Quantcast
Channel: Recent Discussions — Elder Scrolls Online
Viewing all 539985 articles
Browse latest View live

Here an NB, there an NB, Everywhere an NB!

$
0
0
Was playing in BGs last night. I thought to myself, "sure is a lot of NBs in here..."

Checked the players, out of the 12, 7 were NBs
Next match 6 of the 12 NBs
Next match 7 again were NBs
Next match 8 were NBs.

Slotted flare...

But, I remember ZoS being all about how many players use what and where.

Can't help but think there maybe a balance issue when over 50% of the playing field is one class while there are 5 available.

Do you see what I'm seeing?

Twilight Matriarch is terrible and useless

$
0
0
I read somewhere that this pet is supposed to be good for healing a group! The tooltip seems to agree. Decent size heal for two people at once, awesome. The only problem is that every single time you try to use the Twilight Matriarch heal, the stupid pet is dead.

I learned this the hard way. Oh, my group is taking damage? Better cast that pet heal. Wait, why am I recasting my pet? Oh yeah, he died. Again. He decided to agro literally everything because he thinks he's both a tank and a dps at the same time.

In other games, pets are generally immune to red circles, boss mechanics, or anything else that might instagib them because their AI is stupid. And you can make them passive so they don't try to make friends with literally every enemy npc within a square kilometer. In ESO, they're kamikaze pilots whose sole purpose seems to be to die to everything.

This might be a little bit easier if I could somehow see my pet's health with some sort of.. static pet health bar. ESO doesn't seem to have that either.

??????

Make Twilight Matriarch Great Again, if it ever was.

1500 crowns per outfit slot (1 slot) just under $1200 for every slot

$
0
0
so over 13k crowns for all 9

or $100 at the most efficient crown bundle

fyi it was like 350 per slot on the test server

or more expensive then over 2 chapters (so do you want 2 eso chapters or 9 cosmetic slots?)

seems a little bit insane.

btw slots are per character as confirmed in this thread so its actually $100 PER CHARACTER

so 12 characters total x 13,500 crowns per character plus 1500 crowns for the 4 character slots above base 8 in the first place (6k crowns total) is a grand total of. . .

one hundred and sixty eight thousand crowns 168,000

at the most efficient crown bundle (21,000 crowns for $149.99) that's just under $1200 before tax

Shor PC/NA "Official" Discussion

$
0
0
If you run a small group, solo, run a medium group we need you in a Shor. I’m not talking about weekend spill over from Vivec, but people who legit want to play regularly on weekdays even if it’s just two or three nights. I’ve talked with some EP players who believe the campaign is healthy and balanced even though EP currently has over 8k pts and AD sits at around 3k, DC currently over 6k due to some guilds coming over from Vivec occasionally. It was extremely refreshing to see some AD on earlier. I wish I had the time to put into running a consistent group, but unfortunately we need multiple people to come together to improve the population balance especially on AD. We lost some good people/guilds in recent weeks and it would be great to see Shor come back to what is was starting to become.

Searching for 2 players - PS4 EU

$
0
0
Hi everyone,

Me and my girlfriend have been long time ESO players, mainly pve'ing to do pvp. But now we want to get more into serious pve (we have done every vet dungeon until HotR since we didn't bother before) and we are quite capable.

We are looking for 2 players who would like to group up with us for trying to finish the new dungeons (HotR and DB) and trying for achievements and such :)

If you want to, message me on psn (Fvh09NL) or here on the forum :)

TURN GOLD COAST TO A PvP ZONE(please)!

$
0
0
Its in cyrodiil, and it would be really cool to have another open world zone. the theme of the gold coast is about murder, its totally fitting!

Jumping walls with chain or bolt, exploit or not? Fixing PVP nor not?

$
0
0
In Eu server pc we have a player doing this all the time, use skills like dk chains or fighterguild silverbolt so get pullet up on the walls by npc so he dont need to siege the wall.
i remember back when they did change how cap closer where working and everyone did use this, how this turned into an super cheat/exploit where zos did ban players even if they was unlucky jumping into keeps. the last year people have reported this an weekly basis without zos do *** about it even if they get video evidence so i guess this is allowed again?

eather way, make up your mind ZOS, compensate thos who got ban or do your damn job again and dont let someone do what pleases them while other cant sneze before they get banned?

Another thing, is there a plan to fix pvp at all this year? we still have alots of bugs like never ending load screen, people ending up under ground in groups, break free, double cc and so on.

Tired gamer

[video] Spending 500k Telvars for Alchemy Bags - the result

$
0
0
I was gonna spend 1 million ,however I don't have craft bag and I run out of inventory space ,
so I was forced to cut it to only Half a Million Telvars..

image

Sugestion for crown store furniture.

$
0
0
I think that ppl should be able to change the size of crown store furniture. I can imagine somebody would like to have the statue smaller for example etc.

PvP Templar Build - Spectre Monk - Updated for DnB

$
0
0
Here's my unique take on the Templar; the Spectre Monk (Updated for DnB).

DnB Info:

Link/Gameplay Vid:
Spectre Monk (using Spectre Eye)
http://en.uesp.net/wiki/Special:EsoBuildData?id=49583
image


With the release of DnB, we have nCP BGs and more nightblades/instant cast abilities than ever before! Magplar has such a hard time distancing itself from the healbots that frustrate players, but I think this is a good route to follow to be non-meta. We will be gearing up with the following:
Sets:
  • 2pc Pirate
  • 5 pc War Maiden set (One body, jewels, one infused sword, 2 Dmg 1Mag Regen enchants)
  • 5 pc Spectres Eye. (4 body, 1 Nirn sword, 1Frost staff)
Additional Sets (all with 2pc pirate):
  • 5pc prisoners with 5pc innate Axiom (if zos could give magplar major evasion, this is what I would run)
  • 5 pc prisoners/ 5pc trans (the old frost group setup still works, but for support DPS!)

