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Battlegrounds Balance Suggestions

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I've been playing Battlegrounds semi-regularly since it moved to the base game with the release of Summerset. I've played a decent amount of PvP in Cyrodiil so I'm not completely new to PvP, just Battlegrounds.

After trying Battlegrounds, there's really no going back to Cyrodiil for me. I've been enjoying Battlegrounds for a few weeks now and it's been a good time. There are things that could use some changes though. Some skills and sets are too strong along with some problems with game modes. I'd like to talk about why I think these things need changed and include possible changes for them.

Note: This is specifically about Battlegounds. No CP, 4v4v4 PvP environment. Also, this is just my list which means it's what I've experienced so it may not cover everything and it's limited to my perspective.

---Monster Sets---

Valkyn Skoria - Nothing really interesting to say about it. It just does too much damage. The proc chance might only be 8%, but any build that's running this procs it fairly regularly. Most builds "could" run this since almost all builds have at least one DoT, and it would still be strong on them. Could lower the damage, but just make it a DoT itself. Make it over 5 seconds to match it's cooldown. I am pretty sure it's blockable, but since it drops from the sky, it's very hard to see coming. Maybe even lower it's damage by about 10-15% and increase the proc chance to 15%. Not sure if that would be a good change, but probably better than it is now.

Earthgore - This set was nerfed to heal over 6 seconds instead of 3, but with the lower amount of people in Battlegrounds compared to Cyrodiil, this often just increases the length of immortality the person it triggers on receives. A possible change for this would be to make the effect trigger earlier but reduce the healing it gives. Have it trigger at 70% hp, but heal for 21k(30% less) instead of 30k(before Battle Spirit), that way it keeps people from reaching execute range but does less healing overall.

Zaan - I don't see this set ran very often, but that doesn't mean it's not extremely strong. The counterplay to this set is to get out of range of it, but the player can simply travel with you. It tends to be either you get out of range and it doesn't do that much, or you get CC'd or outran and it nearly kills you on it's own. Also, if you do manage to get out of range to break the tether, simply by it triggering it forces a break in the fight. That could be an interesting use for the set. Lower it's overall damage by 25%(34.4k down to 25.8k, before Battle Spirit) and make the tether visible but do no damage for the first second, maybe two. That way not only is there more time to react to what's happening, but you can make the decision to keep fighting and take the damage or be forced to back off briefly. It's still very powerful even with the damage nerf and it requires the player using it to commit to the fight to use it.

Selene and Velidreth - Both of these sets are hard hitting, and I very really see Velidreth used. Often times when I'm hit by these though, it feels more like it's my own fault. There's time to see them coming. I don't think they need nerfed, but I do want to include them since other people may feel differently about them. If anything, they would just need their damage lowered. Wouldn't mind seeing them go away along with all proc sets though.

Troll King - This is another set I'm including just because I know it's strong. It's hard to really know how effective it is since I have never used it and you don't exactly see it working on the enemy aside from their health going up. It's (effectively) 7740 healing over 10 seconds, along with whatever healing triggered it. Doesn't have a cooldown either. It seems strong, but like I said, I don't know enough to comment on it.

---5pc Sets---

Sload's Semblance - I know a lot has already been said about this set so I'll try to keep this short. Personally, I'd like to see the set just go away completely. There's at least a few good reasons why this set should be nerfed. The fact that it does the same damage, which can't be mitigated or counterplayed in anyway(aside from purge), no matter how squishy or tanky you build, is a problem. Two problems right there really. It triggers off of everything, which can be a downside, but often isn't is a problem. The amount of damage it does, even if it's over time, is a problem in Battlegrounds where healing is already lessened, along with reduced healing effects, granted that's it's own problem but is related nonetheless. There can be multiple stacks on the same person. It taking people out of cloak, whether intended or not, is a problem. The breaking of Nightblade's stealth isn't bad on it's own, but it's a strong utility that's on a set that is already very strong. I'm just listing the problems with this set since there are other places to go to see in more detail why these are problems. Rather not discuss them here.
A real change that would make it fair would be to just cut the damage down to half, make it so it doesn't stack from multiple people, and make it not break cloak. It's still a lot of free pressure for any tanky builds that look to outlast an opponent. Also, change it's proc to be light and heavy attacks only with a 100% proc chance.

Caluurion's Legacy - I'm only including this set since it's very strong. It's very rare to see this ran in BGs since critical chance is lower there. Still strong and probably needs to not exist in PvP. Not really any suggestion for what to change about it. It's a lot of extra damage that triggers off a critical hit, so the target is already taking a lot of damage.

Curse of Doylemish - This is similar to Caluurion's Legacy, but I've never seen it ran. It does require the user to melee the target with a heavy attack while they are stunned, so it does seem to have a fair amount of requirements for it to trigger. If it is a problem, lower damage or just removing it from PvP seems like the best solution. It is interesting so I'd like to see it just lose damage if it turns out to be a problem.

---Class Skills---

Templar

(In general) - Nothing really stands out for Templars. Sure, Breath of Life is strong, but healing isn't usually a problem in BGs. When it is, it's because one team has a healer and the other(s) don't. Also, it's not always just a single skill that contributes to healing being very strong. Right now no Templar skills make my list, but I could be convinced otherwise.

Dragonknight

Dragon Leap(Ultimate) - Both morphs of this ability are strong. You either get an AoE stun or a damage shield for 100%(before Battle Spirit) of your health. Not only that, but it's at range, and a gap closer. I know most ultimates tend to be somewhat unfair in PvP, but this one comes with a lot of utility. I am a bit on the fence about it, and if it does need to be changed, and though this is not generally a "solution," but raising the cost a bit would probably be enough.

Reflective Scales - This is on the "watch list" just like Curse of Doylemish. It's clearly very strong when you not only stop the damage of the next four ranged attacks against you, but also reflect them back at the enemy. Fighting more than one person makes it less effective, but when combined with a healer, using this ability when you start to get low against one or two ranged opponents makes you nearly unkillable. More of a problem with healers together with this, but not much to be done about that. It's also one of the two abilities, the other being Nightblade's cloak, that you slot an AoE ability to use against it. I don't think it needs nerfed, but there are probably some interesting things that could be done with it if it does end up needing changed at some point. Seems fine for the time being.

Petrify - Don't see this used often, but it's Rune Prison with less range. Clearly not on the same power level as Rune Prison, but it's still a bit of a problem for most of the same reasons. Not sure if it needs to be changed, but it could be interesting to see it become a DoT that stuns when it ends or when it is cleansed. Even with the short range it tends to be very strong since to fight a DK you have to get close if they put up their wings. You are always vulnerable to the instant stun when fighting them.

Sorcerer

(In general) - Sorcerers, MagSorcs really, get a lot of hate because they are just not fun and unfair to play against. You get hit with an unavoidable stun from Rune Prison, then hit with a few light attacks and destro staff abilities, possibly a Crystal Fragments if it procs, which is just RNG, but it's rare to see that skill anymore. You will have a strong DoT placed on you that goes off a second time if you live long enough. If you are low enough after that, you get executed by Mage's Fury with no chance to heal. If you survive, which is based on whether you are tanky enough or not, and manage to fight back, they toss on a shield or two, and if you manage to put enough pressure on them, they just dash away with Bolt Escape. No mystery why people want sorcerers nerfed all of the time. That being said, there's only two skills that I think need to be changed from the "standard" MagSorc. Those being Rune Cage, a Rune Prison morph, and Mage's Fury, either morph.

Rune Prison->Rune Cage - This is a long ranged, on demand(instant), unavoidable stun. At the very least, it should be an undodgeable projectile so you actually see it coming and it takes a moment to take affect. I think a real change to make it balanced would be to make it more like the Nightblade's Manifestation of Terror where you place down traps. This skill is just too strong in it's current form and is probably the most in need of being changed.

