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magblade dps issues

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I recently switched my NB from stam to mag
Didn't really enjoy the stam blade stuff so i thought it was worth the switch to try it out.
Even though i didn't ENJOY the stam blade... i was able to hit 35k-40k on the dummy. just normal trial gear and rotation.

Long story short - i can barely hit 26k on the mag blade. I'm comfortable with magicka builds and the rotation seems similar to everything else (with the exception of merciless resolve/spectral bow)

I've already looked up other people builds (alcast, deltia, tam foundry, etc.) I'm just looking for someones personal advice on how they up'd their magblade dps.

I know its not a gear issue... something has to be fundamentally wrong with my rotation/skills. even with an imperfect rotation i would think i'd be hitting 30k at least.
Any tips and pointers would be great to hear.

My setup/rotation.
Apprentice stone
witch mothers drink

All divine/mag enchant and all gold quality
5 julianos
4 aether (jewelry, inferno staff-infused flame enchant)
2 skoria
maelstrom lightning back bar (nirn berserk)

activate MR and SS - drink spell power pot - drop meteor
> (light attack) EB > crippling grasp > twisting path bar swap cancel
> funnel health > funnel health > bow proc (reapply if second proc)
Reapplying SS when it runs out and casting soul harvest on cooldown

If anyone on PS4/NA would be willing to help me out on a dummy test or two... i'd really appreciate it.

Give Cloak stacking cost

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It actually happened: Cloak got fixed and doesn't break for no reason anymore and therefore the ability is completely overpowered now. I would suggest giving it the Streak treatment and in exchange maybe tune down the hardcounters for Cloak or give some Siphoning skills stam morphs if stamblade turns out to be too weak with a Cloak nerf (magblade already seems to be playable without Cloak from what I've seen).

Before other nightblades *** or hatemail me now keep in mind that I'm playing a nightblade by myself (stamnb since beta) and that one third of the Cyro population are currently nightblades and accept that the class will most likely get a nerf. "L2P", "git gud" and "Cloak is easy to counter" (which it is not unless you run mark target) doesn't help, do some useful suggestions and hope that ZOS will not nerf the wrong things instead (or stay out of this thread please).

Greetings

For new NB's no CP BG's

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Here is a build and some gameplay for a NB build where all the gear is easily obtainable and it works great, perfect if you're a new NB and want to be in medium and do well against the heavy lames.

Thanks guys!

image


image

Strange lag for this time of day

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Anyone else experiencing strange lag in cyrodil (im currently in vivec)? Specifically when in combat some skills fail to go off which was never an issue for this time of day. This is something I would expect during prime time in vivec. It's too early for that though. All factions are only at medium pop.

Can't add storage chests to my house due to full Collectible Furnishings

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So, if I place all the veteran and normal Undaunted trophies (dungeons, trials and arenas) in my house (that are meant to be displayed), I don't have enough Collectible Furnishings space to add the new storage chests in my manor.

I was going to place a chest and got that message, that I don't have more Collectible Furnishing space (80 spaces currently).

ZOS, please change the category for the storage chests OR increase the amount of collectible furnishings for houses.

Thank you.
 

ESO Plus Subscription Not Working

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ESO Plus just stopped working. Mats are stacking up in my inventory rather than going into the crafting bag. Same with my guildies and some of them can't access DLC now.

STARTING TO HATE THIS GAME...

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I have been playing this game from when it released on console. And I must say this has become my favorite game of all time... I know I will probably get flamed for this post but I feel like I need to say something for me and other players who feel like I do but I really dislike the PS4 NA endgame raiding scene. And before I start I'm not talking about your regular Craglorn PUG because in my experience, PUG'ing Vet or Normal Craglorn or even dlc normal raids is pretty enjoyable. You meet a lot of cool endgame players get some gear and lean the mechanics. But what really Makes me angry if I want to goto the next level and get my vmaw skin I have to pay 1.2 million?! Lmfao this *** is a joke, I was told by some players look up the leaderboards and message the players on there. So I did that (left a polite message saying that "I Main DPS I have a main Mag Soc and stam DK both able to hit 32k on a dummy with no cheese, and I have VMA gear etc) and I got only 2 responses back LOL . One player said we charge 1.2 million And another player said we need at least 38k dps... so I'm in craglorn on Friday and a cp 98 was running around with a Maw skin, idk what he did to get the skin but a couple of PS4 na elitist were there belittling him and excusing him of exploiting it. Like I said idk how he got the skin But the CP 98 guy made a great point, he told them "what you guys mad because I have the skin now and I can help others get it too? No one should have to pay 1.2 million for a skin" and I agree with that I just don't agree with exploiting the game. It's like a complete power trip with the top players on PS4 na. If I just want a skin not a score why can't I join if I can get 30k plus dps, know the game mechanics and will pull my own weight? it really feels like these players want you to digitally kiss there asses for [X] amount of months to even be thought of to get in one of these groups and that's just not me, I refuse to sit up and tell another player how OP he or she is to get my skin. I have seen this and it really disgusts me and really starting to make me hate this game.