Stats:
  • 40k Mag
  • 23k Health
  • 14k Stam
  • 3165k Spell Dmg (not counting the 386 boost to our class spells.)
  • 1471 Mag Recovery (240 channeled focus, 300 minor mag steal = 1900-2000 Regen total)
  • 699 Stam Recovery
  • 45.7% Crit Chance buffed
  • 75-80% Crit DMG (any less and youll lose survivability/burst)
  • 3000 minimum Crit Resistance
  • 5598 Spell Pen (10878 with 5280 debuff)
  • Atro Mundas
  • tri food

Front bar: 26k spell resistance/21k physical resistance buffed
Backbar: 30k spell resistance/25k physical resistance buffed


Skills:
Dual weld bar (Nirn Main hand + infused offhand):
Unstable core, inner light, punc sweeps, Honor the dead, purfying light. Dawnbreaker of Smiting

UC+purfying light is mandatory since we don't have valkyn burst. You can't run non-meta Templar without these two abilities. Inner light is now important, with everyone dodging reflective light, it's waste of mag since we aren't running valkyn skoria; therefore inner light will give usmore time on offensive without trying to figure out when all our timers are up.

Frost staff bar:(defending)
Degeneration, restoring focus, extended ritual, frost reach (flex), elemental drain. Empowering Sweeps

Basic defense/buff bar. You'll hang on this

Notes:
General notes:
You'll probably spend most of your time on the frost bar. You'll have consistent uptime on defensive buffs and make use of the frost staff blocking. The bars are setup so you can sustain a little DPS at range while using sword bar for burst windows. Since UC gives cc immunity like candy, it actually works very well in between CC attempts when using Dawnbreaker. To supplement the lack of a proper CC, use frost reach as your main

If you get focused, don't overblock, get off an unstable core+purfying light which will lower their health a little to force them on the defensive. Then debuff, swap to offensive+mobility pot and run behind them to annoy them. That is the key strategy; *** them off and take advantage of it. 2pc pirate is arguably meta for templar; free major protection while jabbing and resist buffs. It's a set that essentially adds defense that templars need badly.

This patch I decided to run Spectres eye. Reason being Magmplar needs major evasion to be competitive. It's dodge chance has a downside of being locked behind a cooldown, but it's practically free and let's you run any armor you want. Plus with all the light attack commandos, sneaky blades and now dodgable birds, you'll see the benefit of dodge chance when you catch that pesky relentless will being dodged while you are trying to defend against terrible proc sets. Also if you Dodged a light attack, you also dodged the cost poison/enchant so that's makes up for the 5pc limitation of Spectres eye.

Attack Notes:
On attack, since you don't have skoria procs, you'll need to use burning light+unstable core burst. Fully buffed, I'm looking at a 9k tooltip for unstable core and 5k tooltip on burning light, with the exception that unstable core is purged/broken on breakfree. This is the highest I have been able to get with this build.

The trick to unstable core is to max the DMG to offset it's cost. At 3.3 per cast, it will do roughly 5k DMG in PvP before resists. This is not much but consider the other benefits:
  • it will do that DMG across all nearby enemies. If you tag two players, it will do the same dmg twice, punishing them for grouping together (and punish you for casting twice but "risk/reward" mentality). Great if outnumbered since the burst will happen if you are on your backbar. It passively helps you to open another burst window, though at a smaller damage.
  • it's undodgable and unblockable. This plus purifying light will be your main bread/butter. The unblocked dmg will also increase on blocktards, by 10%.
  • it helps in proc'ing minor sorcery. Increasing all your dmg.
  • it's STILL very invisible. Sorc curse makes you glow purple all over the place. But our spell gets hidden if your enemy has puryfing light tagged on them and the cc immunity stops the dark bubble from appearing. Very underrated.
  • Templars have higher crit DMG. If you build to offset typical 2500-3000 crit resistance, this spell will crit a little bit closer to tooltip DMG. Depends on your target of course.
  • explodes in 4 seconds. Let's you tag a player twice letting you burst them again in another window of opportunity.

In conjunction with purifying light, your full burst rotation will be applying your debuffs and afterwards applying unstable core/purifying light at a ratio of 2/1. This is still true in DnB, except with greater efficiency. Since we do not have an unblockage hard CC, we can build around the reflect dmg to create interesting scenarios that normally never happened in Morrowind:
  • I can apply UC right when the enemy gapclosers/start their burst, and they WILL take 4-5k of reflect dmg that has a chance to crit. They can still do dmg to me, but you can catch them in the middle of their rotation to score 15k dmg from 3 hits in pvp.
  • If you tag the player with purifying light and then with UC, you can add in jabs knowing the enemy will be taking a large selection of dmg that they will not know what to do against.
  • If they attack, they will take 4-5k per skill if they use animation cancel friendly builds (cough stamblades cough) and will have removed half their health in the same duration they combo,
  • if they stop attacking and heal, you will still be adding more dmg for purfying light to soak up and in effect they are delaying the incoming burst,
  • or they can run/purge (the counter).

Even if they have CC immunity, you can still apply the pre-CWC delayed burst combo below:
If timed right, you could bar swap back to your frost bar taking your enemies burst, tricking him, before you bar-swap to your sword bar when your burst happens. After it pops, reapply unstable core+purifying light(if it already popped)+jabs or LA+Reflective light weave on frost bar for more defensive/ulti generating sustained dps or to run away to re-position. Most Stam builds either need to block or run away. The good ones try to heal it and push forward; that's why its important to let off another unstable core then swap to your block bar to soak up their hits. "South-paw."

If they block, the old tactic was to stay on frost bar weaving in resource easy attacks. Now, with UC unblockable, we can add some burst which gets added to our purfrying light burst, in hopes they will take it hard. We can slot blazing spears on our backbar to add for dmg through block, and UC is used to add dmg at risk of giving them cc imunity. Another player can still add in their own unblockable hard cc, but only before UC ends its duration. If the blocktank, breaks free, they will have wasted stamina so the soft cc immunity is not wasted; they still take the unblocked dmg! Also frost reach will add a small dot and immobilze them regardless of block, very underrated spell.

Other templars will ruin this setup, but purifying light+ frost LA+ frost reach will keep sustained DPS and hopefully you'll burn their mag if they keep purging the debuffs. Hopefully unstable core will burst after that. Same tactics as for block builds, just watch out for their burning light procs/skoria. Instead of minor protection, I opted for another 2900 resists through pirate setup with hitting my target with UC to cause some of that skoria proc to give back dmg to the attacker. Should be noted, since UC counts as a debuff, its important to stack debuffs to force them to "purge" (with UC, reflective light+purfying light+2 effect poisons+ele drain+1% in siphoner = 7 effects). A templar that over-purges is a dead templar.