Mage's Fury - This skill just shouldn't exist in PvP. I'm not saying take away the Sorcerer's execute ability, but from a balance perspective, being able to put an execute DoT on someone that always goes off at exactly the right time before the enemy will ever have a chance to heal or react to being low is incredibly powerful. Since both morphs do roughly the same thing, one suggestion I have would be to keep one the way it is now, minus the four second linger time and up the damage. Make the other a defensive style morph a bit like Defensive Rune. Up the time to 8 seconds and make it to where when someone who is under the HP threshold attacks you, it triggers and deals the damage to them. Would need to increase the damage a bit for this one too and maybe up the threshold so it triggers a bit earlier. Can always adjust the numbers after seeing how it plays out. Would make it interesting when you and an enemy both get to low health in a fight. Also, it gives them some counterplay to it as well.

Rune Prison->Defensive Rune - This should just trigger on direct damage. It would be both better for the user and better for the enemy. The user wouldn't randomly lose it to some AoE they walk through, and it would still be there for when they actually get focused. From the enemy's side, they wouldn't get randomly stunned some time later from an AoE they dropped ten seconds ago. It also gives them a few options before triggering the stun. Not so much a "too strong" skill, just one that could be better.

Overload(Ultimate) - I'm not really sure how this skill can be changed, but I've been hit with this skill and taken 2k damage and I've also been hit with this skill and taken 10k damage. Doesn't happen often, but it's something that does happen. Not an easy skill to balance for PvP. Again, not sure what to do with it, but it's clearly on my list for good reason.

Hurricane - Not a problem skill, but on the watch list. This skill does a lot and is very strong. It's damage isn't huge, but it is fairly unavoidable. Being able to run faster than the enemy is a huge advantage and it also grants Major Resolve and Major Ward. It makes it possible to stick to the enemy so they also take the damage from it. It makes it impossible for any Nightblade to cloak away from the user as well. I don't think that's necessarily a bad thing that it counters cloak, and the skill probably doesn't need to be changed at all. Worth mentioning though.

Nightblade

Death Stroke(Ultimate)->Incapacitating Strike - This skill does too much for it's cost. It could probably just lose the stun and be fine since you already need to be close to use it and Nightblades have Mass Hysteria for close combat CC. I don't really think leaving it the same and increasing the cost is a good idea since it does take away from it's uniqueness as a low cost, singe target ultimate.

Blur - This skill is just RNG based. Sometimes you dodge three of the last five attacks and sometimes you dodge zero. I think a good change for this would be to cause the first attack(that is dodgeable obviously) every 6 seconds to miss and have the skill last for 18 seconds. The same goes for the Medium Armor active skill Shuffle and it's morphs. This change makes it so it's not random, there's counterplay on the enemy's side, and it doesn't completely do nothing sometimes.

Shadow Cloak->Shadowy Disguise - This is clearly a strong skill, but I personally think it's fairly alright. It's countered much the same way the Dragonknight's Reflective Scales is countered: you slot an AoE ability; or Radiant Magelight works too. The change I think needs to be made is that when you break the Nightblade out of stealth with an AoE ability, they shouldn't be able to recast it for 3 seconds similar to interrupting a skill with a cast time.

Warden

Scorch - Much like the Templar, I don't really have anything about Wardens that needs changed(because it's too strong). Scorch, which morphs into Subterranean Assault and Deep Fissure, does a lot of damage and is an AoE attack. It does take some time for it to go off so there's some counterplay with moving out of it's area. It could probably lose some damage if the Warden had more skills to use. Maybe they do have other skills are too strong as well, but I don't see enough Wardens in BGs to really know for sure, and those I do see are mostly using weapon abilities.

---Pets---
(In general) - There needs to be an option to toggle off being able to target pets, of any kind, in BGs. Just a quality of life change. Maybe even make it a keybinding toggle so you can quickly turn it back on if you want to heavy attack a pet for resources.

---Game Modes---

Capture the Relic - This game mode suffers a bit when there's a player that is either very tanky or very fast. Both can be somewhat mitigated, but they are occasionally a problem. Maybe make it so that holding a relic causes the player to take more damage and limit their sprint speed to +50% instead of +100%. This would promote more fighting before the relic is picked up rather than trying to chase someone down that either can't be caught or can't be killed. Overall though, this game mode tends to play out well.

Domination - This is the only game mode I think truly needs help. This game mode is rarely enjoyable. It's often one sided and lacks PvP. Sometimes you face a group that refuses to do anything but run around as solos and avoid any fighting, winning the game with three total kills between the four players. The game mode isn't about getting kills, and I acknowledge that, but at the same time, it is a PvP game mode and it should be more about fighting over the points than hide and seek. Other times you face a group that stays together as four and are nearly unkillable that just go from one point to the next, capping them and moving on. They only stop to fight if someone is on the current point they are standing on, and once they capture it they simply move onto the next point not even bothering to defend the point they just took. It makes sense if you are looking for a higher score for the leader boards, but gameplay wise, it's incredibly boring.
There's a few things that could be done to make this game mode better. One change would be to make capture points give less points for a few ticks when a team first captures them, needing time to ramp up to their full worth. This would make points that you already own more valuable. Also, being at an owned point when it gives points could increase the player's score, and the score gained from it would be relative to the amount of points being gained from the capture point. Another change, though probably less likely to happen, would be to make it so that one of each of the three outer points start in front of the three team's spawns with the center one remaining as it is. After that, make it impossible to take another team's starting capture point without owning the middle one first. Also, you could capture your own back without needing the center. This would be a bit of a scaled down version of Cyrodiil and could even be it's own game mode.

Crazy King - This isn't on the list because it needs to be changed. It's on here because it's a good comparison to Domination. This one starts as a king-of-the-hill and becomes one where the tactics that are annoying in Domination, four unkillable players just capping points or four solos playing hide and seek, becomes fun. Points move over time and more spawn as the game goes on. It's chaotic, and the moving points make it dynamic enough for it to be fun.

Overall, just changing the proc sets Sload's Semblance, Valkyn Skoria, and Zaan's, along with the skills Rune Cage and Petrify, would solve most of the balance issues currently in Battlegrounds.



This last part is just here to show some absurdity. The last thing I was hit with before the enemy died was the Soul Tether. The rest all happened while the player I was fighting was already dead. It's not uncommon to have a death recap like this, but it tends to be when the enemy is still standing.

BeyondTheGraveDoTs.png

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Edit 1:

Game Modes -> Deathmatch - The damage sigil should be removed from this mode.

(Start of game) - Have players start with either 0(empty) or 500(full) ultimate. I lean towards starting with 0 since it would then actually take time to build up as the fight is just starting. It is possible to always start with full already by building it up outside of the Battlegrounds before even queuing, but it feels more like an unfair advantage or something you are forced to do before the game even starts, which is unlike collecting and upgrading gear or brewing potions.

Best large house?

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Almost a year and a half after Housing was introduced I've finally decided to buy a house. Initially I will only use it to place the storage chests but in the longer run I will also furnish it, though I've not yet set a timetable on that. I've only acquired the 5 free inn rooms thus far, but those don't support collectibles so are pretty useless, bar transfer point. I'm looking to buy one of the large homes, priced between 750K-1.3M, since they have sufficient slots - 8 for collectibles so I can place all chests - but also most of them are not large enough to look overly empty when the furnishing limit is reached, like it happens to some of the manors.