ZOS I plead with you please make some type of content VMa so players can get their Vmaw skin VHOF skin etc. players should not have a monopoly on the end game raiding scene.

Sorry for any spelling errors run on sentences I am just venting

Account wide achievements seriously....

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Collecting achievements are mostly for veteran players whos been playing for a while.
We are getting sick of locked into 1 toon when we have 8 just because we are collecting achievements.

I would like to be able to play differently but at the same time keep up with the achievements which we vets collect.

A comprehensive Imperial Sewers guide

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Presentation
Greetings
Good morning everyone, with @Uzzgrock, we decided to share our love for Imperial Sewers that lie deep beneath the Imperial City. As any person who played Oblivion too much, I remain deeply nostalgic of the whole city, and in TESO its sewers appear to be as beautiful and lively than in the original game. Withal, with house containers sold for Tel Var in the Dragon Bones Patch, Imperial City has regained a bit of well deserved popularity.

Achievements
Thus, we will present here most achievements that are sewer related, and how the mechanics behind them work. We will first explain the Cunning Scamp Exterminator and Trove Scamp Exterminator achievements. These two achievements are among the most time consuming ones in game, yet hours of play can be saved knowing how to efficiently farm these. We will then focus on Xivkyn's Bane achievement by detailing the pattern behind these bosses, in order to make your encounters with them easier. We will also talk about the Imperial Lightbringer achievement, which consists of killing Molag Bal's avatar in the middle of the sewers. Doing so can reward you with a unique Soul-Shriven skin and Stonefire Scamp pet if you are lucky.

The rest
All Skyshards locations will also be indicated on the map, as well as the location of fixed bosses that appear on your map. Killing them all grants you the Sewer Subjugator achievement, and finding all points of interest the Imperial Sewers Pathfinder.
Last but not least, we will present you a bonus event, some easter eggs, and some out of the map views of Imperial City. For a better readability, all sections and images will be hidden under spoiler tags.
All maps can be found at the bottom of the file in their dedicated section. We hope they will help you in your hunt.


How to read the map

Global architecture
Sewers are divided into three sectors, one per faction (Aldmeri Dominion on right, Daggerfall Covenant on left, Ebonheart Pact on top). These sectors are themselves divided into three zones each. These zones are separated by doors you have to cross. Barathrum Centrata, the central zone of the sewers does not belong to any sector and connects the three faction sectors.
Each zone is comprised of districts, attributed to one of the bosses required for the Sewers Subjugator achievement. When you move from a district to another one you will get a message on the top left of your screen. Some zones only comprise one district when some other comprise two.
Now you might wonder, why would I care about that? Well, let's exclude Barathrum Centrata and the zones adjacent to it for a moment. It lets us with 2 zones per faction, and 3 districts.

Patrolling bosses
Each of these districts comprises a Coldharbour general that patrols it, following a fixed path with a specific spawn point indicated with a Quest marker on map, and a respawn time. The general that patrols the district is randomly generated among 30 possible bosses and changes each time they are defeated. On our map, the paths are in purple, with the time it takes a general to make a circuit (called 'Path') indicated in purple on the top right, as well as the respawn time (called 'Respawn') indicated in purple of the top right too.
Each of these districts also comprises a Scamp pattern. We explain how to read these in next section.

Portals
Most districts also have a portal with an anchor pinion in front of it. Defeating the three waves of monsters it will spawn will let you loot its treasure chest. These treasure chests have a high drop rate of your alliance motif pages. Note that these drop rates are considerably lower since Update17. They do not drop Sigils of Imperial Retreat nor Hakeijo. These portals have a 12 minutes respawn time and are indicated with the Daedric Anchor symbol on map. These portals can normally be looted by everyone among the top12 people that damaged the waves of daedra, regardless of their faction. There are also three of these portals right above the way to each alliance district in Barathrum Centrata.

