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Synthwave Crusader
Feb 13, 2011

:siren::siren::siren:OP IS OUT OF DATE FOR THE MOST PART, JOIN THE GOON ESO DISCORD IF YOU HAVE ACTUAL QUESTIONS:siren::siren::siren:



PvP with Goons, get messages like this:



FAQ and other useful info here




Ok so much like Tamriel Unlimited, The Elder Scrolls Online: One Tamriel marks the second "rebranding/rebirth" of the TES-themed MMORPG developed by Zenimax Online Studios and published by Bethesda Softworks.

More info about TU, here in my previous thread (majority of the stuff will come from that thread anyway)

"Ok so what's changed in One Tamriel?"
Well, in an attempt to make the game come closer to its TES roots, Zenimax Online has completely removed the mechanic of "level-locked regions" and basically allowed the entire map/game to open up to everyone the moment they finish/skip/sleep through the tutorial. This means that immediately upon entering the game for the first time, you can travel to any region in the game, regardless of level, faction, or main quest completion status, and you won't get immediately murdered! Zenimax is doing this by basically implementing the same battle-leveling mechanics present in Cyrodiil, and all of the DLC regions currently in the game, meaning that your stats are essentially boosted up to those of a max-level character. In short, levels gone, open-world, good times (hopefully).

"Ok so if level progression is out the window, how the gently caress am I going to feel any sense of progression?"
There are still levels in the game. You still have to level up from 1-50, and with every level comes additional skill points, class/skill/racial passive progression, and after hitting level 50, Champion Point (similar to D3's Paragon system) accrual, which unlocks even more passives. And don't forget gear progression. So yeah, there's still progression involved.

"Ok so the game is essentially more like a traditional TES game now, why the new OP?"
Old OP was a year old and outdated, and I didn't feel like going through and editing it.

One Tamriel will officially go Live on October 5th. Prospective players can currently buy a Gold Edition of the game, which includes the base game, the first 4 DLCs, a few ESO funbux, and a horse. Anyone with the base game can pick up the "Guilds and Glory" content pack through the in-game store which includes the first four DLCs in one pack.


Premium Content for The Elder Scrolls online comes in a few forms: DLC, and a monthly (OPTIONAL) subscription called "ESO Plus."

Currently, ESO Plus offers:
  • A monthly allowance of premium currency (Crowns, 1500 per month if recurring)
  • Unlimited Access to all DLC regardless of ownership
  • The Almighty Craft Bag, which is a godsend to crafting spergs like myself.
  • The ability to dye your cosmetic costumes for free (non ESO+ members can only dye them using specific dye packs)

Note that if you lose your subscription, you lose access to any DLC areas that you don't own, and you also lose the ability to store items in your Craft Bag (although you can still retrieve items from it).

You can purchase a recurring monthly sub, or you can purchase blocks of membership in 30, 60, and 90 day subscriptions, with each block offering a specific amount of Crowns based on the length.

Crowns are the game's virtual currency which allow you to buy DLC, costumes, cosmetic items, mounts, or convenience/utility items through the in-game Crown Store.

DLC is basically a fancy way of saying "expansion packs," and include access to new regions, new (passive) skill lines, and more quests/items/etc.
There are currently 5 DLC packs available:
  • Imperial City
  • Orsinium
  • Thieves Guild
  • Dark Brotherhood
  • Shadows of the Hist (technically not a DLC since it's just two dungeons, but we'll count it for reasons)

Note that if you let your subscription last, you will lose access to all DLC that you do now own, but will keep the items, rewards, skillpoints, etc. that you gain from those areas.



There are a few major elements to combat in ESO:

Basic Attacks
These are your basic attacks. Should you run out of resources (Magicka/Stamina), these will always be available to you. Light attacks are done by clicking your attack key, while heavy attacks are executed by holding down the attack key to charge them up. Learning to weave heavy and light attacks between casting skills is essential if you want to build ultimate and increase your overall damage. Heavy attacks also restore resources as well.
:ssh: Remember, you can press Tab to cycle between targets :ssh:

Class Skills
Class skills are learned/unlock as you progress through your individual class ranks. You assign them to your hotkey bar and execute them from there. Each class has three sets of unique skills that they can use, ranging from damaging attacks, to self-buffs, to area control/debuffs.

Weapon Skills
There are six weapon classes in the game: Sword and Shield, Two-Handed, Dual Wielding, Bow, Restoration Staff, and Destruction staff. All players have access to these skills regardless of what class they choose when creating a character. They are executed the same way as class skills, by placing them on your hotkey bar and using them from there. Starting with One Tamriel, each Weapon Line now has an Ultimate again, ranging from turning into an automatic blocking machine, to raining down elemental death on your opponents.

Some More Combat Essentials:
  • Single-target skills execute immediately without having to choose a target. Some AoE skills fire off immediately (usually skills that aim to the caster's immediate front), while others must be targeted before they fire off.
  • Blocking is done with the right mouse button with all weapons. Holding block then clicking left mouse button will interrupt any charging attacks, be they auto, weapon or ability attacks. If you interrupt a charging attack of any sort, the caster will be stunned momentarily (generally for two to three seconds) and your next attack against them of any type will cause quadruple damage as well as knocking them down.
  • Group healing is accomplished either with the skills of a Templar, or the Restoration staff weapon skills. Both types of healing are semi-random, with your ability to choose whom to heal basically non-existent with many skills. Most of them choose two random targets, or the lowest target in your group or near you. There are several area heal skills available but they are frequently short lived with somewhat lengthy cooldowns.
  • Resurrection is handled in a special way in ESO. You require a filled soul gem of your level to resurrect yourself as a result of a PvE death, and other players require an appropriate level soul stone to resurrect you in PvP or PvE. Soul stones cover a range of 10 levels for each time, are destroyed on use, and are filled with the Soul Trap spell, a skill line which you upgrade by doing the Main Quest.


Questing in ESO is your normal MMO affair with a few quirks. You collect various quests from hubs, or at points of interest around the world, then go do their requirements for completion. However they've made several interesting design changes, notably in that there are very few "Kill X monsters/Collect X bits and bobs" quests, and most quests can be completed without interference from other players. There are a few of each of those quests however, and they do tend to be rather abrasive to complete.


Speaking to an NPC quest giver.

Questing remains your main source of experience both in PvE and PvP. Quests can take you anywhere in a zone but are typically within a minute or two of walking distance of the quest giver, with the exception of most quests involving dungeons, with the exception of Guild Daily quests, which usually involve sending you all over Tamriel to either kill targets, or clear out dungeons.


The Champion System is the progression system that opens to players upon reaching level 50, and is account-wide. Once you begin earning Champion points, any time you get a new character to level 50, they immediately level up to the accountwide Champion rank.
Champion Points (CP) drive character progression after reaching level 50. You will earn Champion Points by gaining EXP, doing things like quests, exploration, dungeons, fighting and crafting.

Champion Points, once earned, can be spent on all of your Characters.
For example if Character 1 earns 20 Points then Character 2 and 3 will also be able to spend 20 Points.


There are Constellations, each with three Signs, each with four specific passive bonuses. The Constellations will “rotate” meaning that you must spend Champion Points in each Constellation at even rates however you can choose any Sign within these Constellations. The Champion system allows for extreme flexibility and customization with many different options and specializations available, divided into the three Constellations – The Warrior, The Thief and The Mage.
  • The Warrior Constellation provides bonuses to your character's defensive aspects
  • The Mage Constellation provides bonuses to offensive aspects
  • The Thief Constellation provides bonuses to resource management and utility mechanics(dodging, etc.)





^^^ ESO PVP in a nutshell ^^^

PvP in ESO is handled similarly to Guild Wars 2 and Dark Age of Camelot. You have a large map with three factions, each starting in one corner of the map and attempting to take keeps and resources from each other to fuel the war effort. There were originally several campaigns that were open to all players and lasted 90 days, but because of poopsockers and the pretty steep drop in player population after a few months, and as such, ZOS went and overhauled the PvP system.
PvP has changed dynamically since its original iteration back at launch. Gone are the days where a small group of people would be able to take on large groups with ease, replaced by zerg vs zerg action, with the occasional skirmishing happening along the way.

There are a few campaigns:
  • A sub-50 PvP campaign
  • A campaign that lasts for 30 days open to all levels, which allows the use of Champion Points
  • A campaign that lasts for 30 days open to all levels, which disables the use of Champion Points
  • A campaign open to all levels that lasts for 7 days that allows the use of Champion Points

If you are not at Champion Rank 160, any time you enter a PvP campaign, you will be Battle leveled to 160, taking gear into account. So the better your gear is, the more stats you will have.


A fight in front of a keep with a couple dozen participants.

Many things happen at once in PvP:
  • Keep sieges
  • Small group PvP
  • Zergs
  • PvP-PvE dungeons
  • Imperial City

Keep Sieges
Keep sieges have three main components; defenders, attackers and siege equipment. The attackers are attempting to breach the main gate of a keep (or in the case of a mile fort, the singular gate), then the interior gate, then take control of two flags within the main keep. Each fort can have 20 siege weapons on each side at a maximum, meaning if the keep is being attacked by both enemy parties, there will be, at most, 60 pieces of siege at keep. It is only possible for one side to control a keep at a time, meaning that if all three sides are clashing over a single keep, the two attacking forces will often oppose each other outside the walls if possible.

Siege Equipment
Siege equipment in ESO comes in several categories
  • Trebuchets come in three varieties: fire pot, snowball and stone.
  • Catapults come in three varieties: stone, oil, and meatbag.
  • Ballistas come in two varieties: fire and steel.
  • Rams come in ram. Also hot boiling death.

Keeps come in two varieties, regular keeps and mile forts a la DAoC. Regular keeps have two layers of protection; an outside wall with gate that must be destroyed to access the main keep. You can destroy the gate with a battering ram or the walls with trebuchets, catapults and ballista. Either way will give you access to the central keep which has a gate that must be destroyed to access the two stage flag capture system. Once you control both flags (you have a majority of players in their ZoI) for a period of time you control the keep, and have to repair the damage you caused. Mile forts only have the inner keep with gate and no defensive walls.