The ones I like most are: Alinor Crest Townhouse, Old Mistveil Manor, Amaya Lake Lodge and Strident Springs Demesne, chiefly for their overall aspect and location. The first two are located in or near towns with efficient writ pathways - I actually base my characters in Riften, and use the public crafting tables there, and the pathway in Alinor also looks pretty efficient, though the character loading time is longer due to more complex assets. The last two have more outdoor real estate and beautiful setting but they are located quite far from main cities. The others from the same category I dismissed initially because I either found the style quite ugly - Stay-Moist Mansion, The Gorinir Estate, Forsaken Stronghold, Coldharbour Surreal Estate - or they seemed to crammed - Gardner House (Wayrest is also very inefficient writ wise, so I could have dismissed it by that reason alone) - or nice but too remote and not having anything special to redeem them - Quondam Indorilia, Dawnshadow, Mathiisen Manor, Hunding's Palatial Hall; everyone seems to have bought the latter but I don't like it since it already slides in that "full but still look empty" part of the spectrum.

So which one do you consider more advantageous in the long run? Did I overlook something? Are there any less obvious advantages in those that I dismissed?

The New Meta: Grim's Build Guide for Stamina Nightblades in Summerset

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Introduction

Hello,

In case you don’t know me, my name is Grim, and I main a DC Stamina Nightblade on PC/NA.

I want to talk a little bit about the meta for Stamina Nightblade this patch; what changes have occurred, and how I have altered my builds in order to counter those changes. I recently published a build video, which is going to cover a lot of the content here, so if you prefer that format, I’ll link it near to the bottom of this post.

Changes This Patch

In the Summerset Chapter, three major things have changed that deeply affect the PvP landscape. The first is that 2H weapons now count for two piece set bonus’. The second is that with jewelry crafting, any number of sets can be combined that compliment one another. What this means in practice is that damage is much higher this patch, as people can easily run three (or more) pure damage sets with two 5-Piece sets and a monster set.

Another major change is the unholy prevalence of Oblivion damage, and in particular Sloads, which is acutely toxic to nightblades because as a DoT, oblivion damage pulls us out of cloak. Does this make cloak useless? Not at all. But we can’t always rely on it in the same way that we used to. At least this patch we know when cloak isn’t going to work (haha).

Adaptations

So in light of those changes, I want to talk about how I have changed my build in order to survive:

Firstly, heavy armor is out. It’s still great in duels, but in open world, you can’t predict how many people are going to be attacking you, with god only knows how many different damage sets and sloads procs (which heavy armor can’t negate anyways). To run open world with consistent success, you need a bust heal- for most this comes in the form of Rally. If you’re running heavy armor, you’ll have to run Forward Momentum to break snares. But in medium, we can use shuffle for snares, and take advantage of the massive burst healing that Rally offers us.

But we still need to be able to mitigate the enormous amount of non-oblivion damage coming our way (a one shot, unblockable sorc combo, for instance). To do this, I am running Impregnable Armor this patch. I run 2 Heavy and 5 Medium pieces, allowing me to get 9 seconds of Shadow Ward, every cast (which is easily 100% uptime if you’re paying attention), and mitigate enough damage to be able to take some heat and still slip away.

I have also been using Troll King this patch. Troll king provides an incredible amount of healing, and between the passive HoTs of Rally and Vigor, and the high health pool provided by Impreg, Troll King will proc regularly, and before you are one hit away from death. This set makes you incredibly sturdy, and allows you to fight multiple opponents without breaking a sweat.

There are other great monster set options, and if you want to imagine them in a spectrum of most defensive to most offensive, I would list them like this:

Troll King - Amazing Healing Buff (my personal choice)
Blood Spawn - Excellent balance between defense and offense via Ult regen
Pirate Skeleton - Very tanky, but I’m not sure I would risk the animation and defile without a shield.
Mighty Chudan- don’t use this, your Shadow Ward passive puts this set in the ground.
Selene- A very powerful proc that layers on top of you combo.
Slime Craw- don’t use this, we have easy access to minor berserk
Kena- Insanely powerful proc, but a little tricky to use efficiently.

If you want to combine two different sets, then do one Domihaus, and one of whatever you feel your build most lacks, whether it's crit, resistance, pen, healing, recovery, etc. Keep in mind that Selene will still be more damage than any combination of damage one pieces.

I’m sure there are other great options, but these are the ones that jump to mind.

The New Build Pattern Meta

There are two new build patterns that I think are going to arise as the dominant format in Summerset, and moving forward. Those patterns are going to be a 5-5-2 setup, where you run two 5 piece sets with 100% uptime, and a Monster Set. The second pattern is a 5-5-2-1 setup, where you have one 5 piece set with 100% uptime, a Master’s Bow on the back-bar (or Asylum/Agility weapon on the front bar) and a second 5 piece set that is only up on one bar, along with a Monster Set.

Because I am running Impreg to counter raw damage, and Troll King to heal, I prefer using the Master Bow back-bar along with an offensive 5 Piece set on my front-bar.

If you want to run a front bar offensive 5-piece, I think the best options are as follows:

Spriggan’s (Probably the best damage with a Nirn Sword- you also benefit from the 2-3 piece)
Hunding's (Good ol' Hundings. The crit and weapon damage still performs wonders, and you can craft a heavy chest. Double barring is also a good option if you don't have The Master's Bow)
Sload’s (for the meta bandwagon- it will proc from poison injection cast from your Master Bow)
Poisonous Serpent (You’ll have poison injection to proc the light attack weaves)
Toothrow (Crit is an excellent modifier, and full uptime is tempting)
Shield Breaker (If you hate yourself and everyone around you)
Shacklebreaker (A great choice if you want to double bar a craftable set)

For Defensive Sets, I think the best choices are:

Eternal Hunt (Place an annoying mine down)
Shadow Walker (Excellent regen when paired with shadow image- countered by Sload’s)
Coward’s Gear/ Jailbreaker (It’s fun to run)
Werewolf Hide (Ulti regen helps with offense and defense, and the max health helps Troll King)

Alternative Base Sets

There are more ways to mitigate damage than raw mitigation stats, and I don't think that has been lost this patch. There are several other base sets that are viable replacements for Impreg, but I think two will stand out above the rest:

Bone Pirate: Likely the best max stat stamina set in the game, Bone Pirate's Tatters provides substantial sustain and max stamina when using a drink (right now Dubious Camoran Throne). Once they fix the bug with Artaum Takeaway Broth, it will be hands down the best drink, though also the most expensive.

Shacklebreaker: One of the most well rounded sets in the game, Shacklebreaker provides excellent base stats, as well as the option to craft heavy body pieces. The sustain it provides is also notable, and the max magicka is valuable when kiting.

Consumable Buffs and CP

This information hasn’t really changed this patch, except for the addition of the new gold food, which is best in slot if you’re not running Bone Pirate (my understanding is that it isn’t functioning with Bone Pirate, even though consumables that offer both max stats and recovery have so far, all been classified as drinks). Not sure if that is working as intended. Dubious is still good. Honest Lassie Honey Tea is still good. Tri-food is still good.

All the same old potions are still going to be potent. For reference, I like:

Tri-Pots (Health, Stamina, Magicka)
Crit Pots (Health, Stamina, Major Savagery)
Immovable Pots (Health, Stamina, Immovable)
Detect Pots, and Trash Magicka pots

Poisons have been OP since they were introduced in Dark Brotherhood, I think the best effects are currently:

Double Damage
Damage and Stamina Cost Increase
Snare and Stamina Cost Increase

Nothing has changed there, these are all still dirty, and if you’re weapon is not infused, then you should be using poisons for maximum effect.

Not much has changed for CP either. I’ll list out my current CP Tree, but I’m not going to go into details unless somebody asks a specific question or offers a superior solution.