Skyshards, special chests, Sigils of Imperial Retreat
We also indicated skyshards, using the logo from the Skyshards addon. Books indicate Shalidor's library when flyers indicate Eidetic Memory. All the main points of interest that you can see on your map are shown. District bosses are also indicated. Some chests are a bit particular and are indicated with the Bank symbol. These chests can be "Used", which will spawn a red portal above them and three waves of monsters. Once defeated, any member of the group can loot the chest even if they did not touch the monsters. These chests do not drop hakeijos, but can however drop alliance motif pages and, pretty often, Sigils of Imperial Retreat. We did not figure out the respawn pattern of these chests, so if you happen to know it feel free to share it in comments. To not clog the map, we voluntarily did not indicate the regular chests. If you are looking for them, an addon such as HarvestMap will show you all the possible locations. These chests rarely contain anything interesting but some gold and a few tel var.
These Sigils mentioned above can also be purchased for 10,000 Alliance Points from the Tel Var General Merchant. They let you teleport to your alliance base from any point in Imperial City or in Imperial Sewers. The only downside is that it has a cast time, and can be interrupted by other players or stuns from creatures, wasting the Sigil.

How scamps work

What is a scamp and how to loot them
Without any further ado, let's present the most intricate mechanic of the sewers.
Trove scamps emit a yellow light when Cunning scamps emit a flash red one. Once killed, Cunning scamps drop a Light Tel Var Satchel dropping a small amount of tel var, usually ranging from 50 to 100 though potentially either bigger or smaller. Trove Scamps drop random crafting materials, including Hakeijos. Seemingly every material but style ones and trait stones can drop from them.Below is the picture of a cunning scamp.
argj9m7.png

People who did damage to a scamp can loot him regardless of their faction. All these people will also get a progression in their achievement if the scamp died even if they did not get the killing blow. If you are in a group with someone who damaged the scamp and you are close enough to it (roughly a small room away at most) when it dies then you can also loot it and it will count towards your achievement.

Map explanation
Each district has a zone of scamps. Let's take Ebral the Betrayer's district, in the Arena Hypogeum zone of the pact sector, the closest to the pact base. We called this district EP1, thus the denomination on the top right of the map. This district actually happens to be one of the districts where most achievement hoarders used to farm Cunning Scamp Exterminator and Trove Scamp Exterminator. Take a look at the map below (where we only left information relative to scamps):
Trw4oPF.png
You will notice three rooms circled in green. Each room has a letter indicated. You can for instance refer to the most northern one as EP1A.

How to properly kill scamps
When calling groupmates for a scamp, it is usually easier to have common names associated to each room. The notation we adopted in the example is a possible one, but feel free to adapt it or use a fully different one if you prefer. Every ten minutes, a scamp spawns in one of these three rooms. Usually, a scamp does not spawn twice in a row in the same room, but it is nonetheless possible. The Scamp can be either a Cunning scamp or a Trove scamp. Trove Scamps spawn more commonly than Cunning ones.
In each of these rooms you will notice a drawn path. The white quest marker shows where the scamp spawns in the room. You also noticed some little circles on the path. They represent the spots where the scamp pauses. When the scamp does not see any player, it just pauses then goes on. When it reaches the last spot, it opens a portal and despawns. That last portal CANNOT be interrupted.
Here is a picture of a scamp doing a portal:
N49AAZx.png

When the scamp sees a player, life is pretty different. The scamp moves at the same speed on the same path, but this time it will try to open a portal where he used to pause when unnoticed. There, one needs to INTERRUPT the scamp, for instance bashing it or launching a crushing shock on it. Be wary that most spawns can be in the middle of a group of daedra, making it harder for you to bash the scamp or target it. Clearing the room a bit before the spawn can solve this problem.
We prefer to insist on the Interrupt aspect: scamps only have 103.5k health, there is absolutely no need to kill them early if your teammate who scouted another room did not have time to arrive yet. In most zones you perfectly have time to wait your teammate and then finish the scamp. Doing so will save lots of time to all your group mates during the farm as everyone's achievement will progress with each spawn.

Scamp timer
Once the scamp dies or despawns, the timer triggers and ten minutes later, a new one spawns in that district. Note that it's very unlikely to have the scamp spawn in the same room twice in a row, thus you usually need one less farmer than the number of rooms to check a position.
This 10 minutes timer can vary from one district to another. It is indicated in green on the top left of each image. The number of rooms where a scamp can spawn in the district also varies. The rule is as follows:
2 rooms : 14 minutes
3 rooms: 10 minutes (most frequent case)
4 rooms: 7 minutes
5 rooms: 6 minutes
6 rooms: 5 minutes

Farming several districts at once
Now the interesting point is that you can perfectly farm several districts at once. During these say 10 minutes, on Pact side, you perfectly have time to go to the second district, kill the scamp with a 14 minutes timer there and then move on the third district, killing the scamp with a 10minutes timer there too.
If you do so, we strongly advise applications who can handle multiple stopwatches on your smartphone. As a rule of thumb, if you miss a scamp for whatever reason assume it despawned 25 seconds after its spawn.