Keeps have various postern doors, only readily accessible by the faction that owns the keep, both for the outer wall and the inner keep. Both kinds can be destroyed for quicker access to the keep, though speed is relative being that you must destroy the wall surrounding it. If you are somehow stuck inside a keep when it falls to the enemy and they repair the walls before you exit you won't have access to the postern doors. Repairing the walls or doors of a keep grants you XP in both your class and Alliance level.

Additionally, each has three resource camps around it, some nearer than others. The longer you control a keep, the more resources these camps auto-generate to allow your keep to upgrade itself. If your keep runs long enough, your stone camp will upgrade the walls, giving them more hitpoints, making it harder to destroy them. Lumber camps upgrade the doors, and food camps upgrade the NPCs.


Small Group PvP
Basically all but wiped out of Cyrodiil, small group play involves groups of less than 8 people all moving together and usually involves voice communication and precise coordination. This is probably the fastest way to make AP and increase your PvP rank, but it is the most difficult playstyle to maintain. Expect lots and lots of zergs to chase you down for attempting to capture a resource. However, if you're smart, you can hold off a larger force while the bulk of your faction attacks a keep to claim it.


Zergs
Zerging has become the main playstyle in Cyrodiil, mainly due to mechanics changes made by the combat team (mainly Wrobel's stupid rear end) that have increasingly favored numbers over skill. If you want easy AP, just join a zerg in zone chat, and move from keep to keep taking everything. You will get hate tells from players who hate the zerg playstyle, and you probably won't learn very much.


PvP-PvE Dungeons
There are 18 delves in Cyrodiil that act like Public Dungeons in the PvE overland. The big difference here is that you are susceptible to getting killed by enemy players while doing the dungeon, so be alert at all times.

Imperial City
Starting back in late summer 2015, Zenimax opened up the Imperial City at the heart of Cyrodiil for all players. This place is both a PvE, and PvP zone, meaning that you have to contend with both enemy factions, and the Daedric forces laying waste to the city. You can earn AP in IC, and you are also introduced to a new currency called Tel Var stones (lore says these are bits and pieces of the White Gold Tower that have fallen to the ground). Killing daedric mobs grants Tel Var, but beware, if you are killed by an enemy player, they will receive 50% of your current Tel Var count. Fortunately, Tel Var can be banked, unlike AP. Tel Var is used to purchase unique item sets from the vendors in your faction's home base, as well as other goodies like crafting materiel, or lotto boxes that have a chance to drop unique rewards.


Crafting is moderately in-depth for a modern MMO. Several specializations exist, and require skill points to invest deeply in:
  • Blacksmithing - You'll use this skill to craft Heavy Armors and Physical Melee Weapons

  • Woodworking - You'll use this skill to craft Bows, Staves, and Shields

  • Clothing - You'll use this skill to craft Light and Medium Armors

  • Enchanting - You'll use this skill to craft enchantment glyphs to attach to weapons and armor (by far the hardest one to level, IMO)

  • Provisioning - You'll use this skill to craft Food and Drink that provide boosts to your attributes. Food provides raw boosts to your base attributes (Health, Stamina, Magicka), while Drinks provide boosts to attribute recovery. Food is still the better one to craft at the moment, since they provide larger boosts (this was the easiest to level pre-Update 6, since drinks gave a shitload of exp; most people had this skill maxed before even hitting their third or fourth zone)

  • Alchemy - You'll use this skill to craft potions that provide either immediate attribute recovery, or quick combat boosts (such as weapon crit, spell power, and speed). You can also craft Poisons as well, which are equipped onto any of your equipped weapons, and have various negative effects against your enemies.

Each profession has several different tiers of materials, each one with a specific range (and usually a specific zone to accompany it). As you level up, you'll find that you'll need to level up your chosen crafting skills to be able to keep your gear up to par. Each profession (excluding Provisioning) also has a skill that lets you identify resources throughout the world for easier collecting. You'll need to collect these resources, and then either refine them (in the case of Blacksmithing, Woodworking, or Clothing) to get actual crafting material, or just directly use them to create your items (Alchemy, Enchanting Provisioning).

In addition to the base element of crafting, you also have the opportunity to learn different racial styles (which change the appearance of your items), different traits (which provide different bonuses depending on the trait), improve them (which, get this, improves the item's usefulness), and dye them in unique colors to create a unique style for yourself.
  • Racial Styles change the appearance of your items. In order to create these styles, you'll need to know the style, which can be done by finding crafting motifs throughout the world, and have the proper racial material, which can also be found throughout the world. There are 9 base styles, one for each of the faction races that make up the game, plus a plethora of additional styles that you can learn. The majority of these styles are broken up into chapters that only teach you one specific item for that style, like daggers.

  • Traits change the special effect that your equipment has. There are several traits that do different things, from providing protection from critical hits, to providing a stamina reduction bonus to sprinting. In order to use these traits when crafting, you'll have to learn them, same as racial styles. Learning a trait is known as Research, where you destroy an item with a trait you want to learn in order to obtain knowledge of the trait. Research takes time, and also increases with each additional trait to a specific piece of equipment. There are 9 learnable traits, and learning them all for one specific item will take you at least 2 months to do so. Luckily each crafting line has a passive skill that reduces the amount of time required to learn a trait, as well as increasing the amount of traits that you can be researching at any given time. In order to apply a trait to an item, you'll need to know the trait, and have the proper trait stone needed. Trait stones can be found by deconstructing found equipment, refining raw material, and looting crafting sacks scattered throughout the world.

  • In addition to traits, you can also create item sets based on the amount of traits you currently know. Each item set requires a number of traits to be known, ranging from just two traits needed, to having to know all nine traits. Item sets provide unique bonuses depending on the number of items that you have equipped from that set, and are pretty crucial if you want to be competitive in either the raiding scene or the PvP scene. Each zone has three different unique item set crafting stations where you can craft these item sets. Additionally, there are several item sets that cannot be crafted and must be found.

  • Improving an item gives it a boost in terms of offense/defense rating, the strength of the enchantment, and the strength of the attached trait as well. In order to improve an item, you'll need to have Tempers, which can be obtained by looting items, refining raw material, or deconstructing found equipment. As you improve an item, it becomes progressively harder to do so, and will require a hefty amount of temper material to get it to higher qualities.

  • You can also change the color of your armor by visiting a dye station (always located next to the alchemy station in each city). There are quite a few colors to choose from, and you can unlock more by completing achievements.

There is one final part to crafting: Certification and Writs. You can be certified in any given profession, which opens up daily quests called Crafting Writs. Upon receiving a writ, you'll be required to create several items and deliver them to a specific location for Base EXP, Crafting EXP, and Crafting Containers. Writs are scaled to your respective crafting skill level, not your character level. Crafting containers usually contain a range of stuff, from trait stones, to random equips, and can also include crafting surveys, which are treasure maps that, instead of providing you with hidden treasure, provide you a location to travel to which contains high quantities of raw materials to gather. Surveys are instanced to you, so don't fear anyone else coming in and looting your poo poo.




There are multiple elements to dungeons and dungeon raids in TESO, ranging from Solo Dungeons to Trials:
  • Solo Dungeons are your basic dungeons that most if not all people can clear by themselves. Each zone in the game has multiple solo dungeons, each with a quest, skyshard and dungeon boss at the end.
  • Public Dungeons are dungeons that are moderately harder than Solo Dungeons, mainly because of the increased number of mobs located within. Each zone has one of these public dungeons, and each has several achievements tied to it along with the usual dungeon bosses, skyshard, and quest. Most of it may be done solo, but you may need another person to help you get through these completely, especially if you wish to complete the main dungeon achievement that provides you with a free skill point.
  • Group Dungeons are dungeon instances that are specifically geared towards groups of players for completion. Soloing these is all but impossible, so a group will be required for them. Like Public Dungeons, each zone only contains one of these. Each Group Dungeon also contains unique bosses and a quest that provides you with a Skill Point instead of a Skyshard. Each group dungeon also has a chance to drop unique item sets, and an Undaunted Monster Helm, which are unique items that grant some unique bonuses. These dungeons also have normal and veteran modes. Normal mode is easier and provides inferior rewards, while Veteran mode guarantees a helm drop upon completion, and offers better loot.
  • Trials are by far the hardest of the raid elements in TESO, and are dungeon raids designed for 12-player groups. Currently there are four trials, 3 in the Craglorn area, and one that is exclusive to the Thieves Guild DLC, located in Reaper's March. They are usually time-consuming affairs, especially if attempting to clear Veteran mode, and usually involve a lot of communication, coordination, and advanced knowledge of your class and specific role. People who complete Veteran mode trials have a chance to end up on the leaderboards for sweet sweet loot.
  • Undaunted Pledges are daily quests from the Undaunted guild that involve exploring a group delve, and clearing it of all monsters. You can completel up to three pledges on a daily basis. Completing a Normal or Veteran mode pledge grants one Undaunted key, which is used to open Undaunted chests that reward the second piece of an Undaunted Monster Set, while completing a dungeon on Veteran mode with Hard Mode activated rewards 2 keys. So you have a chance to obtain up to 6(!!!) Undaunted keys per day.
  • Arenas are instanced small group/solo trials that are designed to be a test of skill, awareness, and in Dragonstar's case, a test of coordination. The Dragonstar Arena is the 4-man group arena, while Maelstrom Arena is the solo arena. Completing either Arena in veteran mode grants you a Master or Maelstrom weapon, which are incredibly powerful weapons that provide massively powerful bonuses. Like veteran trials, completing an arena in Veteran mode allows you to compete for a spot on the leaderboards for sweet sweet loot.



The Justice System is TESO's crime, justice, and bounty system. If you've played any TES games, you'll have a basic idea of how the system works. A vast majority of containers in the world (particularly in cities) are now marked as "owned" by NPCs, and looting them now amounts to stealing. Stolen items cannot be stored in your bank or sold to merchant NPCs. Instead you must take them to Fences to either sell them, or launder them (in the case of crafting materials and equipment). You can find Fences in what are called Outlaw Refuges, which are sort of hideaways located in each zone's main city, with entrances both inside the city and on the outskirts of the city. Beware though, Fences can only buy and launder a limited amount of items before they won't accept anymore, in order to keep the heat off of them. In addition to stealing, you can also pickpocket and assault/murder NPCs located throughout the world. Pickpocketing them can yield stolen loot, while murdering them does exactly that, it kills them.