The Steed: (72 Ironclad) (38 Resistant)
The Lady (37 Hardy) (37 Ele Defender) (66 Thick Skinned)
The Tower (20 Warlord)
The Lover ( 56 Mooncalf) (43 Arcanist) (23 Tenacity)
The Shadow (68 Befoul) (40 Tumbling)
The Atronach (42 Physical Expert) (66 Mstr-at-Arms) (20 Shattering)
The Ritual (48 Precise) (10 Piercing) (64 Mighty)

Closing Remarks

If you’ve read this far, thank you. It’s a lot to sift through. I really do think that Stamina Nightblade is in a really good position this patch. We have a lot of really fun new build options, and a great balance of survivability and pressure. There are so many sets that I want to try out still, so I am hoping to make several more build videos in the near future, including an (effective) RP DW/Bow build, and a S&B build.
Have fun out there!
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[BG] How to optimise a group ?

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Im starting to dig in BG groups optimization ... which I have not done before and I would love to hear from you guys if you already have some ideas on how to optimise your BG group ?

1. What roles / class and sets do you advise to run ? what synergy do you advise ?
PS: Let's be optimistics and consider that sloads is nerfed so it does not sum up as 1 healer + 3 DD in sloads

2. What do you adjust for the different types of games you face ?

Bye Bye Stamina DDs

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Welcome Elder Staves online.

I will never get why they keep nerfing stamina and buffing magicka, the new 2 set piece stave thing is a massive buff to Magika characters they can now use 2 full sets and a monster set.

What do stamina get? A nerf to penetration by killing NMG and SF for no reason at all. Nerfing blade cloak for some reason and the new trials heavily favor ranged dps.

Apparently Relequen set is the only saving grace for Stamina DDs now and you actually need to defeat Vet Cloudrest to get the perfect version quite a few times and you can't even be allowed in groups cause you will suck hard there

Already Magika did more dps than stamina, but lets say stamina had higher numbers are one point ,so what if stamina do more damage? they do their damage while directly on the boss a large part of the fights in trials they need to move away and their dps drop massively. Apparently ZOS compares only damage numbers on stationary targets.


Now imagine if you are a Stamplar or Stamden now the 2 already worst dps in the game :D I feel sorry for the poor souls who leveled and grinded skill trees and skyshards and all that with them. I guess they can still do the non dlc dungeons? :D

best play another game for a while till ZOS comes back to their senses


Need Guilds

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Usually play AD but need a guild for trading. Not very social, but am a decent healer. Thoughts?

PSA: On Bait Comments.

New Player Race Possibilities?

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It has been mentioned before, but... I thought it might be a good idea to have this foe easier reference, so...
Anyways, many people think there is ample room in ESO for more races then the "classic ten" which were not quite as classic as many others assume, actually (TES:Arena and TES-II:Daggerfall only had eight, imperials and orcs became playable only from TES-III:Morrowind onward; TES:Battlespire even had only six, missing also argonians and khajiit... and TES:Redguard obviously had only one through the premade character thing, but that doesn't really count anyhow)
...
So, let's take another look at the usual suspects, shall we?

First the ones we have already seen in the game as NPCs, even tho as antagonists (just like orcs were in the elder scrolls series, once upon a time... just like werewolves or vampires are, supposedly...):

Goblins
11_2016_letter.jpg
Despite what some people might say, they are technically possible. They are around, they are (barely) intelligent enough to talk, cast spells and craft stuff, so... they could theoretically be player characters. Thay are also a bit... unwanted... all across tamriel, due to generally being too primitive to follow the laws civilized people live by, and thus usually end up killed on sight or enslaved for "their own good", so it may be a little iffy... but then, we also can make bretons and wander through stonefalls during the DC invasion attempt without getting murdered by our pact allies, so an exceptional gobbo becoming a hero may perhaps not be too far-fetched. It would however be a reasonable idea to give them some racial drawback to represent this bad reputation... like, penalties for vendor business (get less gold when selling, spend more while buying) and bounty reactions (gain double bounty for crimes?)

Maormer
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The sea elves would be entirely possible, they are around in this era, they are in the game, they have their own crafting style... all it needs is cobbling together some passives (maybe altmer/dunmer-istic but with storm damage bonus instead of fire?), and there we go. Yes, the race in general is isolationistic, and an antagonist race - and playing as maormer through the AD storyline or the Summerset expansion would be a little iffy. But no more so then playing as imperial in the bangkorai or reapers march questlines, or as DC race in bleakrock to stonefalls, or as AD race through shadowfen... (it might however be plausible to make maormer only playable for DC and EP, unless someone has an certain unlock... ;) Though perhaps not as proifitable, so I would not count on it...)

Reachmen
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They can or can not be their own race, that is up to the developers, the lore would support both them being just primitive bretons, or them being a slightly different race thanks to lots of interbreeding with other people in the distant past... but they are in the game, have their own crafting style and so... easy to do if the powers that be decide they want to. Of course, again there are many questlines in Glenumbra, Bangkorai, The Rift or Orsinium where reachmen are the enemies, but... see above, no more iffy then having an imperial character fighting imperials in other quests or such.

...

...and then some we have heard of, or read about, but not actually really seen them...

Imga
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...would be somewhat possible; they are technically around in this era, though they seem for some reason absent from valenwood in ESO, likely hiding somewhere in a pocket dimension like that vanishing village in greenshade (possibly in Falinesti) from Molag Bal and the soulburst troubles no doubt. But that would not preclude some being caught up in the issues and sacrificed by Mannimarco for vestige status before the rest of them got away... and thus becoming player characters (though there might be an inflated cost considering they seem to be a rare sight...)

...

Akaviri
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...are not one race but four. There is little lore if all of them were part of the akaviri invasion that took place a mere ten years before ESO - but lore does say there were survivors from that one, which eventually would make their way to Rimmen in northern elsweyr (DLC possibility?) where they join up with some human akaviri descendants from earlier visits who had once been a strong power in the empire... and make a push into cyrodil somewhen between this time and the rise of Talos in three of so centuries, though they fail to grab the ruby throne for good like everyone else in this time period... so all of them may be technically viable lore-wise... (since even iof the invasion was mostly, say, Kamal like the lore might indicate, they could plausibly have brought allies or slaves of the other races with them) though since they ought to be somewhat rare, it is a little questionable if they would be done (or at what price - adding a surcharge for extra-rarity would seem likely)

Tsaesci
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These golden-skinned snakepeople may be possible, depending on how the powers that be choose to depict them in ESO... they -are- supposedly somewhere between argonians and lamias in body structure, so they -could- be done in a humanoid enough way to be viable for all equipment... (and thus as viable player race - the question if they have legs or not has yet to be entirely cleared by the lore) or there could be two kinds of them, like with the D&D Yuan-ti where one breed/caste might have a more snake-body lamia-ish body structure, the other a more humanoid one, thus keeping both options open, with the humanoid caste available as player character race (since I doubt anyone would play a race that could not use leg and foot armor slots, yes?)
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Tang Mo
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The monkey people of the thousand islands would seem entirely possible as palyer race. But they better also come with polearms to use staves in battle, hear! ;)

Ka Po'Tun
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Not much is known about the Ka Po'tun except they are somehow "tiger-like", which could mean anything... a feline race like the khajiit, or perhaps a rakshasa-equivalent with fur-less human bodies and tiger head? Or something half-furred in between? Or perhaps even tiger-centaurs (which would make them unsuitable as player race of course due to non-humanoid body)?
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Or maybe they come in various forms like the khajiit depending on moon phases? Its really up to the developers, even though most fans envision them like the tiger-person picture I found... but there is little enough intormation that the poeple at ZOS could do as they wish with them...

Kamal
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Little is known about the "Snow Demons", except that they may have been the bulk of the recent invasion that spawned the ebonheart pact, and that they are rumored to freeze solid during winters - something that would make them a bit iffy when it comes to player characters and questing in eastmarch... however, noone can really say if that is not a mere rumor anyhow, it -might- just be indicating a cold-blooded reptilian race that are sluggish in winter and thus prefer to hide in warm caverns during that time...
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...or perhaps more liklely ursine (aka, bear-like) race that hibernates...
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...or anything, really, and chalk up the legends to their lands being accessible only through mountaijn passes that are simply snowed shut during winter!
Up to the developers.