Sometimes timers of the districts you are farming will be coincidental: you can either split your group to kill both scamps and know in which room they spawned, or keep the timer and only kill one scamp. This can be annoying if for instance EP1 and EP3 scamps spawn simultaneously as they share the same 10 minutes timer.
If your group is big enough, you can "delay" that timer by focusing on one of the districts and killing the scamp fast there. You will then gain roughly twenty seconds each time, and after an hour the two timers will be separated by two minutes and you will now have time to farm both districts.

Why prefer Pact?
Note that we only mention Pact in our examples because it's by far the easiest sector to farm scamps, be it solo or in group.
If solo we recommend killing the scamp of district where there are only two rooms (which is the only one in Sewers) and choose one district between one and three and kill the scamp there too. Each time, assuming the scamp does not spawn in the same room twice in a row, you have a 1/2 chance to find the scamp and you can sometimes move to the other room and catch it if it happens to be two rooms close to each other such as EP2-3B or EP2-3C.
To make a group two people are enough, three will just let you discover the spawn faster when you arrive. Above that you will just have better protection against these pesky bus of enemy players that plague the Sewers or patrolling bosses, and potentially more fun. If really you are more numerous (4-5 people at least) farming on covenant side will bring you slightly more scamps on average. Just be aware that as you do not have the time to join all rooms you will miss scamps there. For instance in DC2 district, you do not have time to go from the Bloodmist Slaughterhouse point of interest to the top right corner if you were scouting the aforementioned one and the scamp spawns in the other one.

Why not AD?
Now you might have a look at the map and tell me: only 8 scamps spawn per 30 minutes in the pact sector against 16 in the Aldmeri one! Why not farm there? Well, because Aldmeri Dominion scamps are bugged.
Take a look at AD1. It looks like a normal 6 spots map with a 5 minutes timer Just to start, good luck to farm a 6 spot district. Even with a fully coordinated group it was a struggle. Now, take a closer look: one of these rooms only has one portal before scamp despawn! How is it possible? Welcome to the first glitch among Dominion scamps. The scamp does one portal, then despawns on the middle of his way with absolutely no way to interrupt it as it does not spawn a portal. Sometimes that scamp bugs out and one can't attack it. The five minutes timer then goes on from this despawn till next spawn.
As it was not enough, there is also something we call "running scamps". It is scamps running between the rooms, crossing them, sometimes untargetable and moving at a pretty high speed. These scamps roughly follow the patrolling general path. They have nothing to share with the regular scamps of the district. Now, when they spawn, they disrupt the timer if the district which can then take a long while to come back to normal. It's not uncommon to see one or more of them per hour, which usually means no "regular" scamp spawns and thus no farm is possible. By the way, the boss in AD2 is also bugged, teleporting multiple times on his path, getting stuck, not respawning at a fixed point notably. @ZOS_GinaBruno if you read this, we'd love a fix of AD scamps (and boss) so that AD people can farm in their zone too.


How bosses work

Where to find these bosses
Coldharbour generals either patrol the first three districts of each faction sector, or protect Molag Bal's avatar in the Barathrum Centrata. The easiest place to farm them is definitely the latter, which we will cover in next section.
Patrolling generals follow a fixed path, have a fixed respawn point indicated with a questmarker above a purple point on their path, all move at the same speed. Their abilities depend on their weapon and are also indicated by their name in the case of their heals. Which boss spawns seems to be randomly generated among the thirty possible bosses. Both have an aura of detection that prevents you from stealthing if it touches you for too long.

How to know which boss you face
Coldharbour generals are of two kinds: magicka users and stamina users. Magicka ones have 1.5million HP when stamina ones have 1.4 million. You can differentiate them thanks to the color of their flag: blue for stamina, red for magicka. These bosses have a circle of detection around them and can be really hard to solo at first. Most of their abilities can two shot regular builds.
Their abilities are dictated by their weapon: frost staff, flame staff or necrotic staff for magicka users (who wear light armour), dual wield, two handed (both in medium armour) or one hand and shield (in heavy armour) for stamina users.
Below you can find the picture of a boss: just seeing his weapon and his red flag, we already know all his abilities but his heal without even needing to check the sheet. Checking the sheet for his name will then tell you what his heal is.
yWwIKj9.png

Here is a table with abilities listed for each weapon kind, and the abilities of each boss. The deadliest is most likely the steel cyclone which will require you to kite it.
There are also 5 possible heals for the bosses, and each boss of each weapon has access to one. In total, it makes 30 possible bosses, that are listed in the table below with their weapon and their healing skill.
Knowing these abilities as well as the paths and respawn times of bosses shall let you know whether you want to kill a specific boss or not during scamp farm.