Regen Notes:
This builds regen is lower than last patch (due to us choosing Spectre eye+war maiden). We offset this by changing restoring focus to channeled focus and adding 1 Regen stat:
  • windrunner passive. Gives you 10% extra Regen without those pesky vamp negatives.
  • elemental drain will give you another 300. This Regen ignores block from frost staff block. We reduced our block cost CP to 15%. Still better than s+b IMHO because of the ability to LA weave on this bar+HA mag return.
  • You can also do this:
  • apply elemental drain+HA frost+bar swap+ sprint. You'll get the mag from drain+ sprint+Prisoners but you'll also get another 2-3k from the HA. Resource return combo!!!
  • 300 minor mag steal+1479 regular Regen+ channeled focus is 2019 Regen. Most Light Armor players like 1800-2000 regen for their builds, so this works the same.

Conclusion:

Win off your debuffs+procs+enemy impatience+ sprint mobility (like a true monk). We now add free dodge chance with spectres!!

That's my build. Very fun to play, not OP at all, but enough stats to make it competitive. If you don't watch your resource drain you'll be out of resources, especially if you waste Stam with too much sprinting. Nightblades that are hidden will be the toughest, due to not running detect pots. Ranged sorcs/wardens are hard due to their high shields; just be patient, time the burst, and watch them scurry like roaches.

Works in both nCP + CP. Maybe change one DMG enchant for Regen if you're starving, but not needed honestly.

Bonus Inspirational Image:
Coming soon

Here was the old build information:
CWC:
Here's my unique take on the Templar; the Frost Monk (Updated for CWC).

CWC Info:

Link/Gameplay Vid:

With the release of CWC, we have the addition of a few good sets. We will be gearing up with the following:
Sets:
  • 1pc kena (or chudan)
  • 1pc Pirate
  • 5 pc prisoners set (One body, jewels, one sharp sword, frost staff, all dmg enchants)
  • 5 pc Innate Axiom set. (4 body, 1 Nirn sword)
Additional Sets:
  • 1pc kena (or chudan)
  • 5 pc cowards/5pc Impreg (5000 crit resists; the selfish monk!)
  • 5 pc prisoners/ 5pc trans (the old frost setup still works, especially for group play!)
  • 5 pc cowards/5pc prisoners (still testing this one out. It can also be coward+trans)
  • 5pc cowards/5pc clever alc (Drunk Monk!)

Stats:
  • 34k -36k Mag (36k possible only if we slot inner light with major sorcery coming from our team)
  • 21k Health
  • 13k Stam
  • 3165k Spell Dmg (not counting the 386 boost to our class spells.)
  • 1199 Mag Recovery (1318 if windrunner kicks in. 2318 if on Prisoners bar. 2858 with minor Magicka drain and channeled focus)
  • 880 Stam Recovery
  • 45% Crit Chance buffed
  • 75-80% Crit DMG (any less and youll lose survivability/burst)
  • 3000 minimum Crit Resistance
  • 10159 Spell Pen (15439 with debuff)
  • Apprentice Mundas

Front bar: 29k spell resistance/22k physical resistance buffed
Backbar: 33k spell resistance/26k physical resistance buffed
If you roll 1pc pirate/1 kena, youll need to bring back on the LA focus back and drop to 22% ironclad/ add 12% hardy to get the same total mitigation as 22k after debuffs.

Skills:
Dual weld bar (Nirn Main hand + sharpened offhand):
Unstable core, efficient purge, punc sweeps, Honor the dead, degeneration/inner light. Empowering Sweeps

Last patch we were using UC for burst and Dawnbreaker for CC. This patch, UC grants CC imunity. Lucky for us, the timebomb portion of UC will still be cast through cc imunity and that dmg is unblocked. You can still roll dawnbreaker, but I elected to use Empowering sweeps to take advantage of Innate Axiom. Dawnbreaker is still good here, for the CC and the dot.

Frost staff bar:(defending)
Reflective light, restoring focus, blazing spear/explosive charge/radiant ward buff slot, elemental drain, purifying light. Replinishing barrier.

Since we got a cost increase to our class purge, it has been somewhat of a burden. It is still a great skill, but consider it costs 3.5k mag to cast, I found myself either casting it too much or too little. So if I cast my purge twice, that would be 7000 mag lost, and the debuffs keep rolling. I decided to roll with efficient purge for the fact it reduces the effectiveness of negative effects by 50%. This means, I cast it once for 4200 mag, and can get all debuffs on me reduced by 50% for no additional resource cost. This means, enemy UC effects will be reduced from 4 to 2 seconds, DOT duration reduced, poisons, etc. This makes it quite efficient, especially since we are going to have to learn to cast our purges "strategically" and this shift will allow me to ignore trying to hold back the rising tide of debuffs and instead concentrate on returning burst.

Notes:
General notes:
You'll probably spend most of your time on the frost bar. You'll have consistent uptime on defensive buffs and make use of the frost staff blocking. The bars are setup so you can sustain a little DPS at range while using sword bar for burst windows. Reflective light, despite it's dot DMG spread out across three projectiles, has more initial hit DMG than vamps bane. And it oddly scales off the master at arms CP star, making it an important ranged spamable; it procs minor sorcery and jump-starts your ultimate generation. With light Attack weaving, you'll do consistent DMG while increasing your ultimate gain.

You'll have around 300 mag recovery through block if you can have someone tagged with degeneration+ elemental drain. If you can master tagging an enemy before they get to you, you'll have this debuff on them allowing you extra sustain+extra DMG through the penetration debuff. Purfying light+ LA+reflective light will DMG before you swap to your two hander bar. Frost enchant+LA Attack weave will proc minor maim so no need for that wizard set (besides with all of our total mitigation it only gives 1% extra anyway.)

If you get focused, don't overblock, get off an unstable core+purfying light which will lower their health a little to force them on the defensive. Then debuff, swap to offensive+mobility pot and run behind them to annoy them. That is the key strategy; *** them off and take advantage of it.

Attack Notes:
On attack, since you don't have skoria procs, you'll need to use burning light+unstable core burst. Fully buffed, I'm looking at a 9k tooltip for unstable core and 5k tooltip on burning light, with the exception that unstable core is purged/broken on breakfree. This is the highest I have been able to get with this build.