...

...then there are some "maaaaaybe" races like:

Kothringi
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The silver-skinned tribes of black marsh all died out in the Knarhaten flu. How-ever... that only happened twenty years before ESO, so its not entirely implausible that one or two "lone survivirs" managed to hold on, doomed to extinction, and got caught up in the troubles landing them in a coldharbour prison. They -could- be done as PC race, but if so, I would expect them to be as rare as apex mounts... either by hiding their racial unlock in crown crates at the same rarity, ot by charging an insanely inflated price.

Lilmothiit
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Are in the same boat as the Kothringi. (not literally, since they for one were not taken aboard the crimson ship). Very unlikely as PC race, but not entirely impossible.

...

...and then, firmly on the "nope" side we have:

Dremora (and other humanoid daedra)
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Playing as daedra is way more iffy, lore-wise, then anything else. I mean, come on... why would any quest giver trust a frikkin -demon- to actually help them??? Because that's what daedra are in TES lore! Thus any daedra who shows their face without some sorceror to hold their leash would be seen as mortal enemy, not potential ally. Remember how your stories all start with some sort of rescue? Well, forget that if you were a daedra! You'd get your throat slit before you even woke up after the coldharbour escape... you'd be a dead-ra at best! ;p ;)
Now, yes, it -would- be cool to play a dremora, dark seducer, skaafin or whatever... but it would not fit into ESO. If they ever make a TES game for it though... starting in oblivion, serving your dark masters, going to mundus for questing to avert some dire threat to oblivion itself, facing the usual mobs plus enraged mortals, with adventurer groups as "bossfights"... it could be fun! But it definitely is -not- ESO!

Dwemer
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The deep elves are long gone in this era (with one exception), and they won't be coming back for as far as anyone knows - even in games set a thousand years later, noone has ever recorded seeing another living dwemer (and they would have, seeing how its one of the great mysteries of tamriel, and anyone who found out could have gotten free drinks from the fame along for life).
Only way we will see them is in some "flashback" quest, like the nedes or chimer - which is entirely possible. But never as player characters without some serious lore breakage.

Sload
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...are for one not present on Tamriel at this era (Sea Sload incursions into Sumerset aside), since they generally live on isles to the southwest of the continent; for another may be structurally unsuitable as player characters - they are supposed to be sluggish fat slug people, barely able to support themselves on land, which may not be all that great for player characters (I always kinda think of jabba the hutt when I read about them...)

Snow Elves
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...are long gone by the time of ESO. And the only remaining ones are in hiding until met in TESV:Skyrim-Dawnguard. Ther blind mutated descendants the Falmer may show up in some dwemer ruin beneath some skyrim reguin though...

Wild Elves / Ayleids
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...have more or less been wiped out by the alessian rebellions, and the cyrodillic empire that rose in their wake; some possibly seeking sanctuary among the altmer... There are rumors occasionally, but those "hidden Ayleids" are kinda like the tamriel-tastic equivalent of elvis sightings... someone's father's brother's nephew's cousin's former roommate has seen one somewhere near someplace, they swear it was true... but whenever scholars go there to check, the reported Ayleids are nowhere to be found (or turn out to be a drunk altmer in torchlight dressing up in a costume on a dare).
And thus... ayleids not really viable as player-race, long gone and only their ruins remain... though perhaps possible as NPC... and rejoice! We meet just one such NPC in the course of the coldharbour assault questline..

Atmorans have become Nords... Youkudans have become Redguards... Nedes have become Imperials... Chimer have become Dunmer... Aldmer have become Altmer...
...making all those races part of history, and no longer around in their ancient incarnation.

As for all giants, lamia, ogres, minotaurs, or other races that have non-humanoid or oversized bodies - obviously those are all unsuitable for PC races (Can't have a player race that would clip through half the scenery after all! Or a player that needs a completely new set of animations!)

(So, I think this time I gathered all the thoughts in one place ;-) )

The ESO Slang and Abbreviation Dictionary

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ESO uses alot of slang terms and abbreviations, so in case people are wondering about these things then I've compiled this dictionary of all known ESO Slang Terms and Abbreviations!

General
  • TESO, ESO, ES Online, TES Online, ESOTU - The Elder Scrolls Online: Tamriel Unlimited, an MMORPG developed by Zenimax Online Studios and published by Bethesda Softworks, and the 8th entry in the critically-acclaimed Elder Scrolls franchise.
  • ZOS, ZOE, Zeni - Zenimax Online Studios, the developers of ESO. Sometimes mistaken as Zenimax Online Entertainment, a company that does not exist.
  • Noob/Newb/Nub etc. - A new or an unskilled player, sometimes both.
  • MMO, MMOG, MMORPG - Massively Multiplayer Online (MMO) Role Playing Game (RPG)
  • DK - Dragonknight
  • NB - Nightblade
  • Sorc - Sorcerer
  • Temp - Templar
  • BRB - Be right back. Used when one is going away from their computer for a period of less than 5 minutes.
  • AFK - Away from Keyboard. Used when one is going away from their computer for a period of more than 5 minutes.
  • GTG - Got to go. Used when one goes away from the computer for either the rest of the day, week, month, year, eternity, or at the very least, several hours.
  • RP - Roleplaying. It's quite a popular activity in ESO, contrary to popular belief.
  • ERP - Erotic Roleplaying, a.k.a Cybering. Not quite as popular in ESO as in other games, but it's there.
  • PST - Please Send Tell. When someone uses this abbreviation, they want you to whisper them if you want to participate in whatever event they're holding. For example, DK/Temp LFM FG, PST! (Dragonknight and Templar Looking for Players for Fungal Grotto, Please Send Tell!)
  • Alt - An alternate character on someone's account, characterized by either less playtime, lower level or just general classification by the player.
  • Main - An account's main character, characterized by either more playtime, higher level, or just general classification by the player.
  • WW - Werewolf. Sometimes mistaken for Woodworking.
  • Vamp - Vampire. Can sometimes be mistaken for the British boy band.
  • VR - Veteran Rank. For example, if someone says VR16, then they're referring to Veteran Rank 16.
  • Vet - Veteran. Can be applied to long-playing players, players with experience in a particular activity, players at the Veteran Ranks, high-level dungeons, high-level quests etc.
  • CP - Champion Points.
  • EP, Reds, Cherries, Tomatoes, Apples, Albion - Ebonheart Pact. Very rarely are they called Albion, but it happens. This is because in ESO's spiritual predecessor, Dark Age of Camelot (DAoC), Albion was the "red" faction.
  • DC, Blues, Smurfs, Covvies, Blueberries, Midgard - Daggerfall Covenant. Sometimes mistaken for Disconnect, or the universe of superheroes. They also are sometimes (very rarely) called Midgard, because in Dark Age of Camelot, Midgard was the "blue" faction.
  • AD, Yellows, Bananas, Simpsons, Tree-Huggers, Hibernia - Aldmeri Dominion. Like the EP and DC, they also have a DAoC counterpart, a faction called Hibernia, which was the faction of the foresty tree-hugging people. Just like their ESO counterparts!
  • Lag - Latency or FPS problems.
  • FPS - Frames per Second, how smooth ESO runs on your machine depending on your graphics settings and your computer.
  • NPC - Non-Player Character. Any "friendly" character that isn't a player. Hostile NPCs are called Mobs.
  • /w, tell, whisp, PM - Whisper, a form of private conversation that no-one else but you and the person you're whispering can see.
  • QQ - To whine or cry about something, one of the favorite pastimes of many players. It looks like a pair of crying eyes. Interchangeable with T_T, which also looks like a pair of crying eyes, but T_T is mainly used on oneself when one is sad.
  • Troll - When you purposefully make up bogus/rubbish information in order to get people to QQ for entertainment. Both hated and enjoyed by many people, but don't do it!.
  • Flame - To insult someone.
  • 1337 - Leet, short for elite. This term has been around as long as online games have existed. It is used when someone or something is super-duper cool and awesome.
  • Epeen, E-Peen - One's big ego, pride, or attitude over the internets.
  • Bio, Bio Break - When one is summoned to the porcelain throne by the call of nature. If your vocabulary is poor it means when someone wants to go to the loo.
  • L2P - Learn to play. Used when one is poor at playing their class and/or build correctly.
  • B2P - Buy to Play, the business model that ESO uses.
  • CS - The Crown Store, the ESO cash store. Very easily mistaken for the Champion System.
  • EU - Europe, European.
  • NA, 'Murica - North American.