Not worth it to farm these
Note that when a boss from the city grant 14400 tel var at best, a sewer bosses only grants a maximum of 4800 and is a lot harder to kill, making it not worth it to farm these over city bosses for tel var.


Molag Bal and Polymorphs

Polymorphs
Quite a few collectibles were added with Imperial City.
Imperial City added 3 polymorphs to the game: Xivkyn Augur, Xivkyn Dreadguard and Xivkyn Tormentor. You can buy the runeboxes at the tel var general merchant in your alliance base for 250,000 tel var. these runeboxes can then be sold to other players who do not need the DLC to buy them.
However, if you are interested in getting the polymorphs for yourself, there is a chance to have the polymorphs themselves (not the runeboxes) dropping from the Superb Imperial Reward. These rewards cost 1,500 tel var each and are available at the same tel var general merchant. The drop rate seems to be pretty high. Among the 12 people that tested, the worse one needed 67 boxes to unlock the three polymorphs. It means 100,500 tel var, which is a lot less than the 750k the runeboxes would have required. Plus these boxes also contain items that sometimes happen to be good, making it the cheapest way to buy these polymorphs for yourself.

Molag Bal
As mentioned above, there is an achievement for defeating Molag Bal. Molag Bal is located in the centre of the sewers, in the Barathrum Centrata zone. Also, killing it for the first time will reward you with a cool costume dye associated to this achievement.
In order to face him, you first need to clear the four central portals. Each of these portal will require you to kill a Coldharbour general to be closed. These killed bosses will count towards your Xivkyn's Bane achievement, and it is actually the easiest place to farm it. Molag Bal will then spawn itself. Just do not forget to block the final explosion after his death.
The event will start again eight minutes later, letting you kill Molag Bal again. During that time, one can notably kill the three other portals of the room mentioned above. If one is farming Xivkyn's Bane, another idea is to find the closest patrolling general and kill it.
If you farm Molag Bal during special events, be careful: as any other creature, Molag Bal can only be looted by the twelve people that did the most damage to him among the faction that killed it. Molag Bal drops Sigils of Imperial Retreat, Hakeijos, full Xivkyn style books, rarely the Stonefire Scamp pet and, very rarely, the Soulshiven skin. This skin and this pet can only be obtained there. During imperial City events -which so far corresponded to anniversaries of release of the DLC- drop rates of these are doubled.


Bonus event and Easter eggs

Bonus event
As Zenimax really did an effort to design a unique zone, they notably included a gameplay bonus. A unique summoning room close to Molag on Pact side, where every 10 minutes an event occurs. This room is marked by a Ruin icon on the Barathrum Centrata map.
The event first occurs when you enter the room if nobody completed it within the last 10 minutes. At first a few skeletons spawn, then more and more, then some bone colossus. You need to kill the 7 bone colossus to light the 7 molag bal braziers and claim your reward from a chest, which triggers the 10 minutes cooldown.
Below you can see what it looks like:
IPdJKMm.png
We can also recommend hunting the "On The Tel Var Stones" series of lore books which will compel you to thoroughly explore the sewers to all be found.
Some Easter eggs were also introduced in the sewers, such as a Donkey Kong reference. We likely missed a lot of these, so feel free to point them out in comments.

Out of the map
A sewers guide shall not be complete without some views of the sewers from outside, so here are some:
Y2IMuDX.png
WjTLqvZ.png


Thanks
If you see people from different factions not fighting each other in Sewers, they are likely farming scamps, bosses or skyshards. Kill them if you can, but please stop reporting them for nothing. These achievements require a heavy grind and achievers' life is already hard enough without having to justify their acts to a hater wanting to report them. If your friends are from another faction still don't hesitate to farm with them and I'm pretty sure Zenimax will never reproach you that.