Be careful though, if an NPC catches you committing robbery or murder, you will receive a Bounty on your head. Should a guard spot you, they will approach you, and demand that you pay off the bounty. You can either choose to pay it off, at which point they will take that bounty and all stolen items, or you can decide to make a run for it, at which point you will be marked as a fugitive which allows the guards to kill you on sight. Should they succeed, they will also take your bounty from you, as well as any stolen loot. There are three wanted levels in TESO:
  • Disreputable - You'll be stopped if you get too close to a guard
  • Notorious - You will be hunted down if you approach a guard too closely
  • Fugitive - You will be killed on sight by the guard
In order to keep players from rushing all the guards and murdering them, all town guards are immortal and cannot be killed. They can be rooted/knocked down to help you make your escape though. Additionally, some NPCs may engage you in combat if they catch you in the midst of a criminal act.

If you do not want to harm innocent civilians, there is an option in the Gameplay Settings menu that disables attacking innocents. Be wary though, this also disables you from fighting back against the guard if you're being hunted.


The Alliances within Elder Scrolls are how you determine three major factors; your available races, questing areas and faction in PvP. Each race also has unique racial skills, which is good to know if you're a min-maxing sperg who needs to have everything perfect. Imperial Edition owners also have access to the Imperial Race, as well as the ability to select any race for any faction.


Queen Ayrenn, ruler of the the Aldmeri Dominion, is a 28 year old High Elf who claims not to hate the races of Man, but would really rather they back the gently caress off. From the Altmer throne at Summerset she rules over an alliance of High Elves, Wood Elves and Khajiit.

:eng101:Your typical AD faction member is a zergling who isn't afraid to admit that they zerg. Also they are more than likely a Templar designed strictly for mashing the heal keys.:eng101:

High Elves (aka Altmer) – "The High Elves, or Altmer, arrived in Tamriel thousands of years ago from Old Aldmeris. They see themselves, perhaps justifiably, as the ruling race of Tamriel... They are powerful mages and warriors, and the de facto leaders of the Aldmeri Dominion." Also they're a bunch of pointy eared dicks who are fun to kill in Skyrim. Just sayin'. Altmer receive bonuses to Magicka, Magicka Regeneration, and elemental magic.

Wood Elves (aka Bosmer) – "The Wood Elves, or Bosmer, are mischievous, curious and nimble. Because their homeland of Valenwood is often attacked by the Colovian Imperials, Wood Elves are experts at the art of defense." The capital of the Aldmeri Dominion, Elden Root, also happens to exist right in the middle of the Bosmer homeland. Bosmer receive bonuses to Stamina, Stamina Regeneration, and Stealth

Khajiit (aka the Furry Race) – They're cats. Unfortunately they all got feline lukemia recently (or rather the "Knahaten Flu"), so there ain't many of them left. Queen Ayrenn did them a solid by helping them recover after the plague. But really all you need to know is that they're cats. Khajiit receive bonuses to Critical Rate, Health and Stamina Regeneration, and Stealth



High King Emeric is just a dude trying to get poo poo done. A Breton, ruling from Wayrest in High Rock, he seeks to take control of the Ruby Throne by uniting the Bretons and Orcs through shrewd diplomacy, and the Redguards through crafty marriage arrangements.

:eng101:Your typical DC rear end in a top hat claims that they only run "small man groups" and do not zerg. Far from the truth however, since said "small mans" tend to ball up anyway. DC is also probably the most toxic of the factions and usually involves idiots who play Flavor of the Month builds in an attempt to please their Twitch streamer overlords.:eng101:

Bretons – Once ruled by the High Elves, the Bretons are the most magically-attuned of the human races. "Passionate and flamboyant, intelligent and resourceful, the Bretons are renowned and talented craftsmen, shrewd merchants, gallant cavaliers, and inventive wizards." They're also the ugliest humans in pretty much every TES game. Bretons receive bonuses to Spell Resistance, Magicka, and Spell Cost Reduction

Redguard – Hailing from Hammerfell and the sands of the Alik'r Desert, the Redguards are a desert people and make for fantastic warriors. "Their culture is based on preserving ancient traditions and defying their harsh environment. They prize honor and dignity above all else, combining a deep reverence for the divine with a suspicion of all things magical." Never trust a wizard! Also. something something "Roll Redguard with Long Blade." Redguards receive bonuses to Stamina and Stamina Regeneration.

Orc (aka Orsimer) - Also known as the Race With The Most Dental Problems, Orcs are some of the fiercest warriors and greatest smiths in all of Tamriel. Hailing from the kingdom of Orsinium, "orcs live under a simple code of honor by which the strong survive and the strongest rule." They're orcs. You've seen them in every fantasty game ever made. Orcs receive bonuses to Health and Stamina, Health and Stamina Renegeration and healing received, and Speed and Melee attacks


Voted Most Likely to Rule Over Weird Elves and Lizard People in his high school year book, Jorunn, High King of the Great Moot rules over the races making up the Ebonheart Pact. His sense of humor probably comes in handy as this alliance has a lot of bad blood – Nords and Dark Elves aren't the best of bros, and Argonians were enslaved by the Dark Elves for thousands of years (because we thought they were just big iguanas, okay? jeez). Also, for some reason, Jorunn rules the Pact, yet the capital city is Mournhold in Deshaan, also known as home of the Tribunal (which for some reason, only Almalexia makes an appearance in TESO. Vivec was probably busy getting down with Molag Bal, and who know what the gently caress Sotha Sil was doing).

:eng101:EP is known for running shitloads of DKs, either Nord block machines or Dunmer magicka DKs. Also the majority of EP is loving retarded when it comes to PvP:eng101:

Nord - Also known as "that guy I played in Skyrim," Nords have at one point or another conquered most parts of Tamriel. "The Nords are excellent with arms. They are quick to anger, boisterous, and strong. They are natural-born warriors who fight with an ecstatic ferocity that terrifies their enemies." They hail from the land of Skyrim, which I hear is very cold this time of year. Nords receive bonuses to Health and Stamina, Health Regeneration, Frost Damage Resistance, and Overall Damage Mitigation

Dark Elves (aka the Dunmer) – A deeply intelligent and magical race hailing from Morrowind, the Dark Elves are best known for having hosed up red eyes and dark gray skin. Their homeland has been invaded over and over again by the Akaviri and the Nords, but it's chill, bro. They're willing to roll with it. Dunmer receive bonuses to Magicka and Stamina, Fire resistance, and Elemental Magic

Argonians – They're lizards. From the swamps of Black Marsh, Argonians "are possessed of a cool intellect, and are well-versed in the magical arts, stealth, and the use of blades. They are also guerilla warfare experts, long accustomed to defending their borders from invaders." They'll also pick your pockets and poison you for good measure. Argonians receive bonuses to Health, Magicka, and Healing capabilities.

:black101::black101::black101: Also our only Goon Emperor is an Argonian, so Glory to the Argonian Master Race :black101::black101::black101:


There are four classes in Elder Scrolls Online - Tamriel Unlimited:
  • Dragon Knight
  • Nightblade
  • Sorcerer
  • Templar
Before you read about the classes themselves however, it's important to understand a few things about classes and builds in ESO:
  • There is no limitation on armor or weapons between the classes. Any class can use any armor or weapon and specialize in it to the exact same degree.
  • There are no class/race/faction restrictions.
  • Class skills are entirely weapon independent.
  • All skills and abilities can be reset for a cost in your capital city.
  • Anything you really know about tanks, healers and DPS can be readily thrown out the window (for the most part anyway, see below)
Now that the game has been out for quite a while, the min-maxers have come to determine the best options for The Holy TrinityTM of MMO grouping:
  • Dragon Knights are considered optimal for Tanking
  • Templars are the de-facto Healers
  • Nightblades and Sorcerers are considered the DPS source
This isn't definitive, but for the most part, most people have come to accept this as standard. Obviously you can do whatever if you can make it work.


The Dragon Knight is a fire breathing, spike exploding, magic using bruiser. Their skills involve controlling the position of their enemies, making themselves harder to kill, and generally being a nuisance. Dragon Knights have three class skill trees:
  • Ardent Flame deals in fire damage and minor control abilities, ranging from Scorpion from Mortal Kombat's chain ability, to being a perpetual torrent of fire. The ultimate ability of Ardent Fire is Dragon Knight Standard, which damages enemies as long as they stay in the radius, and allows allies to activate the Shackle skill synergy, damaging and rooting enemies in the area.

  • Draconic Power is the Dragon Knights survivability tree, offering self heals, a smattering of control and general absorbs and damage reduction. The ultimate ability of Draconic Power is Dragon Leap, in which the Knight leaps towards a target, damaging and knocking back all enemies at his landing point.

  • Earthen Heart offers heavy enemy control and ally buffs skills, ranging from stuns to weapon damage buffs. The ultimate ability of Earthen Heart is Magma Armor, which caps incoming damage at 3% of the Dragon Knight's health and does fire damage to all nearby enemies for the duration.



The Templar is a holy spell slinging, spear winging light-murderer of justice. Their skills involve tangling attackers in their own damage and abilities, healing their friends and debuffing their enemies. Templars have the following skill lines:
  • Aedric Spear is the direct attack line of the Templar class, allowing charging, interrupts and general damage output. The ultimate ability of Aedric Spear is Radial Sweep, dealing large amounts of magic damage to nearby enemies.

  • Dawn's Wrath is the buff and debuff tree of the Templar, allowing them to reflect spells back at enemies, cause enemies to take additional back-loaded damage and generally interfere with ability use. The ultimate ability of Dawn's Wrath is Nova, reducing the damage enemies cause for the duration, and allowing allies to activate a synergy ability causing damage and stun to enemies in the area.

  • Restoring Light is the healing tree of the Templar, and the only class tree that is explicitly geared to healing other players. The ultimate ability of Restoring Light is Rite of Passage, a channeled ability that heals allies in the area for considerable amounts of health as long as the Templar channels it.



The Nightblade is ostensibly the stealth class of ESO. It has actual invisibility, teleport skills and general burst damage capabilities. Nightblades have access to the following:
  • Assassination is the direct attack line of the Nightblade, allowing teleporting to enemies, attack speed buffs and direct damage. The ultimate of Assassination is Death Stroke, reducing the healing the target receives and gaining a damage boost the more ultimate the Nightblade has available.