Crafting and Trading
  • WTS - Want to Sell. Used when a player wants to sell something e.g WTS Dwemer Motif for 20k (Don't expect to actually see a Dwemer motif at this price!).
  • WTB - Want to Buy, used when a player wants to buy a certain item.
  • WTT - Want to Trade. Used when a player doesn't want to use gold to obtain an item, but wants to use an existing item instead as currency e.g WTT Imperial Motif for Daedric Motif.
  • G, GP - Gold, one of the three main currencies of ESO, the other being Alliance Points (AP) and Crowns (C). For example, WTB Kuta, 600g.
  • C - Crowns, the special currency used in the Crown Store to buy all sorts of cosmetics.
  • K - When talking about a sum of gold that reaches into the thousands, for example 6k means 6,000 gold. 10k means 10,000 gold and so on. Can also be used as a shortened form of OK.
  • GS - Guild Store.
  • BS - Blacksmithing, also used as an abbreviation for the vulgar way to say bull's faeces.
  • Alch - Alchemy
  • Ench - Enchanting
  • Woodwork - Woodworking
  • Cooking - Not used as often, but another word for Provisioning.
  • Gold Sink - An activity that costs so *** much and isn't worth the high price. Examples buying something from someone who is selling it for much higher than the average price, and repairing your gear at low level when you're going to replace it quickly.
  • Junk, Vendor Trash - Loot that is only valuable as something to sell to a merchant. Not worth selling to another player, because the item is too common or has no function beyond being sold.
  • DE, Decon, Disenchant - Deconstruct. The "Disenchant" bit comes from the MMO term of the same name, where one would destroy a particular item to get its components. It basically means the same thing in ESO.

Locations, Dungeons etc.
  • Cyro - Cyrodiil
  • IC, Imp City - The Imperial City
  • MD - Imperial City Market District
  • Arb, Arby - Imperial Cty Arboretum District
  • ND - Imperial City Noble District
  • Arena - Imperial City Arena District
  • EG, EGD - Imperial City Elven Gardens District
  • TD, Temple - Imperial City Temple District
  • Sewers, ICS - Imperial City Sewers
  • Crag - Craglorn
  • Raid - Another term for Trials.
  • AA - Aetherian Archive
  • HRC - Hel Ra Citadel
  • SO - Sanctum Ophidia
  • DSA - Dragonstar Arena
  • Dung - Dungeon. Often mistaken for poop.
  • Delve - Solo Dungeon
  • FG - Fungal Grotto
  • DSC - Darkshade Caverns
  • WS - Wayrest Sewers
  • SC, Spindle - Spindleclutch
  • TBC, BC - The Banished Cells. Can be easily mistaken for Blessed Crucible.
  • Arx, AC - Arx Corinium
  • EH - Elden Hollow.
  • CoA - City of Ash
  • CoH - Crypt of Hearts. Can be mistaken for the cancelled MMO, City of Heroes.
  • DFK - Direfrost Keep
  • Volen, VF - Volenfell
  • TI, Tempest - Tempest Island
  • BHH, Blackheart - Blackheart Haven
  • SW, Selene's - Selene's Web
  • Crucible, BC - Blessed Crucible. Can be easily mistaken for Banished Cells.
  • VoM, Vaults - Vaults of Madness
  • LFG - Looking for Group. Used when you want a group for a certain task such as PvP or dungeons.
  • LFM - Looking for More. Can be used when you need players in a group or just something in particular.

PvP
  • AvA (Alliance vs. Alliance), RvR (Realm vs. Realm), PKing (Player Killing), PvP - Terms used for Player versus Player combat.
  • AP - Alliance Points, the currency of PvP. It's earned from basically any PvP activity.
  • LFC - Looking for Camp. Should be used when a keep under attack is in need of a camp. Can be mistaken for Liverpool Football Club.
  • FC - Forward Camp, which used to be a type of PvP equipment that allowed you to spawn wherever it was placed. FCs are extremely rare now since they were taken off of store shelves in Update 5, with only a handful of players in possesion of them. It was very useful in both attack and defense, but it made PvP much more of a lagfest and it encouraged things like Bloodporting (Killing yourself to spawn somewhere else), as well as making World PvP less common.
  • Oil - Either an Oil Catapult or Flaming Oil, types of defense-oriented equipment.
  • Luring - A useful tactic where a weak, low-level player stands out in the open, while his much stronger buddies are in stealth behind him waiting for unsuspecting enemies for them to ambush.
  • Hotspot - A place in Cyrodiil where PvP occurs often. Examples of hotspots are Alessia Bridge, the Nagastani Fields, and the Chalman Milegate.
  • Jumping/Pilejumping/PJing - A very effective tactic where a large force from one alliance attacks another alliance which has been very weakened from just taking a keep from a third alliance. Can also be used on players after they win a fight against a ganker (see below). This tactic was used by the Ebonheart Pact in the famous Battle of the Chalamo on February 7th, 2014, where ESO's first emperor was crowned (There is a book about it in the Inner section of Chalman Keep.).
  • Choking - When an alliance severs a Transitus link by taking three resources around one keep to break its link, but not actually attacking the keep, thus disconnecting an enemy alliance alliance from both the keeps the transitus link is connected to, and the choked keep itself.
  • Zerging - A tactic which is generally frowned upon by much of the PvP community. It involves a massive amount of players travelling in a huge clump called a Zerg, Blob, Train or a Zergball in order to overpower an enemy keep/outpost/resource. It normally involves no tactics, but actually can win some battles if put up against an average-sized, average-skilled force. Zerging is one of the root causes of lag.
  • Wrecking Ball - Essentially a zerg with tactics. It involves a zergball clumping together and buffing themselves so they are mega OP (Immune to CC, Immune to AoE and almost anything) and then charging at high speed towards an enemy. Wrecking Balls are EXTREMELY useful when defending and almost always successful. Contrary to popular belief, a wrecking ball CAN be defeated if you know what to do (Hint: Spread your ass out!).
  • Ganking - When a higher-level player and/or his buddies jump out of nowhere to attack lower-level players. Hated by many "gankees", but go ahead and do it it if you want. It's a warzone, there are no rules!
  • Inc Short for Incoming Train. Used when a large enemy force is spotted heading for a specific location. For example, if a scout saw a Covenant zerg heading for Blue Road Keep, they would say in zone chat "dc inc brk".
  • BRK - Blue Road Keep
  • Kings - Kingscrest Keep
  • Farra - Farragut
  • Drag, Dragon, Dclaw - Fort Dragonclaw
  • Chal/Chalm/Chalamo - Chalman Keep
  • Ales - Fort Aleswell
  • Sej - Sejanus Outpost
  • Roe - Castle Roebeck
  • Drake, DLK - Drakelowe Keep
  • Blood, CBM - Castle Bloodmayne
  • ]b]CBB[/b] - Castle Black Boot
  • Brind - Castle Brindle
  • CFG, Fare - Castle Faregyl
  • Bleaks - Bleaker's Outpost.
  • Ebonheart War Council, EWC, WAR - On the EU server, this is the main governing body of most Pact PvP as well as one of ESO's largest "guilds" by player count (Technically it isn't one guild, it's one big alliance of several guilds). The EWC and Exile are currently arch-rivals and absolutely despise eachother. Its most notable players are Quicky Ra, Subhuman, and myself, Neizir!
  • Exile - The Covenant's main EU PvP guild, containing many formidable and elite players. Also the EWC's arch-nemesis. Most notable players are Abraxus, Hexys, and Lairgren.
  • Banana Squad - The Dominion's main EU PvP guild, also containing many formidable foes. The situation right now is that the EWC and Exile are the bitterly hateful rivals while the Banana Squad is just the *** little brother watching on and just being very big nuisances to non-Dominionites. Most notable members are Magicka de Hex, Neithi and Frostsoul.