Congratulations for reading the post till here! We hope Imperial Sewers will be teeming with life again. In case you plan on obtaining the aforementioned achievements, we hope you'll have less of a struggle to find groups for it and that your farm will be quicker than the one of most of the people who got it before that guide.
A huge shoutout to all the people who contributed to this project:
@Necopinatus, @Bastruck, @Epheruis

Below, as promised, all the maps. If you prefer an Imgur album, click Here
PTMZjzT.png
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169E50Q.png
Le4JxZY.png
2Tzjbw3.png
HkLlRma.png

New Issues After Feb 26 Maintenance

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I've encountered several new issues following this morning's maintenance. These include:

- Animation Sticking - When attempting to follow up an ability like Puncturing Sweeps with a light attack, the "spear" from sweeps remain in my character's hands while the light attack animation goes off. No damage is done by this light attack.

- Ability not Activating - abilities are sometimes not activating upon key press and multiple key presses are needed.
- Stuck in pose - randomly my character will be stuck in the LA/HA pose after using an ability.
- Lag/slow responsiveness - despite showing 100-120 ping and 80 fps, the game is slow to display input commands (moving, ability activation, potion use, etc).
- Ability lag/ability rubber-banding - while this was always an issue, it is more prevalent now. Frequently, when executing my "rotation," multiple abilities will not activate immediately. Then about
2-3 seconds after the first was activated, they'll go off in a "rapid-fire" manner.

Puncturing Strikes and Red CP in U17

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So, continuation of PTS thread.
Red CP in U17 reduce damage of Strikes more than previously.
From PTS:
Cinbri wrote: »
Cinbri wrote: »
So:
1. Jabs and its 140% damage:
jt1.jpg
Tried closest to 1000 damage. As you can see its something like 140.XX%. So, tooltip state right amount of damage.

2. About actual damage to closest target:
jt2.jpg
It does deal same amount of damage as tooltip state. So, 140% seems works properly.

3. About raw damage: Live/PTS
a. Initial damage stay the same(not sure why 1 less damage), since nothing was changed here:
image.jpg

b. As Joy said minor berserk is additive, and nothing changed here too, damage is same:
oj1.jpg

c. But as first patchnotes said damage taken, like minor vulnerability, is no longer additive, and here is buff changes as on live it is suffer from being additive and as result less than 8%, but on pts it is boosting flat 8% damage increase that don't losing its % when combined with berserk:
without and with Slimecraw' berserk while enemy vulnerable:
0j3.jpg

In theory it look like it work as it intended, but NO, tested closest damage in pvp in exactly same gear/CP/skillbar against opponent with exact same gear/CP/skillbar and result is sad:
0j5.jpg
Whatever changed with calculation of CP damage taken it ended in monstrous damage nerf for pvp.
Will test tomorrow with no-cp rule and fully naked to decrease chance of error, maybe it fault of pvp debuff, might be my error but i rechecked 3 times as this damage nerf occured only in pvp.
:bawling:

@ZOS_GinaBruno @ZOS_Wrobel

So, here is Part 2:

Did further researches and can confirm Elemental Defender and Thickskinned incorrectly working with only Puncturing Sweeps (Apparently as Hardy for Biting Jabs)

Short results:
Live/PTS
1. 10 points into Thickskinned:
0dot10.jpg
already 8 less damage difference on pts. 13crit.

2. 10 points into Elemental Defender:
0el10.jpg
already 4 less damage difference on pts. 6crit.

3. 10 points into Ele Def+10 Thickskinned:
0eleth10.jpg
already 10 less damage difference on pts. 16crit.
______________________________________

I dont have time to compile and edit 20+ screenshots so here is my raw notes indicating that damage difference occure only for Jabs and only with Red CP costellation:

IMG_20180125_123449.jpg

@ZOS_GinaBruno @ZOS_Wrobel

P.S.: everything tested full-naked, so no mistake on my part.
P.S.S.: make me happy to be no-CPer :*

Checking Strikes damage pre-Update / right after Update:
jb3.jpg
And the more enemy stack in elemental/physic protection + dot protections CPs and the more damage-oriented build Templar use - the higher damage difference penalty.

We need any clarification regarding it @ZOS_GinaBruno @ZOS_Wrobel

* DAGGERFALL ALLIANCE EU - GUILD - BROTHERS CACHE - RECRUITING! All PLAYERS WELCOME XBOX ONE

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**RECRUITING PHASE **
**GUILD PERMISSIONS OPEN TO CONTRIBUTING MEMBERS**
**GUILD RECRUITING PERMISSIONS OPEN TO ALL**
**GUILD BANK OPEN TO CONTRIBUTING MEMBERS**
**GUILD BANK DEPOSITS OPEN TO ALL**
**GUILD STORE TRADING OPEN TO ALL**
**VAMPIRE BITES**
**WEREWOLF BITES**

Guild Prospects; Exploration, Dungeons, Dark Anchors, Beast Hunting, Gathering, Crafting, Marketplace, Guild Progression, Guild Bank, Guild Store, Player Advancement. other possible; Campaigns, Alliance Wars, Player vs player, Marketplace, Trade.

