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Join the LARGEST Trade Alliance on Xbox One!! NA!! 3400+!!!

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Replies: 429

Come One, Come All!

Join the largest guild alliance on Xbox One!

We are 2900+ STRONG

!Be part of the fastest growing guild alliance on Xbox One!
We have a large trading network with guilds in all alliances with also members that do PvP & Dungeons DAILY!
We have 5 different Guild Traders!
Our guilds are the following:
  • Three Banner Trade Union 450+ Members
  • Three Rivers Syndicate 450+ Members
  • Daggerfall Trade Union 450+ Members
  • Merchant’s Union 450+ Members
  • Three Banner Alliance 450+ Members
  • Genuine Traders 450+ Members
  • Three Banner Corporation 450+ Members

If you want to join post your Gamertag or message one of our guild leaders!

Join the alliance on the NORTH AMERICAN Server!!

Once you join a guild, make sure to follow the guild instructions to the alliance webpage to get all the alliance info.

  • This topic was modified 1 year, 4 months ago by Profile photo of Tanklim Tanklim.

Elder Scrolls Roleplay – Backstories

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Replies: 291

Hey guys, I know a lot of people like myself like to have some sort background story for their Elder Scrolls persona, so I decided to put up this somewhat thorough character sheet and see what you guys can or have already come up with. Have fun.

Template (Optional)

First Name:

Last Name:

Appearance:

Race:

Age:

Height:

Weight:

Eyes:

Hair:

Personality Profile:

General Health:

Profession:

Base Class & Proposed Development:

Habits/Hobbies:

Armor:

Weapon of Choice:

Background:

  • This topic was modified 4 years ago by Profile photo of Daras Daras.

The Black Panther, Group Build (Stamina PvP – One Tamriel)

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Hello all. I have been running the following non-proc builds on my NB.

First, I have a solo ganking build, which I wrote up on Tamriel Foundry here. That build is very effective from stealth. Unfortunately, it is squishy in group play and has very little sustain.

Secondly, I have recently been experimenting with the following group-oriented build. Any feedback would be appreciated!

OBJECTIVE

A well-balanced, group-oriented build for stamina nightblade that prioritizes ultimate generation, survivability, and strong weapon damage.

[IMG]http://i1104.photobucket.com/albums/h324/Valwe/Screenshot_20161230_085403_zpswfzdvnrk.png[/IMG]

RACE

Khajiit (perfect for my ganking build due to extra stealth damage, stealth detection radius, and weapon critical bonus). However, Redguard would be better due to the stamina return passive (Adreneline Rush).

MUNDUS STONE

The Warrior – Increased weapon damage.

ATTRIBUTE POINTS

Magicka – 0

Health – 0

Stamina – 64

ATTRIBUTES (in Cyrodiil with Blue health/stamina recovery food)

Maximum Magicka – 9482 (591 Recovery)

Maximum Health – 22954 (417 Recovery)

Maximum Stamina – 27189 (2126 Recovery)

GEAR

Armor

Witchman (5 medium / impenetrable trait) – Five pieces provide increased stamina, weapon damage, health, and when you use an ultimate, you recover 28 health and stamina per point of ultimate used.

Bloodspawn (2 medium / impenetrable trait) – Stamina recovery / When you take damage, 6% chance to generate 15 ultimate and increase physical and spell resistance by 6450 for 6 seconds.

Weapons

1st bar (dual wield) – Hide of the Werewolf swords, Sharpened. One has a Crusher Enchantment, the other has a Disease Enchantment. Dual swords increase weapon damage by +5% (Twin Blade and Blunt passive).

2nd bar (axe) – Hide of the Werewolf, Powered (increase healing by 7%), with Hardening Enchantment (3290 damage shield). Most of the time, I use Resolve-Draining Poison. This poison inflicts Minor Fracture to your target and grants you Minor Resolve, reducing their Physical Resistance by 1320 and increasing your Physical Resistance by 1320 for 3.5 seconds. It also inflicts Minor Vulnerability and grants you Minor Protection, increasing damage your target takes by 8% and reducing damage to you by 8% by 2.5 seconds.

Jewellery

Hide of the Werewolf. This set provides health, stamina, weapon damage, and when you take damage, you generate 5 ultimate. This effect can occur every 5 seconds.