    PvE
    • PvE - Player vs. Environment, anything that isn't PvP content.
    • Achis - Achievements
    • Grinding - Performing the same action over and over until a player gets what he wants from it. It is, quite literally, insanity, according to Einstein's Definition of Insanity. Usually associated with killing mobs.
    • Farming - Same as grinding, but is more associated with getting crafting materials rather than killing mobs.
    • Anchors, DAs, Dolmens - Dark Anchors.
    • MQ - Main Quest, referring to the main story of ESO that revolves around the Planemeld and Molag Bal.
    • FG - Fighters Guild. No there isn't an apostrophe in Fighters on purpose. Don't ask me why. Often mistaken for Fungal Grotto
    • MG - Mages Guild. Like the Fighters Guild, it doesn't have an apostrophe.
    • TG - Thieves Guild, a crime syndicate planned to be released sometime in the future.
    • DB - Dark Brotherhood. A notorious group of assassins planned to be released sometime in the future.
    • HM - Hardmode. Can be mistaken for Her Majesty the Queen.
    • PuG - Pick-Up Group. Basically a random group where no-one knows anyone else. ALL group-finder groups are PuGs.
    • Roll - When you make a new character or use a different build than usual.
    • Buff - An effect applied to your character that increases their stats or makes them immune to something, usually temporarily.

    Characters, Skills, Combat, Abilities etc.
    • Build - The heart, soul and life force of every character. A character without a build is like a human without a heart. A build combines your primary attributes (Health, Magicka, Stamina), your secondary attributes (Armor, Weapon Damage etc.) your class, your gear, your combination of abilities, your race and your buffs into your character's overall proficiency.
    • Glass Cannon - A character that deals a high amount of damage, but has poor survivability.
    • Titanium Teddybear - The opposite of a glass cannon, a character who has great survivability but poor damage output.
    • Squishy - A character that dies alot. Sorcerers are known for being particularly squishy.
    • Mag - Magicka
    • HP - Health
    • Stam - Stamina
    • OP - Anything that is overpowered, for example, the Jesus Beam, Lethal Arrow, Jason Leavey's Hair and Headnetch.
    • FOTM - Flavor of the Month. A term used where a new "thing" has been found that makes a certain class uber-powerful and thus half the population of ESO goes and rolls this build to make themselves OP. The well-known PvPer Sypher is known for making FOTM builds which are quite powerful.
    • Scales off of - When the values for a certain ability or passive are based on another stat, described as the scaled ability's "primary", so increasing the primary of the ability/passive in particular increases the damage/healing etc. done by it. For example, the values of a spell scale off of Spell Damage. Therefore, Spell Damage is the spell's primary and increasing Spell Damage will therefore increase the values of the particular ability.
    • Jesus Beam - Radiant Destruction, the spell notorious for being arguably the most powerful spell in the game.
    • Gear - All of your armor, weapons, jewelry etc.
    • Dmg - Short for Damage.
    • Ulti - Ultimate Ability.
    • AoE - Area of Effect. Types of abilities that affect all allies/enemies in a certain area, rather than one target.
    • CC - Crowd Control, types of abilities that don't do alot of damage but rather hinder an enemy's ability to do something like moving/attacking etc.
    • DoT - Damage over Time. Any type of ability that deals damage over a period of time.
    • HoT - Healing over Time. Any type of ability that heals a player over a period of time.
    • Tick - The frequency of which damage or healing from DoTs or HoTs will occur, for example, every one second, you are healed/hurt for 1337.
    • RNG - Random Number Generator. Luck of the draw, a "random" mechanic, usually used to refer to the difficulty of obtaining a specific drop or the chance of something proccing (See Below).
    • Proc - Short for Procedural Random Occurrence. When a buff is applied to your character as a result of RNG. For example, the 5-piece Ashen Grip set bonus has a 10% chance to deal fire damage upon melee hits. When that happens, it is described as having procced.
    • Pot, Pots - Potions. VERY easily mistaken for the recreational drug known as Weed.
    • Holy Trinity - The combined term for Tanks, Damage Dealers and Healers. All 3 support one another in some way - Tanks protect, healers heal, and damage dealers kill.
    • Tank - A type of player that aims to stay alive for as long as they can and protect a group from damage.
    • DD, DPS, Damage Dealer - A type of player that, as their name suggests, deals damage. In groups, these players help the tank kill stuff quickly as the tank will usually have sacrificed his damage dealing capability for survivability.
    • Healer - Probably the most important member of your group, this player keeps the tanks and damage dealers alive. In turn, Tanks and DDs protect the healer.
    • Drops - Items that can be looted from enemy's corpse.
    • Mobs - Groups of normal enemies.
    • Trash Mobs - Groups of basic enemies in a dungeon or trial that are not associated with a specific boss.
    • Adds - Enemies that join a fight after it has begun, usually by being summoned or where their arrival is scripted. This includes enemies that draw aggro mid fight.
    • Tank n' Spank - The most common and traditional type of group combat. The tank draws aggro, the DDs deal damage and the healer keeps them alive.
    • Aggro - Aggression. Determines who an enemy will attack. If you stand too close, they will go hostile and begin combat (Only on aggressive mobs, passive mobs like Guar don't attack unless they're provoked).
    • Draw Aggro - Dual meaning, the first refers to tanks trying to keep their enemy's attention on them and off of the other party members. Also refers to enemies selecting a party member other than the tank and attacking them. (Sometimes called stealing aggro.) Also related to losing aggro, when an enemy loses interest in the tank and targets something else.
    • Leash - A very lazily designed mechanic. It is the maximum range an enemy will follow the player. ESO is unusual in that enemies will chase players beyond their leash, make or receive one attack and then fully heal and return to their starting position.
    • Spawn - Refers to either mobs, or the locations those mobs enter the world (the actual spawning). The location can also be called a spawn point. In PvP this also applies to the player when they die.
    • Food/Drink - Stuff that buffs your primary attributes and their recovery rate. Almost every max-level PvPer seems to be using Consummate Honey Brittle, which is VERY bizarre considering the stuff is dirt-cheap yet the recipe is quite rare. It also makes you OP, and it can be classed as FOTM for Food.
    • Nuke - When you focus not on tactics to kill but on dealing a massive, massive amount of damage. Basically zerging in PvE.

    Anything I missed, just let me know :smile:

TRADING GUILD LOOKING FOR TRADERS FROM ALL ALLIANCES! EVERYONE IS WELCOME

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We are the fastest growing trade guild on ESO PC, with very experienced and honest management! We are welcoming all kinds of active traders and do not require any mandatory fees either! We have a trader in a main spot every week so all your trader needs will be fulfilled. Along with all that stuff we also claim to be the friendliest and relaxed trade Guild in all of Tamriel. The atmosphere is always great, our guild chat is usually active every day boasting all kinds of fun discussions, and we have guild events every now and then as well.

If you'd like to join please tell us a bit about yourself and write your @ name.