Friendly Experienced Guild looking to support all players for the long run.

All players are welcome please be respectful of one another.

**We are currently in our recruiting phase. You are able to recruit other players to the Guild, contribute to the Guild Bank, and use the Guild store freely please do! This will allow Brothers Cache Guild to grow into a large center of resources and aid for all contributing members to share.**

**If you are withdrawing from the Guild Bank please consider making deposits at the same time this allows us all a fair gaming experience**

**Members making deposits and generally contributing to the Guild Bank will be given full access**

**Once we reach 50+ members our Guild Store will open for all Brothers Cache members, allowing players to buy and sell each others items, at prices they choose to set**

*Guild Traders are scattered around Tamriel eventually if we make our Guild Store global to others in game through Guild Traders. Brothers Cache Guildmaster will have to bid for Brother Cache weekly for a Guild Store placement at a Guild Trader Trading Post. Therefore Regular Guild Bank Coin deposits are suggested if possible by members and much appreciated as this will help us to build, bid on and make sure our Guild Store is seen in game in set locations.

*
People of Tamriel go forth and reclaim the land. Arm yourselves, bring down the anchors strike down the foes that stand before you, for they are unworthy disgusting creatures from the other plain. Rules are broken and the balance is no longer. Under pressure the cities guard can only contain for so long. Stand together, loot and gather, explore every corner of Tamriel's vast plains. Trespass, steal and murder. A bounty may be wavered. Do not be afraid my brother. We are here if you need us awaiting your pleasant return as always take care on your travels. [Elder Crab]

send a message of interest in game to [Brothers Cache Elders] for Guild invites [rogue of war] [Highjaka] [Super Shanze]

[Guild Site] Brothers-Cache.gamerlaunch.com
http://forums.elderscrollsonline.com/en/discussion/80367

ZOS: Can you lower the Ayeleid Well respawn timer

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I think I speak for all PvPers in applauding the new 30 minute long Ayeleid Well buff duration. But, the corresponding 30 minute respawn timer means the wells are almost never active when you go by. The end result is that what was (I assume) intended to be a buff of the wells has been a nerf

Can you return them to a 10 (or even 15) minute respawn?

Thanks.

Salty People - how are we supposed/allowed to kill you?

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Ever since I actually started to get a few kills now and then i Cyrodiil, I have had occasional messages being called all sorts of things, or "1v1 u scrub?" etc.
I'm not the teabagger kind of guy, I rarely "corpse watch", and only when it's actually really a strategy I "zerg down" solo players (i.e. they are heading towards a crucial keep fight, or go after a scroll etc.). If someone in my group is 1vX'ed by enemies, I do snipe stack them before they kill my allies and go for me, yes I do. After all - it's supposed to be war, not a dueling tournament. I respect people who seem to be doing "their thing", I have pulled out of "helping" allies when they just stopped and started watching. I'm ok with that.

It's like as soon as you don't have time or possibility to do really thought through skill rotations, you start ti think "Oh, is this guy crying his eyes out now? Maybe I should have let him win?". This problem got way worse since I started to main a Nightblade. I really doesn't matter what you do as a NB, people are pissed off. I've had crap thrown in my direction for all kinds of kills.

Nightblades aside - all you hate messengers: What is a "legit kill"? How are we allowed to kill you before you are about to start discussions about how you are killed? It's getting tiresome, I really don't want to block messages just because some might act like this.

Explain this mount gank argument to me

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So in area chat this weekend, some people were complaining about gankers and how you can't counter them while on a mount. My boyfriend is a ganker and he dueled me enough times to teach me what to expect in a gankers rotation and counter it. Since then, the only way I end up dying to a ganker is from my fault (i.e. not going stealth when looking at my inventory or not bar swapping to the right bar when I get caught off guard) or two gankers are together and hit me at once. But when I am on a mount, as soon as I hear a ganker close the distance, I immediately roll dodge off my mount and shield up because I can dodge the Incap if I do that.

I am also a Mageblade so I can go immediately in stealth and use inner light to pull the ganker out. Now, because I said this in area chat, immediately 3+ people were being sarcastic with me, saying "Oh I am sorry that I am not unkillable like you" and even saying some really offhand remarks that were really rude when I simply stated you can counter gankers, you just need to pay attention and learn.