SKILLS

Bar 1 – Dual Wield

Ability 1 – Surprise Attack

Ability 2 – Steel Tornado

Ability 3 – Deadly Cloak or Mirage

Ability 4 – Ambush

Ability 5 – Mass Hysteria

Ultimate – Thrive in Chaos

Bar 2 – 2H

Ability 1 – Carve (for Minor Heroism)

Ability 2 – Razor Caltrops

Ability 3 – Retreating Maneuvers

Ability 4 – Forward Momentum

Ability 5 – Vigor

Ultimate – Flawless Dawnbreaker

Notes

The set bonuses for Witchman, Hide of the Werewolf, and Bloodspawn are very well balanced and synergize perfectly. When our group is about to enter combat, I pop a Weapon Crit or Lingering Health pot, buff up with Forward Momentum and Vigor, and then throw Caltrops or hit Retreating Maneuvers (depending on the situation). At this point, I sit at 3470 Weapon Damage (decent, but not great) and 2370 Stamina Recovery (very good). Entering combat, I sometimes use Carve, then I bar swap and hit Deadly Cloak, Thrive in Chaos, Mass Hysteria, and spam Steel Tornado, all the while moving around and trying to stay out of bad enemy effects. Before long, I usually have Thrive in Chaos ready again, which returns 4200 stamina and health every time I use it (Witchman!), damages the enemies in front of me, and returns even more health. I use Ambush and Surprise Attack for single-target mop-up duty.

Thrive in Chaos is an interesting ultimate. It places a strong AoE dot (24,240 over 8 seconds) and heals me for 50% of the damage done. Each enemy hit increases the damage by 5% for the duration, up to 30% additional damage. This works very well with Steel Tornado. Unfortunately, I think the dot can be purged, so I am tempted to use Dawnbreaker of Smiting (which I am reluctant to do because I use the other morph for my solo build). I guess I figure that groups aren’t using purge all that much in the heat of group combat, and that the stun isn’t that useful because I’m already using Mass Hysteria. Although I haven’t tried it with this build yet, Bolstering Darkness might be a good alternative.

CHAMPION POINTS (cap)

The Thief / The Tower

Warlord 92 (reduced stamina cost)

The Thief /The Lover

Mooncalf 75 (stamina regeneration)

Tenacity 10 (stamina return on light and heavy attacks)

The Thief / The Shadow

Tumbling 5 (reduced roll dodge cost)

Shade 5 (reduced stamina cost of movement in stealth)

The Mage / The Atronoch

Shattering Blows 10 (pierce shields)

The Mage / The Ritual

Mighty 100 (increase physical damage)

Piercing 35 (armor penetration)

Precise 12 (critical damage)

Thaumaturge 30 (damage over time)

The Warrior / The Lady

Hardy 65 (reduce poison, disease, physical damage)

Thick Skinned 57 (reduce damage over time)

Elemental Defender 65 (reduce magic damage)

FOOD AND POTS

Food – Blue health and stamina recovery food

Potions – Weapon Crit  or Lingering Health

 

  • This topic was modified 21 minutes ago by Profile photo of Valwe Valwe.

Ouroboros: Complete Guide to Magicka DK – DD, Healer, Tank and PvP [1T Updated]

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Replies: 55

 Ouroboros – The Do-Anything, Anytime MAgicka Dragonknight

Welcome to my write-up, forum-goers! I’ve been maining magicka DK for about 9 months and have created a relatively unique setup, so this write-up is long overdue. You may be confused by the somewhat clickbait-y title, but this isn’t just a compilation of multiple builds, nor am I just fishing for posts :P This build is my attempt to create a viable setup for having the pre-CP system ability to switch to any needed role at any time by just swapping gear and skills on your bars. I’ve found too many times that, whether you’re running with a PUG, or even well-meaning guildies, or an unfortunate lightning storm takes out someone’s internet, things may simply not go as planned in a group, and now that I’ve entered the real world I don’t have time to wait for a healer or tank for an hour while the damage twiddle their thumbs. So if you’ve ever felt like you need to provide a little more support for your team, or need to be a little more survivable in a PUG, or even just want to try out a different role without having to level an entirely new character, this build is for you!

 

Before we begin…

Special Thanks

… to pretty much anyone who has contributed to magicka DK in the recent past! In particular,

With that, let’s begin!