The trick to unstable core is to max the DMG to offset it's cost. At 3.3 per cast, it will do roughly 5k DMG in PvP before resists. This is not much but consider the other benefits:
  • it will do that DMG across all nearby enemies. If you tag two players, it will do the same dmg twice, punishing them for grouping together (and punish you for casting twice but "risk/reward" mentality). Great if outnumbered since the burst will happen if you are on your backbar. It passively helps you to open another burst window, though at a smaller damage.
  • it's undodgable and unblockable. This plus purifying light will be your main bread/butter. The unblocked dmg will also increase on blocktards, by 10%.
  • it helps reflective light in proc'ing minor sorcery. Increasing all your dmg.
  • it's STILL very invisible. Sorc curse makes you glow purple all over the place. But our spell gets hidden if your enemy has puryfing light tagged on them and the cc immunity stops the dark bubble from appearing. Very underrated.
  • Templars have higher crit DMG. If you build to offset typical 2500-3000 crit resistance, this spell will crit a little bit closer to tooltip DMG. Depends on your target of course.
  • explodes in 4 seconds. Let's you tag a player twice letting you burst them again in another window of opportunity.

In conjunction with purifying light, your full burst rotation will be applying your debuffs and afterwards applying unstable core/purifying light at a ratio of 2/1. This is still true in CWC, except with greater efficiency. Since we do not have an unblockage hard CC, we can build around the reflect dmg to create interesting scenarios that normally never happened in Morrowind:
  • I can apply UC right when the enemy gapclosers/start their burst, and they WILL take 4-5k of reflect dmg that has a chance to crit. They can still do dmg to me, but you can catch them in the middle of their rotation to score 15k dmg from 3 hits in pvp.
  • If you tag the player with purifying light and then with UC, you can add in jabs knowing the enemy will be taking a large selection of dmg that they will not know what to do against.
  • If they attack, they will take 4-5k per skill if they use animation cancel friendly builds (cough stamblades cough) and will have removed half their health in the same duration they combo,
  • if they stop attacking and heal, you will still be adding more dmg for purfying light to soak up and in effect they are delaying the incoming burst,
  • or they can run/purge (the counter).

Even if they have CC immunity, you can still apply the pre-CWC delayed burst combo below:
If timed right, you could bar swap back to your frost bar taking your enemies burst, tricking him, before you bar-swap to your sword bar when your burst happens. After it pops, reapply unstable core+purifying light(if it already popped)+jabs or LA+Reflective light weave on frost bar for more defensive/ulti generating sustained dps or to run away to re-position. Most Stam builds either need to block or run away. The good ones try to heal it and push forward; that's why its important to let off another unstable core then swap to your block bar to soak up their hits. "South-paw."

If they block, the old tactic was to stay on frost bar weaving in resource easy attacks. Now, with UC unblockable, we can add some burst which gets added to our purfrying light burst, in hopes they will take it hard. We can slot blazing spears on our backbar to add for dmg through block, and UC is used to add dmg at risk of giving them cc imunity. Another player can still add in their own unblockable hard cc, but only before UC ends its duration. If the blocktank, breaks free, they will have wasted stamina so the soft cc immunity is not wasted; they still take the unblocked dmg!

Other templars will ruin this setup, but purifying light+ frost LA+ reflective light will keep sustained DPS and hopefully you'll burn their mag if they keep purging the debuffs. Hopefully unstable core will burst after that. Same tactics as for block builds, just watch out for their burning light procs/skoria. Instead of minor protection, I opted for another 2900 resists through chudan/pirate setup with hitting my target with UC to cause some of that skoria proc to give back dmg to the attacker. Should be noted, since UC counts as a debuff, its important to stack debuffs to force them to "purge" (with UC, reflective light+purfying light+2 effect poisons+ele drain+1% in siphoner = 7 effects). A templar that over-purges is a dead templar.

Regen Notes:
This builds regen is lower than last patch (due to us choosing Innate Axiom). We offset this by changing restoring focus to channeled focus and replacing the 1pc kena with 1pc chudan:
  • windrunner passive. Gives you 10% extra Regen without those pesky vamp negatives. Now your Regen is closer to 1318.9.
  • prisoner set. Gives you 1k if you sprint with gold gear. Yes you need to press shift and yes it probably won't help you in the middle of a fight or if you are CC'd. But it can be proc'ed after you apply unstable core and are running to your target. It gives great base Stam recovery stats which would cripple another mag build without them. (If you sprint you'll have 2283.9 mag Regen! 1318.9 + 965 . )
  • elemental drain will give you another 300. This Regen ignores block from frost staff block. We reduced our block cost CP to 15%. Still better than s+b IMHO because of the ability to LA weave on this bar+HA mag return.
  • You can also do this:
  • apply elemental drain+HA frost+bar swap+ sprint. You'll get the mag from drain+ sprint+Prisoners but you'll also get another 2-3k from the HA. Resource return combo!!!
  • 300 minor mag steal+1199 regular Regen+ channeled focus is 1739 Regen in between the "resource-burst combo" mentioned above. Most Light Armor players like 1700-1800 regen for their builds, so this works the same.

Conclusion:

Win off your debuffs+procs+enemy impatience+ sprint mobility (like a true monk). Don't forget to sprint in between combos for mag return on Prisoners bar!!

That's my build. Very fun to play, not OP at all, but enough stats to make it competitive. If you don't watch your mag drain you'll be out of resources, especially if you waste Stam with too much sprinting. Nightblades that are hidden will be the toughest, due to not running detect pots. Ranged sorcs/wardens are hard due to their high shields; just be patient, time the burst, and watch them scurry like roaches.
In nCP, you could swap the kena for a chudan to make up for the LA focus loss. But you can still keep the Kena helm either way.

Bonus Inspirational Image:
o9PBtJa.jpg
Props to the original artist that did the figure; I just googled "monk rpg art" and added the blue swirls to mimic the Prisoner Set procs.


Here was the old build information:
Link/Gameplay Vid:
In my videos I am using Empowering sweeps/toppling charge because I don't have dawnbreaker/forward momentum unlocked.

I named it a "Frost-Monk Templar" because in classic RPG's monk classes trade pure strength stats/heavy armor defenses for high magic defenses, speed, armor negating hits, and abilities to debuff enemies (disarm, slow down, penetrate armor, life steal etc). If you have ever played an unarmed character in any Isometric D&D ruleset RPG, you'll know what I'm talking about. Even Elder Scrolls Oblivion had this class, where you could disarm the enemy with unarmed attacks lol. Sadly we cannot have unarmed builds; so ill use two hander sword for my burst+mobility! (the irony is real.)