The only thing I can think that would be a gankers dream is if you have no stamina on your mount and the animation of you falling off is a good split second to die without defending. That makes sense to me. You can't flx a wall and fight at the same time. There's animations associated with it. But at least with a mount, you can immediately get off before you get kicked off so I am failing to see what these people in area chat in Vvardenfell were complaining about. Can someone explain this to me if I am missing something? Or did I trigger some complainers who don't want to learn to counter a ganker.

Would you like to see illusion, conjuration, and alteration staves added to the game?

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Since it seems that the schools of magic are being represented by staves in ESO, would you guys like to see the rest of the schools of magic added to the the game?

heres just some ways i could see these staves being implemented

illusion > this staff would generally focus on support by using different types of crowd control and buffs, so perhaps granting evasion chance to team mates, causing fear summoning an illusionary copy of you to confuse enemies that have the same abilities, your class has, but dies quickly, and does less damage, setting traps that do something, importantly i would like to see new things released with an illusion staff than what we are used to,

conjuration > i feel that this staff could summon pets that work like sorc pets but only live for a certain amount of time, instead of infinitely, somewhat like how the nightblade pets work, basically just different types of atronachs, and raising spirits or corpses to fight for you for a time, we could also introduce kit like abilities in this skilline like " summon sword, bow, great weapon " which would change your ability bar and give you completely unique abilities tied to that summoned weapon, ( different from regular sword skills btw ) or to summon floating weapons that fight for you like what a few sets that do

alteration > probably would mostly focus on tanking or support with buffs debuffs and cool support abilities, like ironflesh like abilities, some type of teleportation ability, changing your enemy into a short version or whatever, notice how i'm just unsure about what to put in this line? thats mostly because alteration has so much untapped potential not shown in other Elder scrolls games, this line has amazing potential to be completely unique


so what do you guys think, if the devs could implement this in a balanced way, is this something you guys would think would be cool,

please no anti zos comments, not making this poll for negativity, i just wanted to share my idea.

Golden sales last two weekends - Consoles different

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Sorry if asked elsewhere but i'm being lazy and in a rush. I see from the mighty @BenevolentBowd updates that PC and Console Golden sales are different the last two weeks - due to the Patch landing on PC I guess I want to know

1. why that is if no new DLC stuff is for sale why not keep em the same @ZOS_GinaBruno
2. When / how consoles will get the gear PC has been offered - majority of my Xbox Guild has been after items PC has had last two weeks...... will we need to wait a full cycle to get these again?

I've hoarded AP for Spinners for sometime and feel cheated!

Cheers

What is the MOST OP thing right now?

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If you had to choose just one...

At what point does Mechanical Acuity stop being worthwhile vs. Julianos/Hundings?

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So this is something that I have been pondering in the context of crafting 6-trait sets for my characters. The issue is that, due to my personal quirks or just happenstance, all of my ESO characters right now typically run crit rates in either the 49%-50% range or the 57%-58% range (and one might be higher than that even, but that's from memory).

Mechanical Acuity, of course, gives you 100% crit for 5 seconds out of 18 (assuming no delay between procs) or closer to...I don't know, 20 or so? So at least a quarter and possibly not-quite-one-third of the time. But also has one less bonus, effectively, than a Julianos or a Hunding because a pure stam or pure magicka character will "waste" either either +spell or +weapon damage, respectively.

So the question is where is the break point. E.g. if I am at 60% crit rate and Hundings gives me +170 weapon damage does that come close to the total damage output vs. Acuity's 100% crit rate for 5/18 of the time? What about at 50% crit rate? 40%? 80%? In other words, has anyone actually sort of said, if you're at this crit, just get more base damage, but if you're at that crit, get Acuity and burn stuff?

Inquiring minds wish to know and all that.

Do you think the game's content is overly sexualized, appropriately humorous, or too prudish?

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Do you think the game's content is overly sexualized, appropriately humorous, or too prudish?

Some examples:
  • Dark Seducers telling you, "You look like a sturdy one. Shall I treat you to my whip or my riding crop?"
  • Constant references to "sleek Khajiit" and "sweet meat."
  • Queen Ayrenn's reference to an incident involving a purple velvet dress and a drunken schoolmarm.
  • Lorebooks titled "The Lusty Argonian Maid" with very suggestive content
  • Spider daedra bosses telling you they are waiting in anticipation and not to keep them waiting any longer
  • Womanizing-like comments on the part of Razum-Dar
  • Abnur Tharn saying he has an appointment with a young lady
  • The quest involving the naked nord
  • The quest involving the other nord who lost his pants
  • Other similar examples (feel free to list below)
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