has me take Wall of Elements. Which is an issue, as you do not get a Destro staff up to that point. But overall, it seems like the stated reason for the change is no longer valid, and could use reverting. Rather than throw a long list of skill lines at the player, the skills adviser helps to funnel them to a path. But locking the lines behind the requirements seems to do the opposite now, as it dead ends them until they find the weapon/armor set needed to unlock the paths.

Aside from unlocking all the skill lines again, then perhaps a selection of weapons or armor sets in the beginning could also be useful in helping new players get used to the roles and class. Giving the players an option to select a weapon set/armor set would be nice, as they can start leveling those things immediately. This does not seem to be breaking in any way, and would help new players begin learning and playing immediately, rather than running around looking for the right weapon or armor.

Dragon Bones comes out in < 2 weeks and DKs are still a complete mess

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DB was announced for Feb 12. Yet the current state of DKs basically leaves them at a completely unplayable, especially in competitive PvE content. Zenimax, you have a ton of work to do if you plan on making this class even remotely playable by release. I'd much rather you figure out what your doing, even if it means pushing back release date. If this patch goes out as is, an entire class of the game is going to be useless up until the next chapter. That is not okay at all.

Don't nerf block cost

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In Cyrodill heals and shields are reduced by a certain percentage why can't they make the same thing for block cost, why PvE players are getting punished because people in PvP are running Tank with High block reduction.

P.S Its gonna be really hard for newer tank to control their Stamina.
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