Sets:
  • 1pc kena
  • 1pc Pirate (or chudan)
  • 5 pc prisoners set (4 body, 1 two hander)
  • 5 pc transmutation set. (One body, jewels, frost staff, all dmg enchants)

Stats:
  • 33k Mag
  • 21k Health
  • 12k Stam
  • 3k Spell Dmg
  • 1400 Mag Recovery (1500 if windrunner kicks in. 2500 if on Prisoners bar. 2800 with minor Magicka drain)
  • 895 Stam Recovery
  • 52% Crit Chance buffed (sharpened trait will get you 45% crit buffed which is more ideal. But you try to farm for a sharpened Prisoner two hander and let me know how that works out lol)
  • 75-80% Crit DMG (any less and youll lose survivability/burst)
  • 3800-4000 Crit Resistance buffed
  • 9376 Spell Pen (14656 with debuff) [11532 if you use sharpened without the major breach]
  • Apprentice Mundas

Front bar: 26k spell resistance/22k physical resistance buffed
Backbar: 29k spell resistance/25k physical resistance buffed
The resists will change as I continue to review how much total mitigation is. Ive come to realize, 10% into hardy at such low resists, is just as important as stacking in LA focus.

Skills:
Two hander bar (percise or sharpened):
Unstable core, forward momentum, punc sweeps, Honor the dead, degeneration. Dawnbreaker

Dawnbreaker is your only consistent cc due to the fact it's an AOE unreflected/undodgeable cc. You could swap forward momentum for Templar charge, but it's cc is blockable meaning a good enemy will block the cc from ever setting on their character. It's better to run explosive charge since the aoe dmg is undodgeable. But for this build it's using forward momentum for the snare immunity which is more important since we cleared Vamp. I have been running purge in place of FW and placing exploding charge allows some offensive mobilty.

Frost staff bar:(defending)
Reflective light, restoring focus, extended ritual, elemental drain, purifying light. Empowering sweeps.

You will hardly use empowering sweeps. It's only there as a backup cheap Ultimate and to give 15% melee blocking mitigation for ice staff and give your ranged attacks 10% extra DMG on blocking targets. This is your "debuff" bar where you apply penetration, mag steal, and tagging your enemy with purifying light. Restoring Rune at high mitigation/block only gives around 1-3% mitigation after diminishing returns. This is not terrible, considering it only costs you 1300 mag and it also gives you 8% extra healing. You could pick channeled focus, and run destro clench, but you'll lose out on the huge penetration debuff.

Notes:
General notes:
You'll probably spend most of your time on the frost bar. You'll have consistent uptime on defensive buffs and make use of the frost staff blocking. The bars are setup so you can sustain a little DPS at range while using two hander bar for burst windows. Reflective light, despite it's dot DMG spread out across three projectiles, has more initial hit DMG than vamps bane. And it oddly scales off the master at arms CP star, making it an important ranged spamable; it procs minor sorcery and jump-starts your ultimate generation. With light Attack weaving, you'll do consistent DMG while increasing your ultimate gain.

You'll have around 300 mag recovery through block if you can have someone tagged with degeneration+ elemental drain. If you can master tagging an enemy before they get to you, you'll have this debuff on them allowing you extra sustain+extra DMG through the penetration debuff. Purfying light+ LA+reflective light will DMG before you swap to your two hander bar. Frost enchant+LA Attack weave will proc minor maim so no need for that wizard set (besides with all of our total mitigation it only gives 1% extra anyway.)

If you get focused, don't overblock, get off an unstable core+purfying light which will lower their health a little to force them on the defensive. Then debuff, swap to offensive+mobility pot and run behind them to annoy them. That is the key strategy; *** them off and take advantage of it.

Attack Notes:
On attack, since you don't have skoria procs, you'll need to use burning light+unstable core burst. Fully buffed, I'm looking at a 9.8k-10k tooltip for unstable core and 5k tooltip on burning light, with the exception that unstable core is blockable+purged. This is the highest I have been able to get with this build.

The trick to unstable core is to max the DMG to offset it's cost. At 3.3 per cast, it will do roughly 5k DMG in PvP before resists. This is not much but consider the other benefits:
  • it will do that DMG across all nearby enemies. If you tag two players, it will do the same dmg twice, punishing them for grouping together (and punish you for casting twice but "risk/reward" mentality). Great if outnumbered since the burst will happen if you are on your backbar. It passively helps you to open another burst window, though at a smaller damage.
  • it's undodgable. Making it fairly consistent burst against most pvp builds.
  • it helps reflective light in proc'ing minor sorcery. Increasing all your dmg.
  • it's very invisible. Sorc curse makes you glow purple all over the place. But our spell gets hidden if your enemy has puryfing light tagged on them. Very underrated.
  • Templars have higher crit DMG. If you build to offset typical 2500-3000 crit resistance, this spell will crit a little bit closer to tooltip DMG. Depends on your target of course.
  • explodes in 3.5 seconds. Let's you tag a player twice letting you burst them again in another window of opportunity.

In conjunction with purifying light, your full burst rotation will be applying your debuffs and afterwards applying unstable core/purifying light at a ratio of 2/1.
If timed right, you could bar swap back to your frost bar taking your enemies burst, tricking him, before you bar-swap to your two hander bar when your burst happens. After it pops, reapply unstable core+purifying light(if it already popped)+jabs or LA+Reflective light weave on frost bar for more defensive/ulti generating sustained dps or to run away to re-position. Most Stam builds either need to block or run away. The good ones try to heal it and push forward; that's why its important to let off another unstable core then swap to your block bar to soak up their hits. "South-paw."

If they block, just stay on frost bar. Apply your reflective light+ purifying light. Save unstable core for when they start to drop block or when you want to force a burst window. Use Dawnbreaker to CC right before it pops (especially if you are getting zerged and need to delay their burst). If its a flapping DK with S+B, use jabs and apply unstable core/reflective light anyway. They might reduce the DMG with block, but it's unreflected at least. They will get close, but use forward momentum to be immune, run behind and run your burst followed by CC to make sure they drop block hard. It should all pop making them feel it; you want them to feel the punch. Make sure to Heavy Attack in between it all to add resources to make up for the lost dmg/resources on their block.

Other templars will ruin this setup, but purifying light+ frost LA+ reflective light will keep sustained DPS and hopefully you'll burn their mag if they keep purging the debuffs. Hopefully unstable core will burst after that. Same tactics as for block builds, just watch out for their burning light procs/skoria (which is what minor protection is for since you cant block or dodge skoria!).