  • Shadow is the debuff and control path of the Nightblade, allowing damage debuffs, defense reduction and true invisibility. The ultimate ability of Shadow is Ultimate Darkness, snaring enemies in the AoE, granting allies damage reduction and true invisibility.

  • Siphoning is the debuff and self-heal abilities of the Nightblade, allowing for life steal, snares and various self regeneration. The ultimate ability of Siphoning is Soul Shred, stunning and damaging enemies in an AoE, allowing an ally to activate a synergy ability causing a high damage life steal ability.



The Sorcerer is the mage of ESO, throwing lighting, summoning dark forces and controlling minor daedra as pets. Sorcerers have access to the following:
  • Daedric Summoning is the conjuration and summoning skill line for Sorcerers, allowing control of minor daedra who fight on your behalf, a couple damage over time abilities, and the ability to summon Bound Armor which provides bonuses to Armor and damage mitigation. The ultimate ability of Daedric Summoning is Summon Storm Atronach, which summons an immobile Storm Atronach, stunning enemies in the area and causing AoE damage over time. Allies can activate the Charged Lightning Synergy allowing them to channel additional damage through the Atronach and prolonging its duration on the battlefield.

  • Dark Magic is the control and debuff tree for Sorcerers, allowing for knockdowns, roots and self-healing. The ultimate ability of Dark Magic is Negate Magic, which dispels enemy placed effects in an area while stunning and damaging monsters.

  • Storm Calling is the direct damage line of Sorcerers, allowing for immense burst damage and AoE area denial. The ultimate ability of Storm Calling is Overload, which lets you go all Emperor Palpatine on your enemies.


In addition to Class, Weapon, and Crafting skills, TESO also offers several other skill lines that are available to all classes. Some are available immediately upon starting the game, while others, like Vampire and Werewolf, must be acquired under specific circumstances.
  • Soul Magic is a skill line directly related to resurrection and soul gems. It has two active skills, Soul Trap(Basic) and Soul Strike(Ultimate). It provides a way to fill soul gems, as well as passives that either let you resurrect without needing a soul gem, or making your soul explode on death, damaging those around you.
  • Ledgermain is the basic criminal skill line in TESO, which is tied to the Justice System (covered in its own section). This is mainly a passive skill line, providing bonuses to pickpocket success chances, reducing the cost of stealth, increasing the amount of stolen items you can fence, and reducing the amount you pay when you wish to remove a bounty. This skill is leveld by picking pockets, picking locks, and fencing/laundering stolen items.
  • Fighter's Guild is a guild skill line that becomes available upon joining the Fighter's Guild faction in TESO. The main focus of this skill line is providing bonuses against Daedra, Undead, Vampires, and Werewolves, and is leveled up by killing said enemies. Skills range from offensive stuff like Silver Bolts, to defensive skills like Circle of Protection.
  • Mage's Guild is the second guild skill line that also becomes available upon joining the Mage's Guild in TESO. There really is no direct focus in this skill line, but if you're a mage type character, you'll want the Candlelight skill it offers, which provides you with additional spell critical chances. You can level up this skill by finding and reading Lore Books throughout Tamriel.
  • Undaunted is the third guild skill line that becomes available upon joining the Undaunted, a faction dedicated to dungeoneering. This skill line provides skills that are helpful when tackling group dungeons. This line is leveled up by completing Undaunted tasks, such as killing Dungeon Bosses, or clearing specific Dungeon Objectives.
  • Thieves Guild, exclusive to owners of the Thieves Guild DLC, offers passives that synergize well with Ledgermain to help you be a better thief.
  • Dark Brotherhood, exclusive to owners of the Dark Brotherhood DLC, also offers passives that synergize with Ledgermain, but instead help you be a better murderer.
  • PvP Skills are, as the name implies, skills focused on the PvP aspect of TESO. The Assault skill line provides boosts to offensive capabilities as well as movement speed, while the Support skill line provides boosts to your defensive capabilities and support skills. These are leveled up by doing stuff in PvP.
  • Werewolf and Vampire are two mutually exclusive (as in you can't have both) skill lines that, once again, are exactly as they imply. Vampire is geared towards Magicka builds, while Werewolf lets you wolf out and eat everyone in sight, and is geared towards a Stamina playstyle.



With One Tamriel, faction is rather irrelevant when it comes to PvE. However if you want to PvP with goons, then you want to roll Ebonheart Pact.
That being said, there are currently 2/3 major goon guilds:
  • Chill Bros Chat Lounge - This is the main guild that we use for in-game chat and stuff.
  • Deconstruct Circlejerk/Lusty Argoonian Maids - Guilds specifically created to help goons level up crafting professions.
If you want an invite, just drop your @username in the thread and someone will get you an invite into the guild.

There IS an EU guild, House Awful, an EP guild. Make sure you mention in the thread if you're looking for either an NA or EU invite as well.

Guild Bank Rules: (This mainly pertains to the Ebonheart Goons Guild Bank, but it also applies to the Deconstruct Guild and Daggerfall banks to a lesser extent)
  • You can use the guild bank to store garbage items that you don't want cluttering up your own personal storage.
  • Please make an effort to stack identical items so we don't end up flooded with 20 individual stacks of Moonstone/Carnelian/etc.
  • If you need to take a piece of equipment to research it, feel free to do so. Just make sure you deposit an item with the same trait once you get the trait learned or if you come across an item with that trait.
  • Don't be a dick and clear out the bank just because you feel like it. The bank has a deposit/withdrawal history so we'll know who took what.

  • Remember, Goons help each other out by offering discounts on crafting materials or flat out trading materials for finished product. Don't scam other goons when trading with them, it makes you look bad.


In the spirit of TES games, TESO also allows for several mods/addons to be installed to help streamline the gaming experience. Below are a list of some of the more particularly useful mods.

AUI - AdvancedUI: Overhauls the UI
FTC - Foundry Tactical Combat: Probably by far the best combat addon, this provides a plethora of info, from buff timers to live combat feedback.
Wykkyd's Gaming Suite: Another particularly good group of addons, this one includes most of the Wykkyd mods, including the Outfit Manager
SkyShards: Addon that marks all Sky Shards on the map
LoreBooks: Same as SkyShards, this addon marks all LoreBooks on the map
Craft Store: One stop addon for all your crafting needs. Tracks everything from motif knowledge to trait research and then some.
Multi Craft: Allows you to quickly craft multiple items
No, thank you! to stop annoying messages and the forced spinning around when opening the character sheet, among other things.
Lost Treasure for getting treasure maps and surveys shown on your map.
Destinations for labeling achievements and other interesting things on your map.
Master Merchant for tracking the price of items in guild stores, as well as a log of what items you sold in which guild store.
Awesome Guild Store overhauls the horrible Guild Store system and makes it actually usable.
Shissu's LUA Manager helps with managing your LUA memory allotment
pChat improves the user chat interface, and helps you copy/paste any text from the chat box, either by message or by line.

Synthwave Crusader fucked around with this message at 04:12 on Feb 1, 2020

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Synthwave Crusader
Feb 13, 2011

Starter Guides!
Click here for a beginner's guide to Stamina Sorcerer using Dual Wield and Bow (gently caress 2handers)
Click here for a beginner's guide to Magicka Nightblade
Want to be a cool Nightblade Tank like the OP? Click here for Scyantific's Sap-tacular Tank build, now with 100% more War Horn
Want to burn all the things? Click here for a rundown on MagickaDK DPS-ing
Click here for a beginner's guide to Magicka Templar

FAQ
  • Do I have to do X build to be good at this game? - No you do not (not until endgame at least). The cool thing about this game is that you can do whatever you want from levels 1-50 and still have fun. Once you hit endgame, this will change slightly, but goons can help you out there.
  • How do I level a particular skill line? - If you open up your skills menu (on PC at least), and hover over the experience bar in a particular skill line, it will tell you exactly how you level that skill. For example, Fighter's Guild is leveled by killing daedra/undead, Mages' Guild is leveled by collecting lorebooks, and Undaunted is leveled by completing dungeon based objectives
  • How do I get a fancy mount? - Buy one from the stables for 10k gold, or it comes free with the Imperial Edition. You can also buy different mounts in the Crown Store. Mounts are purely cosmetic. You can access your mount collection (and all your other collectibles) by bringing up the Collections menu ("U" on PC). Press "H" on PC to mount up. You can train your mount at any stable once per day for 250 gold in one of three aspects: Speed, Stamina, and Carrying Capacity.

Increasing your Bag and Bank Space
Carrying Capacity is on a per-character basis, which defaults to 60 slots, and can be upgraded one of two ways ingame.

The first is by going to a Pack Merchant in any of the major cities of each region, and you can upgrade to a maximum of 140 slots this way. Below is a chart detailing the costs for each individual upgrade, and the cumulative cost for each upgrade.You can, of course, bypass this by purchasing Bag Upgrades in the Crown Store with Zenimax funbux, with each individual upgrade costing 1000 Crowns (if you didn't know it already, it is NOT worth it).


The second way is by training your mount, as mentioned in the FAQ above, by spending 250 gold daily on your Carrying Capacity skill. You can train Carrying Capacity up to 60 times per character. Once again, you can bypass this by purchasing Crown Riding Lessons: Carrying Capacity, from the Crown Store with Zenimax Funbux. Once again, this is usually not worth it, especially if you have to do it across 12 characters.

Bank space, however, is account-wide, and is accessible by all characters under that account.. There is only one way to upgrade your Bank Space ingame, by purchasing more slots from any Banker NPC while in your own personal bank menu. Below is a chart detailing the costs associated with upgrading your Bank. As you will probably see, this is a very large gold sink, and probably one of the few times I will probably recommend using Crowns to purchase the last few upgrade slots in your Bank.


As mentioned above, you can upgrade your Bank by purchasing Bank Slot Upgrades from the Crown Store at 1000 Crowns each. Do remember that these upgrades are account-wide, in which case it can be better to get the last upgrade slots through the CS to save yourself some gold.

And finally you can open up an additional 500 slots by joining a guild and hoping that it falls apart so you can use the Guild Bank as your own personal storage facility. That's what I use Lusty Agoonian Maids for.