BUild Goals

  • Create an effective role setup for all situations optimized for both output (healing/damage), support and survivability
  • Switch between roles without re-allocation costs of attribute points, skill points or CP
  • Solid setups for both veteran and entry-level endgame play (much of the best gear is dropped now in 1T, but you can easily get away with crafted sets while you farm them)
Pros
  • YOU CAN DO ANYTHING!
  • You can often provide enough support for the group and survivability for yourself to carry other group members
  • Save time and gold from leveling different characters for different roles
Cons
  • Being a jack-of-all-trades means you’re not technically optimal for anything (min-maxers, this build isn’t for you!)
  • Heavy investment for a single character (requires doing nearly all the content in the game for enough skill points if this is also your main crafter)
  • Healer and Tank setups will require some changes to be viable in veteran-mode Trials
Change Log
  • 12/30/16: Updated for One Tamriel with new sets, slightly modified skills and rotations, and alternative setups for the most demanding content when you’re ready!

Fixed Build Distributions

Anything that stays the same between all setups will go here: Race, Attributes, and CP’s.

Race

Dunmer: All of these build do try to do some sort of damage, and considering all we’re trying to do here I believe Dunmer to be the best fit here. Though Altmer would have some nice additional recover I’ve rarely felt like i would need it.

Attributes

64 Magicka0 Health/ 0 Stamina: Our focus, even while tanking, is on maximizing our main resource here. If needed, we make up for lacking health/stamina in the gear enchants.

Champion Points

Let’s start with…

The Warrior:

The Lady: Hardy (45), Elemental Defender (45), Light Armor Focus (10)

The Lord: Bastion (87)

We rely heavily on damage shields when we use them, and will always be wearing light armor, which is the reasoning for the few points into Light Armor Focus. Otherwise points go into the main damage mitigation stars evenly. I’ll be the first to admit the Light Armor Focus points are likely more effectively used elsewhere, such as Thick-Skinned or split among other the other mitigation stars we’ve chosen.

The Thief:

The Tower: Magician (100)

The Lover: Arcanist (87)

Typical Thief distribution for magicka users. We won’t need any points in the stamina stars because we’ll only ever use one stamina ability and the Helping Hands passive returns stamina to us with Earthen Heart ability activations. You may want to modify this for a few points in Tumbling if you’re heavy on PvP.

The Mage:

The Apprentice: Elemental Expert (100), Elfborn (37), Blessed (13)

The Ritual: Thaummaturge (37)

This was the most difficult to distribute, but I’ve found that your damage is more dependent on an effective distribution than healing. So while we have a few points in Blessed most of them are going into what is most relevant for our damage. If you will only be using a few setups from this guide (such as Healer/Tank) redistribute into Blessed accordingly.

Mundus Stone

Realistically, you won’t always have time to switch your Mundus stone, and the setups share in their selection, which is why they’re included here.

Damage/ Healer: Thief Tank/ PvP: Atronach

Simple choices here: we want to maximize output on the damage/ healer side and resource management on the tank/ PvP side. I ran Apprentice for a very long time but thanks to you theorycrafting folks and my own testing I confirmed Thief is better. I also tested shadow and it’s just very slightly worse with this build, so if you’re like me and care too much about aesthetic choices that people don’t even see it’s a viable option.

dAMAGE dEALER

[img]http://i.imgur.com/B0Z5unQ.png[/img]

Stats and gear, blue Health/Magicka food but otherwise unbuffed.

Welcome to the Damage section! We’ll focus on gear, bars, and general damage play.

Gear

I’ll outline my current setup and what we’d ideally use.

  • 5x Burning Spellweave: If you don’t mind farming, this is the BiS set for almost every magicka user at the moment, and is particularly awesome for magicka DK’s. Simply put it’s the biggest boost to our damage, procced by what we were already doing, with a better uptime than most other similar sets. This is only beaten by Twice-born Star when in a raid group with over 50% Major Force uptime, and if you’re using this build that is unlikely for you to say the least. Julianos is an excellent substitute while you farm this, and Magnus would be as well if you’re new to damage and are having sustain issues.
  • 2x Grothdarr/ Valkyn Skoria: The wave of new monster sets has shaken the meta substantially, but our friend Valkyn also got a boost. I’ve found that since we’re in melee range Grothdarr is significantly better, especially in AoE pulls, but if you are stuck at range for some reason Valkyn would be better. Take your pick :P Both do insane amounts of flame damage, which is exactly what we want.
  • 5x Silks of the Sun: While not BiS on its own, Sun is 1) more easily obtained as a BoE set from Stonefalls, 2) more consistent in its bonus effect and 3) helps survivability with its health bonus. Proccing Spellweave on your back bar, then flipping over to your main bar for the 5-piece Sun bonus means having +1000 spell damage for the duration of the Spellweave proc, which will be about half the time using this method. Does this beat a consistent set of bonuses from 4x Infallible Aether and constant 5-piece Spellweave? No, but it comes close and works well while you get what you need from trial runs.
Skills