Regen Notes:
Regen is minimum of 1400. This might be really low for some players but this minimal can be increased on this build. Here's how:
  • windrunner passive. Gives you 10% extra Regen without those pesky vamp negatives. Now your Regen is closer to 1500.
  • prisoner set. Gives you 1k if you sprint with gold gear. Yes you need to press shift and yes it probably won't help you in the middle of a fight or if you are CC'd. But it can be proc'ed after you apply unstable core and are running to your target. It gives great base Stam recovery stats which would cripple another mag build without them. (If you sprint you'll have 2500 mag Regen! 1500 + 1k. )
  • elemental drain will give you another 300. This Regen ignores block from frost staff block. With 20% block cost reduction+ elemental drain you'll only take around 1000-700 mag per hit. Better than s+b IMHO because of the ability to LA weave on this bar+HA mag return.
  • You can also do this:
  • apply elemental drain+HA frost+bar swap+ sprint. You'll get the 2500 mag from drain+ sprint+Prisoners but you'll also get another 2-3k from the HA. 5500 mag returned in that combo; resource return combo!!!
  • 300 minor mag steal+1400 regular Regen is 1700 Regen in between the "resource-burst combo" mentioned above. Most Light Armor players like 1700-1800 regen for their builds, so this works the same.

Conclusion:

Win off your debuffs+procs+enemy impatience+ sprint mobility (like a true monk). Don't forget to sprint in between combos for mag return on Prisoners bar!!

That's my build. Very fun to play, not OP at all, but enough stats to make it competitive. If you don't watch your mag drain you'll be out of resources, especially if you waste Stam with too much sprinting. Nightblades that are hidden will be the toughest, due to not running detect pots. Ranged sorcs/wardens are hard due to their high shields; just be patient, time the burst, and watch them scurry like roaches.
In nCP, you could swap the kena for a chudan to make up for the LA focus loss. Minor protection is more important in nCP where your total % of mitigation is expected to be higher using it since you wont have Ironclad maxed to 20% (Off top of my head I think its around 4-5%. Not OP, but every bit helps.) I have not tested this build for BG's, only open world CP/nCP.

Bonus Inspirational Image:
o9PBtJa.jpg
Props to the original artist that did the figure; I just googled "monk rpg art" and added the blue swirls to mimic the Prisoner Set procs.

Pre-Morrowind:
Link/Gameplay Vid:
In my videos I am using Empowering sweeps/toppling charge because I don't have dawnbreaker/forward momentum unlocked.

I named it a "Frost-Monk Templar" because in classic RPG's monk classes trade pure strength stats/heavy armor defenses for high magic defenses, speed, armor negating hits, and abilities to debuff enemies (disarm, slow down, penetrate armor, life steal etc). If you have ever played an unarmed character in any Isometric D&D ruleset RPG, you'll know what I'm talking about. Even Elder Scrolls Oblivion had this class, where you could disarm the enemy with unarmed attacks lol. Sadly we cannot have unarmed builds; so ill use two hander sword for my burst+mobility! (the irony is real.)

Sets:
  • 1pc kena
  • 1pc Pirate (or chudan)
  • 5 pc prisoners set (4 body, 1 two hander)
  • 5 pc transmutation set. (One body, jewels, frost staff, all dmg enchants)

Stats:
  • 33k Mag
  • 21k Health
  • 12k Stam
  • 3k Spell Dmg
  • 1400 Mag Recovery (1500 if windrunner kicks in. 2500 if on Prisoners bar. 2800 with minor Magicka drain)
  • 895 Stam Recovery
  • 52% Crit Chance buffed (sharpened trait will get you 45% crit buffed which is more ideal. But you try to farm for a sharpened Prisoner two hander and let me know how that works out lol)
  • 75-80% Crit DMG (any less and youll lose survivability/burst)
  • 3800-4000 Crit Resistance buffed
  • 9376 Spell Pen (14656 with debuff) [11532 if you use sharpened without the major breach]
  • Apprentice Mundas

Front bar: 26k spell resistance/22k physical resistance buffed
Backbar: 29k spell resistance/25k physical resistance buffed
The resists will change as I continue to review how much total mitigation is. Ive come to realize, 10% into hardy at such low resists, is just as important as stacking in LA focus.

Skills:
Two hander bar (percise or sharpened):
Unstable core, forward momentum, punc sweeps, Honor the dead, degeneration. Dawnbreaker

Dawnbreaker is your only consistent cc due to the fact it's an AOE unreflected/undodgeable cc. You could swap forward momentum for Templar charge, but it's cc is blockable meaning a good enemy will block the cc from ever setting on their character. It's better to run explosive charge since the aoe dmg is undodgeable. But for this build it's using forward momentum for the snare immunity which is more important since we cleared Vamp. I have been running purge in place of FW and placing exploding charge allows some offensive mobilty.

Frost staff bar:(defending)
Reflective light, restoring focus, extended ritual, elemental drain, purifying light. Empowering sweeps.

You will hardly use empowering sweeps. It's only there as a backup cheap Ultimate and to give 15% melee blocking mitigation for ice staff and give your ranged attacks 10% extra DMG on blocking targets. This is your "debuff" bar where you apply penetration, mag steal, and tagging your enemy with purifying light. Restoring Rune at high mitigation/block only gives around 1-3% mitigation after diminishing returns. This is not terrible, considering it only costs you 1300 mag and it also gives you 8% extra healing. You could pick channeled focus, and run destro clench, but you'll lose out on the huge penetration debuff.

Notes:
General notes:
You'll probably spend most of your time on the frost bar. You'll have consistent uptime on defensive buffs and make use of the frost staff blocking. The bars are setup so you can sustain a little DPS at range while using two hander bar for burst windows. Reflective light, despite it's dot DMG spread out across three projectiles, has more initial hit DMG than vamps bane. And it oddly scales off the master at arms CP star, making it an important ranged spamable; it procs minor sorcery and jump-starts your ultimate generation. With light Attack weaving, you'll do consistent DMG while increasing your ultimate gain.

You'll have around 300 mag recovery through block if you can have someone tagged with degeneration+ elemental drain. If you can master tagging an enemy before they get to you, you'll have this debuff on them allowing you extra sustain+extra DMG through the penetration debuff. Purfying light+ LA+reflective light will DMG before you swap to your two hander bar. Frost enchant+LA Attack weave will proc minor maim so no need for that wizard set (besides with all of our total mitigation it only gives 1% extra anyway.)