One Tamriel Loot System Basics

So no one gets confused about what chest drops what Undaunted shoulder piece:

Maj al-Ragath's Reward Chest:
  • Banished Cells I & II - Shadowrend and Maw of the Infernal
  • Darkshade Caverns I & II - Rkugamz and Engine Guardian
  • Elden Hollow I & II - Chokethorn and Bogdan
  • Fungal Grotto I & II - Kra'gh and Spawn of Mephala
  • Spindleclutch I & II - Swarm Mother and Blood Spawn
  • Wayrest Sewers I & II - Slimecraw and Malubeth
Gilirion the Redbeard's Reward Chest:
  • Arx Corinium - Sellistrix
  • Blackheart Haven - Pirate Skeleton
  • Blessed Crucible - Troll King
  • City of Ash I & II - Inferal Guardian and Valkyn Skoria
  • Crypt of Hearts I & II - Ilambris and Nerien'eth
  • Direfrost - Iceheart
  • Selene’s Web - Selene
  • Tempest Island - Stormfist
  • Vaults of Madness - Grothdarr
  • Volenfell - Tremorscale
Urgalarg Chief-Bane's Reward Chest:
  • Cradle of Shadows - Velidreth
  • Imperial City Prison - Lord Warden Dusk
  • Ruins of Mazzatun - Mighty Chudan
  • White-Gold Tower - Molag Kena

Here's a full graphic for the locations of all set drops in One Tamriel


To further clarify where you should be going to collect specific set pieces:
Group Dungeons/Trials:
  • Mini-bosses drop Hand, Feet, or Waist set pieces
  • Bosses drop Chest, Shoulder, Leg, or Head set pieces
  • Final Boss drops Weapons and Jewelry
  • Normal Mode drops are Superior Quality (blue)
  • Veteran Mode drops are Epic Quality (purple)
Overland:
  • Delve (solo dungeon) bosses drop Waist and Feet for any of that region's item sets
  • Overland (World) bosses drop Head, Chest, Legs, or Weapons for any of that region's item sets
  • Public Dungeon (the cave entrance icon on the map) bosses drop Shoulder, Hand, or Weapons for any of that region's item sets
  • Dolmen (Dark Anchors) reward chests drop Jewelry for any of that region's item sets.
  • The quality range will always be between Fine (green level) and Epic (purple level).

:siren::siren:The only places to acquire Legendary (Gold Level) Jewelry are the Final Boss for any Veteran Hard Mode Trial, or through the weekly Cyrodiil Special Gear Vendor:siren::siren:

POWER-LEVELING ALCHEMY AND PROVISIONING:
To max your provisioning, acquire recipes of the required level and craft the amounts below:
  • LV.15 - 96 Units
  • LV.25 - 77 Units
  • Lv.35 - 92 Units
  • Lv.45 - 128 Units
Here is the exact amount of ingredients you will need to achieve max rank in Alchemy:
  • 86 Purified Water
  • 20 Clear Water
  • 41 Pristine Water
  • 48 Cleansed Water
  • 60 Filtered Water
  • 255 Reagent A
  • 255 Reagent B

Synthwave Crusader fucked around with this message at 21:31 on Oct 20, 2016

Synthwave Crusader
Feb 13, 2011

mooski posted:

has playing in parties improved since launch? Back then I played with a few friends and it wouldn't let us enter instances when we were in a party, so the game pretty much was a single player game with a chat room.

They've improved quest instancing a bit, but if you've already done a quest that they're doing, obviously you won't be able to help.

Synthwave Crusader
Feb 13, 2011

Here's a full graphic for the locations of all set drops in One Tamriel

Synthwave Crusader
Feb 13, 2011

Set items drop everywhere. The jewelry is the tough one, considering they only drop from Dark Anchors. Quality is completely RNG too. Bee got a purple Dragonguard ring while I got a shitload of greens.

Jewelry is what's going to be selling right now.

Synthwave Crusader
Feb 13, 2011

Post your usernames if you're NA PC. We give out pointers all the time there.

Synthwave Crusader
Feb 13, 2011

Morglon posted:

I'm not saying it needs to be blue again or even enchanted or anything but if someone who has everything researched takes maybe five minutes to craft me set stuff instead of me crafting some non set or low set poo poo myself it's a huge increase in power and no I'm not counting on it happening and it won't kill me if I don't get it but last time I asked about gear that was given to me and if at all possible I would at least like to keep the set bonus going even if I only get new weapons to replace my old ones, the rest of the gear is perfectly fine.

If you're on tomorrow during the day I'll get you some crafted gear.

Synthwave Crusader
Feb 13, 2011

Dwesa posted:

Still no crown store items on both megeservers or mag/stam balancing? Hm, I will pass.
The first one will never happen, the second one is supposedly coming in U13, but will more than likely be gigantic blanket nerfs because that's the only thing Wrobel is capable of. The other problem is that the mindset from the combat team is that: A) Style is more important than actual substance, meaning that they'll implement something that "looks cool" without giving any thought to balancing; and B) Wrobel himself has said that their aim is for players to be able to pick up the game and instantly be good at it without actually having to learn the nuances of their specific choices in race, class, playstyle. This explains why there's an increasing amount of proc sets in the game.

Baron Porkface posted:

What is the role of Weapon and spell penetration? How is it tactially different from crit?

Penetration is what allows you to ignore mitigation that either bosses or other players have. Crit is just double damage. Probably the simplest explanation.

Synthwave Crusader fucked around with this message at 15:04 on Oct 7, 2016

Synthwave Crusader
Feb 13, 2011

Baron Porkface posted:

In what circumstances do I want pen over crit?

PvP mostly. Crit is usually unreliable given how many people stack impenetrable, but with enough penetration you can obliterate heavy armor players like butter.

Fried Sushi posted:

Some housing info: https://www.youtube.com/watch?v=5PCFl5-DvSY

Stolen from reddit:

3 House sizes (small, medium, large) themed after each of the 10 races - 30 houses + DLC areas
Free apartment through quest with housing launch
Upgrade to bigger houses with in-game gold
Houses account-wide for all characters
New furniture crafting system for crafters to furnish their house and SELL the furniture they can make
Invite players/guilds into your house
Decorate your house with hundreds of housing items "any way you want"
Own multiple homes
Heh, time to realize my dream of being an ESO real estate developer.

Synthwave Crusader
Feb 13, 2011

Tanreall posted:

Do goons have any organized pvp nights?

We do, but since it's update week, expect about a week or so of us lagging behind in an attempt to farm the new FOTM garbage, and run dungeons and stuff.

Also, new Soul Assault is cloakable, and the Bow ultimate is dodgeable. Great work Wrobel.

Synthwave Crusader
Feb 13, 2011

RNG has been gracious today, bunch of Impen Lich stuff and SPC jewelry


Oh and that loving Imperium chest piece I've been hunting down forlovingever.

E: So no one gets confused about what chest drops what undaunted shoulder piece:

Maj al-Ragath's Reward Chest:
Banished Cells I & II
Darkshade Caverns I & II
Elden Hollow I & II
Fungal Grotto I & II
Spindleclutch I & II
Wayrest Sewers I & II

Gilirion the Redbeard's Reward Chest:
Arx Corinium
Blackheart Haven
Blessed Crucible
City of Ash I & II
Crypt of Hearts I & II
Direfrost
Selene’s Web
Tempest Island
Vaults of Madness
Volenfell

Urgalarg Chief-Bane's Reward Chest:
Cradle of Shadows
Imperial City Prison
Ruins of Mazzatun
White-Gold Tower

Synthwave Crusader fucked around with this message at 22:12 on Oct 8, 2016

Synthwave Crusader
Feb 13, 2011

Morglon posted:

Yeah I still have no idea who drops what and why and that goes for all drops, especially zone drops. Isn't there a handy spread sheet some super sperg made that can help me?

I posted one on this very page. Look up top.

Synthwave Crusader
Feb 13, 2011

Edited second post with some useful information, such as which Undaunted Chests to gamble your keys on, a giant infographic on every single set item location in the game, and 2 power-leveling guides for Alchemy and Provisioning.

Synthwave Crusader
Feb 13, 2011

Pump everything into one stat. If you're focusing on physical/poison/disease damage go all into stamina. If you're focusing on elemental magic, go all in with magicka.

Synthwave Crusader
Feb 13, 2011

I don't see anything wrong with this whole battle leveling thing. Actually gives me a reason to go back and complete my skyshard collection on all my toons across Cadwell's gold. The whole "we spread the items out over each zone" thing is just icing on the cake. I think the idea behind One Tamriel is for players to pick up the game, make a character, and just be able to go anywhere and do whatever the gently caress they want, be it hunt gear, go into PvP, or sit in a tavern playing pretend inside a video game.

Maybe it's probably due to being able to melt everything short of World Bosses in 3 seconds flat. Or maybe it's because I'm able to test out new poo poo because of all the drops. Getting some decent gear now is about as easy as getting a group together to farm dungeons and trading the useful stuff between each other or just go around the overland clearing bosses and dolmens and trading with other players for what I need.

Or maybe it's because this is all getting people to start getting back into Cyrodiil, which I have no problem with. I need more Blues and Yellows to curbstomp with the Argonian Gank Squad

Shalebridge Cradle posted:

How does this one tamriel update compare to the way guild wars 2 does things? I know its a bit different already since gw2 only scales you down to a lower level in PVE zones not up to max level.
It's pretty much the same thing, except instead of scaling down it scales up, and takes both stat allocation and gear setups into account. If you're running consistently updated gear with stat foods then you should be able to handle most things no problem, with World Bosses being the only thing that require asking for help. That's why they added that equipment efficiency indicator to the character sheet. If you're constantly rolling 3/4 stars on that menu, then that means your gear is up to par. The only time my sheet has anything below 5 stars is when I'm testing a new item set or on my back bar, because gently caress if I'm going to upgrade a Defending Maelstrom Bow.

Granted it all changes if you've got the CP and gear to do whatever. I've noticed zero difference in the overland bosses that aren't strictly designed with a "gently caress you for playing solo" mechanic built in, like all the DLC bosses. All they did to the non-DLC stuff was add a ton more HP and resistances and that's that. It's the classic Bethesda approach to increasing the difficulty without breaking the game. If you want legit challenging stuff that isn't just "bullet sponges and one-hit KOs" then the DLC dungeons and Maw of Lorkhaj are right up your alley. Your progression there comes from being able to get through those instances faster and cleaner with each completion.