We have just a few requirements of you:

1) You are an active player
2) You trade, use the guild store often and try to keep all 30 slots of items filled
3) last but not least, you're friendly :)

Fang Lair boss fights resetting seemingly at random

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Our group had finished Fang Lair hardmode after many attempts, and wanted to get the speedrun and nodeath achievements as well. We had been experiencing the reset issue on the last boss, but it would only happen before combat started and never in the middle of the fight on that particular boss. On our two attempts to get nodeath and speedrun, the resetting issue happened a lot on the first two bosses, and I recorded it on out second attempt.

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Powdered mother ffffff

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This is too rare for an alchemy material. I spent an hour going around the whole island and found 1! The grind of summerset in general is just poorly implemented. Jewelry crafting will be great once zos changes the grind. As it stands, it's the exact opposite of what it should be. Make an entire gold wardrobe is cheaper and MUUUUCH less farming than 1 jewelry piece.

With how easy it is to craft and jump to decent stats in any content, why has summerset released such a ridiculous grind? Killed it for the people with other things to do besides game all day...

Can zos just turn all the jewelry master writ drops into surveys instead

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We all agree that these writs are not worth doing....not at the amount of grains it takes to make a plating, even the purple grain grind is no way near where the rewards should be...

So until these get fixed, or drop rates on grains gets upped....can these Master writs stop being rewarded and instead get surveys so we can get mats to maybe get a chance at more grains?

Look i'm not complaining about the rarity of grains or the need to get 80 gold grains to make a gold ring....

What i'm complaining about is how these writs drop more often than the gold grains.....Ok maybe that is it!
Make it so we can combine 10 useless master writs into one useable survey?

AU based 'Order of the Star' social guild is recruiting!

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The Order of the Star is recruiting friendly people who enjoy helping others and being social - we're a social guild after all! We have members in Australia, the US and other areas of the world, so we're active regardless of the timezone! We have over 300 members at the moment (it varies, depending on the day) of all races and factions. We're noob AND vet friendly, have a very active guild chat, and are often doing guild PVE activities like public or group dungeons, world bosses and trials, and some of us are jumping into Cyrodiil for PVP activities too. We use Discord for forum-type information and discussions as well as for voice chat, and we have a weekly raffle for members to win prizes while helping the guild raise funds to purchase furnishings for the guild house (Earthtear Cavern).

We're a family friendly guild (we're a swearing-free zone), and all ages are welcome. We have rules available in Discord that encourage members to be respectful and supportive while having a good time, and we don't hesitate in quickly removing any 'bad eggs'. New members are encouraged to join Discord to read our rules and stay up to date with guild announcements and information, and we also remove members if they haven't logged in to the game in 21 days, so our guild is always active. Our goal is to have fun, and we do pretty well at that.

A bit of background... I used to be a beta tester back in 2014, but left the game soon after it went live because of all the bugs and bots. I came back after a few months when I heard they'd been resolved and eventually formed a RP guild called the Crusaders of the Seventh. After a while I took a break from the game for almost a year, and came back again in October 2016. I built the guild up again from nothing (kicking out most of the 40-odd inactive members) but focused on it being a social guild instead. Early 2017, after a week of guild discussion and voting, we changed our name and became the Order of the Star.

We're proud of who we are. We wear our guild tabards with pride. And we have a vision for our future, to be one of the best social guilds of friendly, supportive and active players in all of Tamriel.

We invite you to join us for the ride. If this sounds like something you'd be interested in, send me a message in-game or add your in-game @username below and an invite will be coming your way!

AD - PS4 EU - PVE Social guild - The Nightingales - recruiting (over 25 years old)

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We are a social adult guild (The Nightingales), looking to recruit some active players.
Guild language is english and we mainly focus on PVE. We have all crafting covered.

If you are over 25 years old and looking to have some fun, psn Hestia7399, PerArdua504, hondelink or rupert1976.

Addons not showing up in game

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I turned in a fix ticket for an issue in game and they fixed it. However, when I logged into the game the first time, I got the full line of approvals for privacy, usage, etc, then got the server question, NA or EU, all the stuff when you log on for the very first time...then it showed the intro video...finally got to the game (I was definitely worried). Now I have no addons in the addon window in game. All my ESO files are still in the same place, addons still in the file and minion still works fine. Just the game isnt seeing them. Any ideas what could be wrong??

Need help with my Mag Sorc build, last boss vMA :(

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Hi all,

I am stuck on the last boss of vMA, I just can't seem to beat him.

Some basic info:
CP320
Race: Dark Elf
Class Sorcerer (Magicka) - non pet
Server: NA PC

So I have Julianos(5), Rattlecage (5), Iceheart (Monster)

I thought this was a nice combination, Rattlecage gives Major Sorcery, so I grabbed Critical Surge for the extra healing.
Julianos is Julianos.
Iceheart for the extra protection and a bit of nice AOE damage on top of that.

But when I spoke with a more seasoned player he thought my choice of gear was completely off.

I would love it if someone could explain WHY this choice is so bad, to me the numbers look good but clearly I'm missing something here, help me understand please :P

Would this setup be better?

Julianos, Netch's Touch, Ilambris

Before I start farming this stuff it would be great if someone could stop me before I do if it's a bad idea :p Since it took me ages to get Rattlecage Staves xD

Many thanks!

Sorcs are easy. Okay

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Let's examine other classes.
Stamina NB - apply rally and vigor. Forget about rally until it goes off and reapply vigor every 6 seconds and dodge roll and cloak until incap is up and then let loose with incap, assassins will and surprise attack..dead.

Mag sorc apply 2-3 shields every 6 seconds, so basically your fingers are never leaving those buttons because if they do you get one tapped. Then proc your glyph..Curse execute, rune cage, frag, then force pulse force pulse. Even then not guaranteed kill. Add a meteor on that for a combo and it takes 6 or 7 things to kill someone. Apply the same stam NB combo to magblades and they have an easier time in 1v1 yet they shield stack as well and have hots active and strong mobility.

Mag templars. Minor mending and can purify dot builds and eliminates majority of negative affect on oneself, can stack power of light and DB then jab jab jab, it nearly kills all classes..The majority of stam builds have Dawnbreaker where they pop that and then execute and people die yet mag sorcs have to lay 6 or 7 things down to kill someone while having to have those shields on constantly..How is that easy?

Mag Sorc in PVP is riduclous atm

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This class is ridiculously easy to play and do damage especially with the rune cage change. Its such a ridiculously OP hard CC in PVP that also does damage when it ends.
Wtf happened to "we cant hard CCs to not have much damage" Ive seen rune prisons with over 9k tooltip damage!

You used to be able to block the Dark Curse ability but of course not anymore.

They practically have unlimited sustain with Dark Deal.

The class as a whole atm has become a joke again and almost every other person is running this along with stamina warden in PVP but thats a different topic.

NERF (yes NERF) that idioticly designed rune prison skill and have a look at the way overperforming Dark Curse.


I hate to make this thread but the next patch will be out in 2-3 months and I just hope something gets done about this mess.



ESO Battle Royal - Yes or No?

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I'm kinda tired looking my place as CP pvper,

I think battle royal can be a really nice mode in PVP, Alternative to cyrodill with less lag and gurantee decent fights, think of how many different and complex pvp situations it can create.
It can help ESO get into the comptetive PVP scene, and make it more interesting.

BG's are implentad very very bad IMO, Duels are trash, and cyrodill, well dont get me started.


The Bad:
* Friends will gib other players together - Thus names should be hidden.
* Proc sets
* Broken builds
* Tanks - Winner at final circle should be chosen by dmg done, or higher kills.
* Bad rewards as we already know ZOS

The Good:
* Get ESO into E3, etc
* Multipile modes, DOUS, Squad, ETC
* Small Scale fights
* Answer to CP pvpers have their place when cyrodill becomes a mess (80% of the day)
* Make ESO more popular - (First MMO with battle royal sounds cool to me)

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