If you get focused, don't overblock, get off an unstable core+purfying light which will lower their health a little to force them on the defensive. Then debuff, swap to offensive+mobility pot and run behind them to annoy them. That is the key strategy; *** them off and take advantage of it.

Attack Notes:
On attack, since you don't have skoria procs, you'll need to use burning light+unstable core burst. Fully buffed, I'm looking at a 9.8k-10k tooltip for unstable core and 5k tooltip on burning light, with the exception that unstable core is blockable+purged. This is the highest I have been able to get with this build.

The trick to unstable core is to max the DMG to offset it's cost. At 3.3 per cast, it will do roughly 5k DMG in PvP before resists. This is not much but consider the other benefits:
  • it will do that DMG across all nearby enemies. If you tag two players, it will do the same dmg twice, punishing them for grouping together (and punish you for casting twice but "risk/reward" mentality). Great if outnumbered since the burst will happen if you are on your backbar. It passively helps you to open another burst window, though at a smaller damage.
  • it's undodgable. Making it fairly consistent burst against most pvp builds.
  • it helps reflective light in proc'ing minor sorcery. Increasing all your dmg.
  • it's very invisible. Sorc curse makes you glow purple all over the place. But our spell gets hidden if your enemy has puryfing light tagged on them. Very underrated.
  • Templars have higher crit DMG. If you build to offset typical 2500-3000 crit resistance, this spell will crit a little bit closer to tooltip DMG. Depends on your target of course.
  • explodes in 3.5 seconds. Let's you tag a player twice letting you burst them again in another window of opportunity.

In conjunction with purifying light, your full burst rotation will be applying your debuffs and afterwards applying unstable core/purifying light at a ratio of 2/1.
If timed right, you could bar swap back to your frost bar taking your enemies burst, tricking him, before you bar-swap to your two hander bar when your burst happens. After it pops, reapply unstable core+purifying light(if it already popped)+jabs or LA+Reflective light weave on frost bar for more defensive/ulti generating sustained dps or to run away to re-position. Most Stam builds either need to block or run away. The good ones try to heal it and push forward; that's why its important to let off another unstable core then swap to your block bar to soak up their hits. "South-paw."

If they block, just stay on frost bar. Apply your reflective light+ purifying light. Save unstable core for when they start to drop block or when you want to force a burst window. Use Dawnbreaker to CC right before it pops (especially if you are getting zerged and need to delay their burst). If its a flapping DK with S+B, use jabs and apply unstable core/reflective light anyway. They might reduce the DMG with block, but it's unreflected at least. They will get close, but use forward momentum to be immune, run behind and run your burst followed by CC to make sure they drop block hard. It should all pop making them feel it; you want them to feel the punch. Make sure to Heavy Attack in between it all to add resources to make up for the lost dmg/resources on their block.

Other templars will ruin this setup, but purifying light+ frost LA+ reflective light will keep sustained DPS and hopefully you'll burn their mag if they keep purging the debuffs. Hopefully unstable core will burst after that. Same tactics as for block builds, just watch out for their burning light procs/skoria (which is what minor protection is for since you cant block or dodge skoria!).

Regen Notes:
Regen is minimum of 1400. This might be really low for some players but this minimal can be increased on this build. Here's how:
  • windrunner passive. Gives you 10% extra Regen without those pesky vamp negatives. Now your Regen is closer to 1500.
  • prisoner set. Gives you 1k if you sprint with gold gear. Yes you need to press shift and yes it probably won't help you in the middle of a fight or if you are CC'd. But it can be proc'ed after you apply unstable core and are running to your target. It gives great base Stam recovery stats which would cripple another mag build without them. (If you sprint you'll have 2500 mag Regen! 1500 + 1k. )
  • elemental drain will give you another 300. This Regen ignores block from frost staff block. With 20% block cost reduction+ elemental drain you'll only take around 1000-700 mag per hit. Better than s+b IMHO because of the ability to LA weave on this bar+HA mag return.
  • You can also do this:
  • apply elemental drain+HA frost+bar swap+ sprint. You'll get the 2500 mag from drain+ sprint+Prisoners but you'll also get another 2-3k from the HA. 5500 mag returned in that combo; resource return combo!!!
  • 300 minor mag steal+1400 regular Regen is 1700 Regen in between the "resource-burst combo" mentioned above. Most Light Armor players like 1700-1800 regen for their builds, so this works the same.

Conclusion:

Win off your debuffs+procs+enemy impatience+ sprint mobility (like a true monk). Don't forget to sprint in between combos for mag return on Prisoners bar!!

That's my build. Very fun to play, not OP at all, but enough stats to make it competitive. If you don't watch your mag drain you'll be out of resources, especially if you waste Stam with too much sprinting. Nightblades that are hidden will be the toughest, due to not running detect pots. Ranged sorcs/wardens are hard due to their high shields; just be patient, time the burst, and watch them scurry like roaches.
In nCP, you could swap the kena for a chudan to make up for the LA focus loss. Minor protection is more important in nCP where your total % of mitigation is expected to be higher using it since you wont have Ironclad maxed to 20% (Off top of my head I think its around 4-5%. Not OP, but every bit helps.) I have not tested this build for BG's, only open world CP/nCP.

Bonus Inspirational Image:
o9PBtJa.jpg
Props to the original artist that did the figure; I just googled "monk rpg art" and added the blue swirls to mimic the Prisoner Set procs.

Having fun on ESO

$
0
0
Okay so nothing in this game feels fun to me anymore so would any of ya'll mind listing what you find fun in this game? I just don't want to call it quits on this game but woo really questioning why I even log in anymore.

Fair to have same mag stam dummy req?

$
0
0
Or should stam be expected to hit harder on 6 mil dummy? Note this is on dummy not in trial.

[EU/No-CP PVP/Ebonheart Pact] Immortal Legends Recruiting

$
0
0
logo-orangeleft.png
Learn, Inspire!
We are Immortal. We are Legends.

Our guild Immortal-Legends was founded by Sacrifyce it was he who established the foundations upon which we build today. From the very beginning, we have valued the expertise of our members. We play a key role in the Alliance war by performing a supporting role. Rather than joining the front line we outflank our enemies and achieve victory by smart manoeuvring and guerrilla tactics. Our finest members are chosen to lead our raid(s) to victory.