[img]http://i.imgur.com/aP5VvN4.png[/img]

Bar 1:

  • Molten Whip: Our main single target attack. Hits for a bunch when all our buffs are up. Empowers nearly every other ability on this bar passively.
  • Elemental Blockade: Very strong ground AoE DoT, even stronger if you have the Maelstrom weapon. Have since switched away from Unstable Wall; any DPS lost from the explosion is gained by being able to use Whip for longer through the extended duration. Counterintuitively, it’s better.
  • Burning Embers: Extremely strong single-target DoT that also happens to be a very strong heal. Spam if for some reason you’re at low health.
  • Engulfing Flames: Another DoT that boosts all flame damage. 
  • Flames of Oblivion: ANOTHER very strong DoT that also provides our Major Prophecy on this bar.
  • Standard of Might: Strongest damage ultimate in the game IMO, especially with all these boosts to its damage up. Best with relatively stationary bosses, for obvious reasons.

Bar 2:

  • Burning Talons: Main AoE attack, and additional DoT. After testing against Elemental Ring I found that the significant increase in damage counters the slight increase in difficulty sustaining in AoE fights. If you’re having sustain issues, switch to Elemental Ring.
  • Draw Essence: Strong AoE and also strong heal with multiple enemies around. Recast whenever the second explosion goes off in trash packs. Spam if you’re hurting.
  • Eruption: Another strong ground DoT that snares targets. Place on both trash packs and bosses.
  • Elemental Drain: Usually a healer runs this, but I’ve found it better to free them of that burden as I cast it more reliably as part of the rotation. Provides Major Breach and much-needed magicka restore.
  • Molten Armaments: Our long-lasting source of Major Sorcery, and a nice bonus to our heavy attacks if and when we need to restore magicka. Buffs the group with Major Sorcery as well.
  • Eye of the Storm: I severely underestimated this ultimate when it was first out, but it simply obliterates AoE pulls. Standard still outperforms it in most cases, but it shines as a starter/finisher when the damage output from the rest of your abilities is low (just starting the fight so nothing out or low on magicka). When you can, prioritize using Standard instead.
Playstyle

There are both some common and uncommon choices made here, the more uncommon choices made mainly for the sake of sustainability of our damage and ourselves. While getting extra orbs and other assistance from your group is great, 90% of the time, you won’t need it.

AoE/ Trash: Buff up by using Molten Armaments. If you have time, full heavy attack the biggest trash mob just to get the fight started. Make sure at least one mob has Elemental Drain debuff on them at all times, preferably all the larger mobs in the pack. Cast Eruption in the middle, then Draw Essence into the pack and got to town with Burning Talons, recasting Draw Essence whenever the second explosion goes off (roughly after 1 to 2 Talon casts). If it’s a particularly beefy trash pull make sure to switch to your main bar to place Engulfing Flames on the trash at least, and Unstable Wall of Elements for an even greater damage boost. I only recommend this if you’re not hurting, though. Stay on your off bar and spam Draw Essence if you’re in trouble. There will rarely ever be a trash pull more complicated than a simple stack and burn, however.

Single Target/ Boss: This is where the feared reputation of a magicka DK comes in. Don’t fear, though, it’s merely a matter of practice. I’ll try to clearly explain what I only truly know as muscle memory at the moment. The general idea is simply to refresh all our DoT’s, buffs and debuffs on cooldown, and weave Molten Whip with medium attacks in the process. The trick is dealing with all the skills we’re using. I’ve found that my non-weaving time is broken up into cycles: (Key: Molten Whip = MW, Elemental Blockade = EB, Burning Embers = BE, Engulfing Flames = EF, Flames of Oblivion = FoO, Eruption = Eru, Elemental Drain = ED, Molten Armaments = MA, Medium Attack = Med, Full Heavy Attack = Full)

  • Cycle 1: EF, Med, BE, Med, EB, Med
  • Cycle 2: FoO, Med, EF, Med, BE, Med, EB, Med
  • Cycle 3: (Bar Swap) ED, Med, Eru, (Bar Swap) EF, Med, BE, Med, EB, Med
  • Cycle 4: (Bar Swap) MA, Med, ED, Med, Eru, (Bar Swap) FoO, Med, EF, Med, BE, Med, EB, Med