Late night edit: Cleaned up the second post of the OP and added new information to the Loot System basics rundown.

Synthwave Crusader fucked around with this message at 05:48 on Oct 10, 2016

Synthwave Crusader
Feb 13, 2011

I should get my Nord lowbie DK out again just to show you guys that levels and gear progression are still a thing.

In other news, Destro staff Ultimate is loving amazing in PvP. Ran with a small group last night and two sorcs with a Negate and Lightning Staff Eye of the Storm managed to completely shut down an attempt by DC to take Bleakers.

Synthwave Crusader
Feb 13, 2011

LordAdakos posted:

Are goons gathering on CTS mumble, or discord, or what now?

Also who can suggest an easy babby guide to playing the current flavor of O.P. guy?

Finally, are items loving sold-bound on pickup? One thing i hated about BDO was that I couldn't trade with my friends.

Also is this game dead or what?

1. We use Discord for voice comms.
2. Roll magplar, ask here for more advice.
3. All items found in dungeons are Bind on Pickup, but can be traded with the other players in the same group/instance you are in. The same applies to items in Trials. All overland (aka Regional) item drops are Bind on Equip and can be freely traded/sold/scammed.
4. This game is not dead.

Synthwave Crusader
Feb 13, 2011

Finnigan I know you think you're slick making Drodda an all DPS fight, you ain't fooling anyone.

Synthwave Crusader
Feb 13, 2011

Rollersnake posted:

I decided to do the consumable crafting writs instead of the equipment crafting writs, and it doesn't seem like I can undo that choice. Did I just screw myself over in the long term if I want to craft equipment for myself, or does it not matter that much?

You can still do equipment writs.

Synthwave Crusader
Feb 13, 2011

For anyone interested in tanking with a Nightblade, I've managed to refine my setup a bit more and will post an updated build sometime this week.

Synthwave Crusader
Feb 13, 2011

CaptainCaveman posted:

I got in on one of the beta weekends before this game launched and looked at it with the idea of just being able to wander around and explore, but wandering 10 seconds off the path immediately got me killed. The stuff they're saying about One Tamriel really makes it sounds like what I originally wanted - just being able to wander around and explore the world.

So, if I mostly want to play solo just kind of wandering and exploring, is it worth getting now? Also at some point I would probably want to make a point of heading to the Imperial City, so I should get the Gold edition, right? (If I understood what I've read correctly, you can't get into the city at all if you don't have that DLC or the Plus membership.)

I'd say it's worth it. There's still a lot of poo poo that they need to work out and such, but for the most part you can explore whenever and wherever. Except for World Bosses, those you at least need some high level gear or a group to take em on.

Synthwave Crusader
Feb 13, 2011

Myrddin_Emrys posted:

Thank you. I am a wood elf for AD, my capital would be where please?

Elden Root, Grahtwood region.

Synthwave Crusader
Feb 13, 2011

eSporks posted:

Fighters guild rank ONLY increases by killing undead and daedra. 1exp per kill. Doing FG quests will not raise FG rank, except for the daedra and undead you kill while doing them.

Actually the dailies were designed to do that.

Synthwave Crusader
Feb 13, 2011

If you're looking to farm skulls without the hassle of dealing with pubbies inside delves swarming bosses the moment they spawn, do group dungeons or maelstrom arena. Instanced stuff still drops the skulls without a problem.

Synthwave Crusader
Feb 13, 2011

LordAdakos posted:

I'm kind of interested in playing this game, and was wondering about a few things:

RESPECS
1a- is there a limit? Is there a cost?
1b - Can you ultimately gently caress up a character (See: POE) and/or make them extremely sub-par with a few bad stat-point allocation decisions?
1c - can you respec both ability/skill points and stat points?

TWO-MAN CONTENT. -- I might be starting this w/ my friend and we would be duo-ing a lot of content.
2a - what sort of content would we be locked out of?
2b - how are quests? some MMOs are substantially more friendly to duo-ing and quest completion than others
2c - if we have to collect 50 bear asses, will we be stealing quest items from each other?
2d - is there any two-man specific content? dungeons? bosses?

LOOT AND GRINDING
3a - is grinding the best way to get xp, or can you level up quicker through quest completion or crafting?
3b - how much of a gear treadmill is there currently? Can I kill 'that baddie over there' with my stick, or will I need to farm firebeetles and mudcrabs for hours in order to get a +1 stick in order to farm the larger_than_average_mudcrabs for hours before they finally drop the +2 stick so I can finally go back to 'that baddie over there' and start grinding him for hours before he drops his +3 stick ?
3c - is crafting armor a thing? is it worthwhile? is it a stepping stone?

thanks in advance.
  • No limit, cost is 50g per USED point. If you have 200 points and only use 100, you'll only be charged for the 100 that you have allocated.
  • Not really no, unless you're big against purchasing a race-change with ZOS funbux.
  • You can reset Attribute Points and Skill Points
  • You won't be locked out of any content. The main quest and fighter's/mages' guild stuff is solo instanced tho, as is Maelstrom Arena
  • Questing is ok. They've made improvements to the phasing system to make grouping and questing easier.
  • Quite the opposite. You'd be helping each other out.
  • No not really, most content is either solo or 4-man.
  • Grinding and Questing both give good exp. Crafting does not.
  • As far as endgame content goes, there is a pretty significant gear grind if you want to be able to do the hard content.
  • Armor crafting is a thing and a big one at that. It's both worthwhile and a stepping stone.

NeurosisHead posted:

Did they add anything to help speed along Undaunted?
You mean aside from the onslaught of new achievements that they added with all the new "veteran" dungeons?

Synthwave Crusader
Feb 13, 2011

quote:

Help Me With Stam Sorc

Ok I held off on this because I couldn't phrase it right.

First off, anything in Battlemaster's Corner is obsolete garbage, ignore it.

Second, and fair trigger warning here, Two-Hander is obsolete when it comes to PvE with Stam Sorc. The main appeal it has is Momentum/Rally and that takes a long time to unlock at rank 42, plus with the changes to Surge, it's less worthwhile now that Wrecking Blow doesn't give gigantic heals.

So what do you run? Dual Wield. Not only does it give more weapon damage, it also opens up an additional item for set building, and now it comes with two heals very early in the tree. And contrary to what people say, you DO NOT need Maelstrom weapons to pull good DPS. I ran Agility stuff for DW and still kept up with the DPS of other people who ran at least one Maelstrom item.

So quick and dirty, here's what you do.

Levels 1-15
-Run dual one-handed weapons, start working on that DW skill line.
-Run all Medium armor
-Get both Twin Slashes and Flurry from the DW tree. Level these up and morph them to Blood Craze and Bloodthirst, respectively. Now you have heals to sustain you until you unlock Surge.
-Speaking of surge, make sure you level up the Storm Calling tree as fast as you can. Get Lightning Form from that tree, and level it up. Morph to Hurricane when it's leveled, probably the most brutal PBAoE in your arsenal, and probably the game.
-Begin leveling up Dark Magic and Daedric Summoning as well, for the passives and the skills Dark Exchange and Bound Armor.
-Start working on leveling Fighter's Guild as well for both Expert Hunter and Trap Beast.

At level 15, get yourself a bow and start working on that too.

Eventually you'll want to have your skills set up like this:
Flurry -> Rapid Strikes
Twin Slashes -> Rending Slashes
Lightning Form -> Hurricane
Poison Arrow -> Poison Injection
Volley -> Endless Hail
Surge -> Critical Surge
Bound Armor -> Bound Armaments
Dark Exchange -> Dark Deal
Trap Beast -> Rearming Trap
Whirlwind -> Steel Tornado
Evasion -> Shuffle
Expert Hunter -> Camouflaged Hunter


Ultimates:
Dawnbreaker -> Flawless Dawnbreaker for PvE, Dawnbreaker of Smiting for PvP
Lacerate -> Rend
Negate Magic -> Absorption Field
Overload -> Energy Overload (PRO-TIP: Activating Overload opens up a third skill bar that you can use, just slot whatever skills you want in that bar when you have Overload active)
Summon Storm Atronach -> Greater Storm Atronach

Your bars should look like this:
Bar 1 (DW): Rapid Strikes, Rending Slashes, Rearming Trap, Camo Hunter, Bound Armaments, U: Rend or Dawnbreaker
Bar 2 (Bow): Poison Injection, Endless Hail, Hurricane, Critical Surge, Bound Armaments, U: Energy Overload

Overload Additional Bar: Dark Deal, Razor Caltrops, Shuffle, Critical Surge, Bound Armaments

Dump all your attribute points into Stamina.

Once you have most of those skills unlocked and Surge unlocked, the constant ticks of damage from Volley, Hurricane, Twin Slashes, and Flurry will be more than enough to keep you alive. If you want to be even nastier, get into PvP and unlock Caltrops and Vigor. Caltrops is another giant AoE DoT that slows enemies down while Vigor is probably the best stam-based heal in the game.


tl;dr 2H bad in PvE, go Dual Wield.

Synthwave Crusader fucked around with this message at 03:08 on Oct 16, 2016

Synthwave Crusader
Feb 13, 2011

Morglon posted:

How hosed am I if I want to hit people with big swords though? I mean I've been looking around and it's all dual wield and bow but I still like my Greatsword and want to keep using one until I eventually go tank.

The only 2 classes where I think Two-Hander is any bit viable in PvE are Nightblade and Templar, mainly because both of those classes have no access to the Major Brutality buff in any of their class trees, and the heal comes in handy with Nightblade.

You'd be using Surprise Attack on a Nightblade and Biting Jabs on a Templar for bread-and-butter DPS.

As for PvP, 2Handers still reign supreme. Although a guy named Dubzug has a wicked sick PvP Stamsorc build based around dual wield.

Synthwave Crusader
Feb 13, 2011

Rollersnake posted:

Thanks for posting something I might want to respec into. Had I known Hurricane was even a thing (it replaced a different morph that featured heavily in the outdated builds I was looking at before), I'd have planned for something resembling this to begin with. As much fun as I'm having, the sheer lack of synergy in my current build has been gnawing at me.