We do not believe in strict hierarchy, rules and protocols. Therefore our ranks are not separated by power, but by responsibility. Each rank has its role in the guild and everyone is self-responsible for fulfilling that role. In this way, we want to encourage our members to contribute to our guild in their own autonomous way, which also includes contributing to the fun-factor.

Immortal Legends is the guild of your choice if you want to run your own builds, in a TeamSpeak coordinated group lead by experienced players and socialise with people with the same interest: (online) gaming and The Elder Scrolls franchise. We currently are a small guild with no more than 50 members and are like a group of friends having fun.

Learn more about Immortal Legends on our website.

We offer:
  • Access to our TeamSpeak 3 server
  • Access to master crafters
  • Advice on skills, gear and tactics
  • Build autonomy (you run what you like to run)
  • Experienced leadership
  • A guild house with all crafting stations (including the new Transmutation station)
  • A socially friendly and learning environment

See if you match our requirements:
  • You are 18+
  • PVP focus on the no-CP campaign Sotha Sil
  • Play on Ebonheart Pact alliance
  • The ability to use TeamSpeak 3 (microphone not required)
  • The ability to understand basic English
  • The ability to understand gaming jargon

PVP Raids:
We run small/medium sized groups on the Sotha Sil server up to 16 people. These raids are up (almost) every evening between 16:00 - 21:00 hours (GMT+1, London Time).

Getting an invite:
In order to receive an invite to our guild, we first want to welcome you to our TeamSpeak 3 server. You will receive the details via in-game mail.
You also can get invited to our guild without joining out TeamSpeak 3 server first. You will be given the rank of Prospect. Prospects are not officially members of our guild and are removed from our guild if they do not join our TeamSpeak channel within 10 days after invitation.

Questions?
Don't hesitate to ask in a reply below or check our FAQ on our website.

Got interested?
Become Immortal using the form on our website;
Or contact us directly using /w (whisper) or in-game mail directed to @DTStormfox , @Rübe60 , @Sagranax , @CrazYDunm3r or @UlfricWinterfell ;
Or leave a comment below and we will get in touch.

Recruitment STOP.

$
0
0
We are looking for ACTIVE players to join our ranks.

What we do and what we aim for:

We play as a Ball Group on DC side (PC/EU) behind enemy lines, outnumbered and against all odds.
Main Campaign - Sotha Sil. One of our goals is to have a 10-14 man group up 3-5 times per week.

image

Requirements

- the will to improve - we will help and give advice, no problem as long as you show a bit of dedication,

- discord,

- mature behaviour,

- at least some kind of experience in PvP (400+ CP ),

- being able to follow orders,

- ready to change your build and farm sets (we will help with it)

If you want to farm players for AP, if you like playing outnumbered, if you want to see huge stacks of enemies
explode and if you want to make the Covenant great again - > send me an in game mail @DivineFirstYOLO (please with some information about yourself).

Side Note:

We are serious about this, people that can't join frequently, PvE lovers that farm Trials with their other guilds all the time
and people that play solo are not what we are looking for.

Genie Lamp [PC] multi-alliance guild

$
0
0
Hello travelers and adventurers! Genie Lamp is recruting all classes/levels and factions.
The guild organizes 3 pve/pvp events every week, the start time depends on the event and usually takes place in this interval 7pm - 9pm CET, and between the 3 events one is always organized for players of any level.
The pvp events will be handled in rotation, even if the guild is Aldmeri side does not matter, coz with the pve multi-alliance everyone have to be happy.
Looking for players to complete, as a guild and with tactics, ntrials, pvp area and vet dungeons.
If you wish to join a friendly, helpful guild then /w me in game @theplayerone77
http://genielamp.shivtr.com/
Looking forward to playing with you!

Sarcastic title regarding small hiccup

$
0
0
Short, ranty, post ending with "'nuff said"

OR

Lengthy post regarding the "issue", filled with all the grammer and conceptual mistakes of the world, insulting ZOS

GEAR/MOTIF/WEAPON Giveaway starts NOW

Need advice for starting a new PVE guild!

$
0
0
So me and some friends have decided to start a new guild focused around PVE content. The long term goal is to have a fully operational veteran trial progression group for current and future trials. We also do dungeon motif speed farming, achievement farming and PVP every now and again.

Me and the three friends who started the guild are a very tight-knit and loyal group who never give up on PVE content and are devoted to helping others (such as obtaining skins and complete challenges). The problem is finding people who are the same. We would love to be able to teach new players with potential and progress as a strong unit, but we seem to be having trouble with finding players who will show up to trials on time, have a strong sense of moral and will stay in a practice run for at least 2 hours. It just seems impossible to find people who are friendly, have a good sense of team moral and are devoted to helping other players improve. We attempted to make a guild a few months back which failed horribly, on one side you had players that just didn't show up to events and found it very hard to improve and then there were the wana-be elitists (who weren't even very good) that would just rage in practice runs.

Why is it so hard to find the right players? How would we go about it? And what guild requirements should we have?

- The guild currently has 5 players as we have only just started it.
- The name of the guild is Sharknado.

Any advice would be appreciated :)

Stealing

$
0
0
Going for Black Market Mogul. I know this has been posted a lot throughout the years, but I know stuff changes with patches, and I want to know if anyone has a decent route for this achievement. Not looking for gold loot, I want something that consistently gives decent stolen goods so I can sell higher everyday. Meaning, I'm not after your motifs, just want to know where the green+ stolen stuff drops more regularly.

Where would you currently rate classes for PVP?

$
0
0
We all see the talk about how X or Y is top dog, but there are a lot of classes that people don't talk about, and I'd like to see where people feel they fit in, along with what you are playing for context.

Personally as a Battlegrounds player, my list would be

Magblade, Stam Warden > Strong in pretty much every circumstance, has access to a wide variety of options
Stamblade, Mag DK, Magplar > Strong in general, but tend to have more limited gameplay options
Stamplar, Mag Sorc, Magden > Versatile, but not as strong in general as above classes
Stam Sorc, Stam DK > Most limited classes, don't really do anything that other classes don't already

Of course there are going to be exceptions, as this is generalisation, and one mostly based on my experience. I don't really feel like any of these classes are explicitly broken, or underpowered, just that in the current meta, some classes are doing better than others.

So let's see your list, I want to see just how wrong I am.
Viewing all 539985 articles
Browse latest View live


<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>