There’s a lot of pre-cooldown refreshing with these cycles, so it’s more of a starting point. You want to get to the point of naturally weaving any skill that’s about to expire instead of your Molten Whip when you need to. I’d recommend a cooldown tracking add-on like Srendarr for this. That being said, thee rotation with the cycles above is as follows:

  • MA, Full, ED, Med, Eru, (Bar Swap)
  • FoO, Med, EF, Med, BE, Med, EB, Med
  • (MW, Med) x 5~6, Cycle 3
  • (MW, Med) x 4~5, Cycle 2
  • (MW, Med) x 5~6, Cycle 1
  • (MW, Med) x 4~5, Cycle 4
  • (MW, Med) x 5~6, Cycle 1
  • (MW, Med) x 4~5, Cycle 2
  • Repeat Steps 3-8 until dead :D

If at any point during the fight you start hurting, don’t forget you can cash in you Burning Embers heal at anytime by recasting it; with this much of a boost to its damage it could very well heal you from zero to full by itself. If it’ll save the run, it’s worth breaking rotation. When a few larger mobs spawn during a fight, continue the rotation exactly as you left it from that boss; if it’s a large trash pack, break entirely and use your AoE setup. It’s a good idea to begin single-target rotation from the start afterward, if you’re unsure of where your cooldowns are at.

Finally, I’ll leave you with some parses. By no means the best you’ll ever see, but just to show viability of top DPS, even with all the sacrifices we’ve made like no Rearming Trap or Inner Light. (Note: old parses still; on average new setups are a 3-4k DPS increase from my rough estimation, but need to redo the tests again.)

[img]http://i.imgur.com/IVvYrqX.png[/img]

DPS test on Slimecraw in normal Wayrest Sewers, using Apprentice mundus stone.

[img]http://i.imgur.com/BPPojak.png[/img]

DPS test on Slimecraw in normal Wayrest Sewers, using Shadow mundus stone.

I seem to have misplaced my Thief test, but output is slightly higher than Shadow. Will update soon.

[img]http://i.imgur.com/5HOluyW.png[/img]

Parse of normal Sanctum Ophidia Mantikora fight, with Apprentice mundus stone. Hit with AoE “popcorn” attack three times, best parse was ~26k with Apprentice (hit once).

[img]http://i.imgur.com/kKk64Uv.png[/img]

Parse of normal Sanctum Ophidia Mantikora fight, Thief mundus stone. Hit once.

Notes on veteran Trials: This will perform adequately for trials, but there are 3 things you should do to bring yourself into shape:

  • Use a damage shield. You are too squishy. Period. In the vast majority of boss battles AoE’s specifically targeting adds are useless, you want the adds to fall into whatever you’re hitting the boss with. Replace Talons with Dampen Magic and you will survive.
  • (Highly Recommended) Farm for Infallible Aether (or Moondancer). The 8% bonus to damage is the best buff you can get in this game as a DPS for obvious reasons. The ideal setup in this scenario would be 5x Spellweave, 2x Grothdarr and 4x Infallible Aether, or if you can get the Maelstrom flame staff, 4x Aether on Bar 1 and 3x Aether/Maelstrom on Bar 2. I’m currently running the following since it’s what I have; dead slots make me sad :( [img]http://i.imgur.com/Z75C9FO.png[/img] 
  • (Highly Recommended) Learn to use Rearming Trap. I myself have yet to do this, but there’s a reason every top build runs it; there are very few sources otherwise, and all only target one person. If you’re healer/support isn’t being good about Ele Drain you likely won’t make it through the trial anyway, so replace Ele Drain on your bar with Trap while you’re using it. If you’re paranoid about having Ele Drain like I am, replace Draw Essence with it during boss fights.

HEALER

[img]http://i.imgur.com/mzA0Pr4.png[/img]

Stats, blue Health/Magicka food but otherwise unbuffed.

Welcome to the Healer section! We’ll focus on gear, bars, and general healer play.

GEAR

I’ll outline my current setup and what we’d ideally use.