Is it worth considering another weapon option for Bar 2 instead of Bow (I am really attached to sword & shield for some reason), or is it the best choice by far?

Edit: Also, now that I have some idea of what I'm doing, I wouldn't mind an invite to the goon crafting guilds. Not interested in PvP, and I'm not Ebonheart Pact anyway. @Rollersnake

You can roll Sword and Board if you want to be a little more defensive, but usually Bow is best offensively since you can create some form of area denial/coverage with Volley and are able to keep the pressure on with Poison Injection.

Also you don't have to be strictly EP to roll with the main goon guild, we PvE more often than we do PvP. Especially right now since grouping in Cyrodiil is hosed.

Synthwave Crusader
Feb 13, 2011

atomicgeek posted:

Help Me With Magicka Nightblade

The problem with looking up guides for classes is that most people (i.e. Deltia) don't think about the starting out parts of said guides. They just assume people want "push butan, win game" stuff. That being said:

Pour everything into Magicka, obviously. You'll want to focus on Light Armor, but for survivability, run 2 Heavy Armor pieces as well. It helps quite a bit.
Race choice would be Altmer, Dunmer, Breton, Argonian, in terms of potential. I chose Dunmer for the extra stamina, and Argonian is great if you want to run a Tank build alongside your damage setup.
Your Mundus Stone (like Skyrim's Standing Stones) will be Thief, which increases your Critical Rating, thereby increasing the amount of critical hits you land in a rotation.
Item traits will be Training while leveling, and once at the endgame, Divines on Armor, Sharpened on weapons.

Levels 1-15:
  • Get a destruction staff, preferably fire. You will not be using the skills from that specific skill line just yet, you're only going to be using it for the range and utility.
  • Get the first ability of each of the Nightblade class trees, Assassin's Blade, Cloak, and Strife. Strife is your main skill for dealing damage, Assassin's Blade is your execute (i.e. use it when targets are at <25% health), and Cloak is there to help you escape should you run into trouble.
  • As you level up your class trees, make sure to purchase all of the passive skills when you can. They help a lot.
  • Also make sure to purchase the remaining class skills as you go along. Magicka nightblades are probably the only playstyle that can get by with only their class skills, which is a great thing, and also helps them specialize in all roles simultaneously. My magblade pulls triple duty as Damage Dealer, Healer (nightblades have great off-heals), and Tank.
  • Purchase all of the passives in the Light Armor tree first, then focus on purchasing the passives in the Heavy Armor tree, specifically Juggernaut.

At level 15, begin investing into either Dual Wield if you want to focus on damage, or One-Hand and Shield if you want survivability. Eventually you'll want both of them maxed out. However, the only thing you will be targeting in the Dual Wield tree is the Twin Blade and Blunt passive, which increases your overall damage by 5% when you are using dual swords (which is what you'll be wanting to use as a magblade).

Eventually you'll want your skills to look like this:
Assassin's Blade -> Impale - This is your execute.
Teleport Strike -> Lotus Fan
Mark Target -> Reaper's Mark or Piercing Mark - The first is pretty decent for PvE, giving you Major Berserk if you kill a target affected by the mark, while Piercing Mark is great in PvP
Blur -> Mirage or Double Take - Mirage is great if you want to tank, because it gives you Minor Resolve and Minor Ward, in addition to giving you Major Evasion. Double Take is good if you want a quick burst of speed.
Grim Focus -> Merciless Resolve
Shadow Cloak -> Shadowy Disguise or Dark Cloak - The former grants you 100% critical on your next attack, while the latter grants Minor Protection after the cloak wears off
Veiled Strike -> Concealed Weapon
Path of Darkness -> Refreshing Path
Aspect of Terror -> Mass Hysteria
Summon Shade -> Shadow Image
Strife -> Funnel Health - This will be your main source of DPS. It is also a fantastic off-heal.
Agony -> Prolonged Suffering
Cripple -> Crippling Grasp - This will be your main source of Damage Over Time, also grants you Major Expedition
Siphoning Strikes -> Siphoning Attacks - This is what makes Nightblades really good. Having this skill active returns resources to you with both skills and light/heavy attacks. This is why you can run lower resource regeneration than most other classes.
Drain Power -> Sap Essence - This is your main Area of Effect ability. It also grants you Major Sorcery, increasing your spell damage by 20%

Other skills you might want to grab from outside the class skills:
Magelight -> Inner Light - This skill is huge. Not only does it give you extra Magicka, it gives you Major Prophecy which increases your Spell Critical by 10%. Also, with all the Mages Guild passives applied, it grants you Empower, giving your next attack a 20% increase in damage.
Entropy -> Structured Entropy - Another source of Major Entropy. Plus the morph gives you +8% Max Health. Use it if you're cheap and don't want to buy potions all the time.
Annulment -> Harness Magicka or Dampen - Great damage shield. The first morph returns magicka any time it blocks a magic-based attack, and the second morph increases its strength based on the numer of Light Armor pieces you're wearing
Wall of Elements -> Elemental Blockade - Only really useful if you have a Maelstrom Fire Staff. Nonetheless it's still a decent AoE with a good coverage.
Trap Beast -> Rearming Trap - The only source of Minor Force that can be used freely. Minor Force increases your Critical Damage by 10%


Ultimates:
Death Stroke -> Soul Harvest
Consuming Shadows -> Veil of Blades
Soul Shred -> Soul Tether
Meteor -> Shooting Star
Soul Strike -> Soul Assault
Elemental Storm -> Elemental Rage

Synthwave Crusader fucked around with this message at 03:07 on Oct 16, 2016

Synthwave Crusader
Feb 13, 2011

Scoss posted:

How about some advice for max level PvE magDK?

I kind of blundered my way to cp 200 but I really have no clue about min maxing in this game. Skills, rotations, items to hunt for, anything.

You might want to start with what race and what playstyle you're interested in. Magicka? Stamina?

Synthwave Crusader
Feb 13, 2011

ComradeBigT posted:

Dunmer Nightblade Tank

Not gimped at all actually. Like I said, my Dunmer nightblade pulls triple duty as DPS, Healer (well, off-healer), and Tank. I've had multiple pick-up groups compliment my build after tanking them through particularly tricky dungeons like Banished Cells II, Crypt of Hearts II, White-Tower, and Imperial City Prison.

In fact, I think it's about time I posted my updated tank build now that OT is out and people seem to be coming back to the game. It basically plays the same as a magblade DPS but built for survivability



Armor Sets
-Setup can be either 5HA/1MA/1LA or 5HA/2LA or 7HA
-Ideal traits should be Sturdy on armor pieces, or Divines if you can't find Sturdy drops. Weapons will be Defending. Shield can either be Infused or Sturdy.
-Armor enchants should be Magicka. Weapon enchant will be Crusher

"Main" Setup (I use this for the legitimately difficult endgame content)
  • 2x Blood Spawn, Sturdy (Head and Shoulder pieces)
  • 5x Akaviri Dragonguard (Jewelry + either SnB or 2 armor), Sturdy (Drop set, Eastmarch region)
  • 5x Tava's Favor, Sturdy (Crafted set)
The Akaviri Dragonguard set is a cornerstone of this build because it reduces the cost of Ultimates by 15%, and when synergized with Blood Spawn and Tava's Favor you're basically dropping 2-3 War Horns during every boss encounter, which is by far the most important buff in any group setting

Optional Armor Choices
  • 2x Engine Guardian if you have sustain issues (you shouldn't)
  • 2x Malubeth if you want more healing
  • 2x Swarm Mother if you want to pull ranged adds towards you
  • 2x Mighty Chudan if you're a dumbass who can't figure out how to keep Major Ward/Resolve up constantly (Hint: Use any ability in the Shadow tree)
  • 5x Brands of Imperium (Drop set, White-Gold Tower) if you're running with idiot stamina builds who are dying at close range
  • 5x Kagrenac's Hope if you want to forgo survivability for more damage/healing output. And faster resurrections for your idiot DPS super-stars who keep standing in stupid.
  • 3x Willpower if you can't obtain Dragonguard Jewelry. Trait can be either Healthy or Arcane.
  • 2x Endurance for Sword and Shield if you're running Willpower

Essential Skills

Class Skills
  • Refreshing Path - This is your main source of Major Ward and Major Resolve, which increases your Spell and Physical Resist by 5260. With Blood Spawn active your resistances should be hitting 33-35k, which is above the resistance hard cap. It's also a decent Heal Over Time skill.
  • Siphoning Attacks - A key skill in a Nightblade tank's arsenal. Whereas Dragonknight tanks get their resources back through the Battle Roar passive when activating Ultimates, we use Siphoning Attacks to constantly regenerate resources during any battle by weaving Light and Heavy attacks and Direct Damage Skills
  • Sap Essence - Our main source of pulling trash mobs. The amazing thing about Sap Tanks is that they get stronger as the number of mobs increases, so this skill is essential during trash pulls
  • Mirage - This skill is key to a Tava's Favor build. Tava's Favor grants 9 ultimate over 3 seconds any time you dodge an attack. Combining this with Akaviri Dragonguard means that you're building Ultimate relatively quickly once you throw in Nightblade passives.
  • Funnel Health - During single-target encounters, you'll want to be weaving this consistently. This skill allows you to deal direct damage to bosses, while also providing a secondary source of heals to your allies, and further speeding up your ultimate gain.
Weapon Skills
  • Pierce Armor - Your primary source of pulling aggro. It also afflicts your target with Major Breach and Major Fracture, reducing their Physical and Spell Resistance
  • Heroic Slash - Another cornerstone skill in any tank's arsenal. Not only does it inflict Minor Main on your target, reducing their damage output, it also grants Minor Heroism, speeding up your ultimate gain.
  • Absorb Magic - Probably the best skill for a tank in the Sword and Shield tree. Not only does it passively help you block just by having it slotted, but activating it against ranged caster targets also helps keep you alive, since it absorbs magic damage and heals you while doing it.
  • Shield Wall - I haven't completely tested this skill out yet, but having zero block cost for 6 seconds pretty much speaks for itself. Further testing is needed on this skill before I can make a decision on it
Alliance War Skills - Yes, this build requires a little PvP action
  • Aggressive Warhorn - As previously mentioned, this is a tank's greatest contribution to any group setting. Aggressive Warhorn increases your entire group's stats by 10%, and grants them Major Force, increasing their Critical Damage by a staggering 30%. This skill is one of only two sources of Major Force in the game.
  • Reviving Barrier - Is your group having trouble staying alive, or have you run into an "oh poo poo oh gently caress" moment during an encounter? Then worry not, this skill is here to save your asses! Not only does it deploy a MASSIVE 35k damage shield to all allies in range, it also drops an amazing heal over time to anyone affected by the skill.

Synthwave Crusader fucked around with this message at 03:08 on Oct 16, 2016

Synthwave Crusader
Feb 13, 2011

Scoss posted:

End-Game Magicka DK

Hoo-boy you picked a hell of a class to ask for advice on. MagickaDK DPS-ing is probably one of the hardest classes to pull of properly, because their entire rotation is based on keeping up all of their Damage Over Time skills on a target. I haven't brought my MagickaDK out to PvE world in a while so I don't have any updated screenshots to supplement this, so bear with me.

Basics:
  • Race - Always Dunmer. No other class comes close to what a Dunmer Flameknight can pull off
  • Stat Distribution - Magicka
  • Mundus Stone - Thief; Thief & Shadow if you are running Twice-Born Star
  • Armor & Weapon Specialization - Light Armor & Inferno Destruction Staff
  • Armor & Weapon Traits - All Divines on armor pieces, Sharpened on Inferno Staff, Arcane on Jewelry
  • Enchants - Magicka on Armor, Spell/Weapon Damage on Weapon, Spell Damage on Jewelry
  • Potions Used - Spell Power + Spell Critical + Magicka

Armor Setups:
  • Undaunted Monster Helms
    • 2x Valkyn Skoria
    • 2x Grothdarr
  • The "Best In Slot" Powerhouse - This is mostly irrelevant unless you are running Trials with a proper setup
    • 5x Twice Born Star (Crafted)
    • 4x Infallible Aether (Craglorn Trial drop)/Moondancer (Maw of Lorkhaj drop) - Jewelry and Weapon
  • The One Tamriel Setup with Trial Drops - Use this for standard dungeon-running
    • 5x Burning Spellweave - Drops in City of Ash I and II
    • 4x Infallible Aether - Weapons and Jewelry
  • The One Tamriel Setup without Trial Drops - Use this if you don't have trial drops
    • 5x Burning Spellweave
    • 4x Spinner's Garments or Mother's Sorrow - Mother's Sorrow drops in Deshaan region, Spinner's Garments drops in Malabal Tor
  • The "I don't have Trial/Maelstrom/Dungeon Drops" Setup - Use this if you lack any of the end-game stuff above
    • 5x Julianos - 5x Armor
    • 3x Torug's Pact - 2x Armor + Weapons
    • 3x Willpower - 3x Jewelry

Essential Skills
  • Class Skills
    • Lava Whip -> Molten Whip - This is your main spammable skill.
    • Searing Flames -> Burning Embers - DoT #1, also a nice heal.
    • Fiery Breath -> Engulfing Flames - DoT #2, essential to the build, as all targets under its effect receive more damage from flame-based attacks.
    • Ash Cloud -> Eruption - Fantastic class-based AoE attack
    • Inferno -> Flames Of Oblivion
    • Dragonknight Standard -> Standard of Might - Propably the best ultimate in the game DPS-wise. It not only does insane damage, but it also buffs all flame damage. Being our main source of damage, this is too crazy to pass up on. Pop it and watch those numbers rise faster than a fat persons blood-pressure!
  • Other Skills
    • Magelight -> Inner Light – the unbeatable Max Magicka + Spell Crit slot. A must-have for all magicka builds! Our sorce for a constant Major Prophecy aswell as +7% Max Magicka.
    • Trap Beast -> Rearming Trap – Our source of Minor Force. You only need to pop it once every other rotation, but make sure to reapply it once your Minor Force runs out. It adds a crapton of DPS.
    • Meteor -> Shooting Star – This ultimate is more for the passive 2% extra Max Magicka than anything, but it’s a very nice ultimate for trash-packs and such. We rarely use it, but the extra magicka it gives is very nice.
    • Wall of Elements -> Elemental Blockade - This skill is a must-have for anyone using Destro staff. Especially if you have the Maelstrom Destro!
    • Entropy -> Structured Entropy - It grants 2% extra Max Magicka through Mages Guild passives, gives 5% Max Health aswell as gives us an opportunity to get Major Sorcery outside of potions, which is a gold save.
    • Force Shock -> Force Pulse - A good skill to have in dungeons like White-Gold Tower where you need a ranged attack source.

Synthwave Crusader
Feb 13, 2011

Verranicus posted:

I'm sure this gets asked constantly, but I'm really only interested in solo content and maybe running each dungeon once for the story. What are some easy builds/classes for me? Please don't just drop a bunch of skill abbreviations and terms only a max level character would know, either, I haven't touched the gamed in years and remember jack poo poo about it. Thanks.

Magicka Templar

Synthwave Crusader
Feb 13, 2011

Rough Lobster posted:

Just curious, why would you use Magelight for Major Prophecy when you could use the DK morph Flames of Oblivion? It provides the same effect, and the actual skill does damage unlike magelight. You're missing out on some max magicka, yeah, but if you're already running Structured Entropy to take advantage of those Mages Guild passives so it doesn't seem like too big a deal.

Plus it looks dope.

More Magicka to increase your Spell Damage

Synthwave Crusader
Feb 13, 2011

Well, I finally got my Dunmer Magplar fully kitted out with Divines Spell Power Cure and Worm's Raiment. Now I just need to farm me enough alloys to kit myself out with 2 Sharpened Swords.

E: Might kit my Argonian Magplar out in full Impen Lich + Reactive + Malubeth because gently caress you Wrobel and gently caress your Elder Procs Online meta.

E2: I also have a theorycraft going for an Anti-Proctard Build

Synthwave Crusader fucked around with this message at 06:21 on Oct 17, 2016

Synthwave Crusader
Feb 13, 2011

SumTingWong posted:

this is great, thank you so much. It's so difficult to find any sort of leveling guides... fuckin' annoying actually...

One question, however: race. What is the preferred race for this build? I just picked this game up on PS4 - I played it on the PC back in the early stages, but never really got anywhere. I have the any race any faction thing, but that's it so far.

Any race with bonuses to Stamina, really. Redguard is best, obviously, but Wood Elf, Orc, Imperial, Nord, and Khajiit make for good choices.

Synthwave Crusader
Feb 13, 2011

physeter posted:

I'm new. My big redguard tanky dude, should I put every stat pick into Stam, or spread it out?

All Stam, you can recoup your Health through Armor Passives, Enchants, and Set Bonuses.

More specifically, tell me what class you are and I'll tell you if can actually tank with a Stamina playstyle.

Synthwave Crusader fucked around with this message at 22:22 on Oct 17, 2016

Synthwave Crusader
Feb 13, 2011

boz posted:

Anyone know what time the console patch is going to drop?

Looking at their forums it seems that the update maintenance is starting at 0600 EST tomorrow.

Synthwave Crusader
Feb 13, 2011

Verranicus posted:

Help me with Magicka Templar

Aight so Magicka Templar, like Magicka Nightblade, is one of those classes that can do very well with just its class skills and nothing else. And they can work wonders with them too. Self-Heals, Debuffs, Buffs, Sustain, they have it all (well except for a source of Major Sorcery).

Basics
  • Race Choice: Altmer, Breton, Dunmer, Argonian. In order of effectiveness. Some would rank Breton over Altmer but it's really up to personal choice. I have Dunmer, Breton, and Argonian magplars in my roster.
  • Attribute Dump: Magicka. Everything into Magicka.
  • Armor Specialization: Light Armor. Run two pieces of Heavy Armor if you want more survivability.
  • Mundus Stone: Thief; Thief + Shadow if running TBS (end-game only)


Levels 1-15
  • Grab the first skill in each of the Templar Skill lines, Puncturing Strikes, Rushed Ceremony, and Sun Fire. This will ensure that you level each of the class lines appropriately. Morph Puncturing Strikes into Puncturing Sweep, Rushed Ceremony into Breath of Life, and pick whatever morph of Sun Fire you find more appealing. I personally prefer Vampire's Bane since it means I can keep up that DoT longer and not have to worry about messing up my rotation.
  • Get two Swords and a Destruction Staff. Level the Destruction Staff line enough to get your hands on the Wall of Elements skill. After that, slap it on your skill bar and equip your swords. Leaving the Wall of Elements skill on your bar actively levels your Destruction Staff line while gaining XP. DO NOT purchase any of the active skills or passive skills in the Dual Wield line until it is at Rank 41. You will only need the Twin Blade and Blunt passive from that skill line and nothing more.
  • Level as many skills from all your class lines as possible. With the exception of Healing Ritual, Eclipse, and Sun Shield if you're not going the Blaztank route, they are all good.

At level 15, pick either Resto Staff, Destro Staff, or Sword and Shield to level up.

Eventually you're going to want your skills looking like this:
  • Puncturing Strikes -> Puncturing Sweep
  • Piercing Javelin -> Aurora Javelin
  • Focused Charge -> Explosive Charge
  • Spear Shards -> Blazing Spear
  • Sun Fire -> Reflective Light/Vampire's Bane
  • Solar Flare -> Dark Flare
  • Backlash -> Purifying Light
  • Radiant Destruction -> Radiant Glory
  • Rushed Ceremony -> Breath of Life
  • Restoring Aura -> Repentance
  • Cleansing Ritual -> Ritual of Retribution or Extended Ritual
  • Rune Focus -> Channeled Focus
  • Radial Sweep -> Crescent Sweep or Empowering Sweep
  • Nova -> Solar Prison
  • Rite of Passage -> Remembrance

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Synthwave Crusader
Feb 13, 2011

radintorov posted:

Hey Scy, do you have any advice on how to level and spec a Dragonknight for stamina damage?

Look at Stam Sorc guide, replace Surge with Vigor, Blood Craze, and Bloodthirst. Add in Venomous Claw, Noxious Breath, Volatile Armor, and Standard of Might where appropriate. Roll 2-Handed and Sword and Shield if you want to PvP.

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