  • 5x Spell Power Cure: Arguably the best healing/support set in the game at the moment, but unfortunately behind DLC. The boost to damage becomes very important later on though. Until then, use any of the typical magicka crafted sets. In particular, Kagrenac’s is a good choice for being able to get people up, and Eyes of Mara is good for learning how to use resto staff abilities if you’ve completed the Mages’ Guild questline.
  • 5x Infallible Aether: Very annoying and difficult to get, but that Vulnerability de-buff is going to do wonders for helping your group; if you can get it it’s amazing. That being said there are many alternatives. The main one is also in high demand for trials, Worm’s Rainment, reducing the magicka cost of abilities for the whole group. Also, because of our constant use of damage shields, Trinimac’s Valor may also be effective. Most healer sets will be just fine; “healer” sets in general just give nice supports and usually don’t affect your healing ability directly.
  • 2x Bogdan/ Chokethorn: Honestly, use whatever you have here, although apparently both of the direct heal monster sets are good so you should try to get them if stacking heals is the main goal. Otherwise go with two 1-piece bonus sets that will improve either your healing output or survivability, depending on how comfortable you are.
SKILLS

[img]http://i.imgur.com/Yre9FN2.png[/img]

Bar 1:

  • Healing Ward: Your primary “Oh ****” button. Use this to save someone whenever they get hit hard. If you need to, immediately Combat Prayer. Speaking of which…
  • Combat Prayer: IMO a must have buff and burst heal for any healer. Use on cooldown.
  • Siphon Spirit: Wasn’t using this at first, but especially given our lack of burst heal, we need all the HoT’s we can get, and on top of that it restores magicka. You should also be using this on cooldown, though don’t worry to much outside of bosses.
  • Rapid Regeneration: Our main HoT, constantly topping your group up thanks to the plethora of shields.
  • Inner Light: Our source of Major Prophecy and also more Magicka. DKs have Cauterize as the opposing morph to Flames of Oblivion, but the heal is both weaker than the fireball of FoO and is also completely random. Especially since we will also deal damage, it’s not worth it. If you want to add additional damage to an ailing group however, Flames of Oblivion IS worth slotting over Inner Light, here.
  • Magma Shell: Your super “Oh ****” button. Makes you functionally invincible and grants a full health damage shield to everyone else if they’re close enough. Run in and pop if everyone is about to die, or use it to save yourself as you resurrect someone.

Bar 2:

  • Igneous Shield: Our secret weapon as a DK healer. Keep this up on cooldown along with Rapid Regeneration, and it’ll do 90% of the work for you thanks to both the Major Vitality and protecting your group’s health while you top them up.
  • Obsidian Shard: A useful CC that also heals you; extra healing is never bad. If trash is knocking people about because the tank isn’t doing their job, pop this a couple of times at the biggest mobs. Can also be weaved with light attacks during boss fights. If your group needs it, replace this with mystic orb for more magicka sustain.
  • Elemental Drain: If you were confused as to why healers run with inferno staves in their back pocket, this is why. While we keep it up on our damage setup the vast majority of groups don’t run with it if the healer doesn’t. This combined with the Burning Embers ticks helps our own sustain as well.
  • Molten Armaments: Same as the damage use, a buff to our spell damage and heavy attacks. And in the healer spec, we will be doing A LOT of heavy attacking, so very useful all in all.
  • Inner Light: See Bar 1, same purpose, same suggestions.
  • Aggressive Warhorn: Get used to casting this on cooldown. A boost to both the resources of your group and their critical strike damage. Use this whenever your ultimate is ready and your team isn’t literally about to keel over in unison.
PLAYSTYLE

Not much to explain here because it’s mostly typical healer job, but if you main a damage role and don’t often heal it’s important you take these ideas into consideration.

Your first priority is always healing, but DKs do it in a way where we can afford to make it not an immediate priority. You don’t wait for your group to reach low health then blast them with heals; you instead just give them massive recovery. Always, always, ALWAYS keep Rapid regeneration up, the heal is stronger than you may give a HoT credit for. Consistently activate Igneous Shield on cooldown, cast Combat Prayer to boost group damage (remember it’s a cone, so practice your aim), and pop a Healing Ward on anyone who suddenly gets hit hard. Easy enough.

Which is why healers aren’t just healers anymore. If done right, healing, especially in a 4-person setting, is easy. Its being useful that’s hard, which is where the second bar comes in. You should be consistently casting Elemental Drain on any large targets, and keeping Molten Armaments up (which is easy with such a long duration). Whenever it doesn’t risk your survival or messing up mechanics, go to town with full heavy attacks or light attack weave with Obsidian Shard. Yes, you should probably be doing damage just like the others. Use mystic orb every 10 to 15 seconds if your group needs the synergy, especially in large trash pulls where the synergy is more effective and most people have greater difficulty sustaining. If everything goes right, you should actually be spending most of your time NOT on your healing bar; just make sure you can instantly switch to healing at a moment’s notice. Not having an easy group burst heal is both a blessing and a curse. It makes your life more difficult than sitting and spamming one button, but in making it work you will actually be a better healer for it. Have fun with it :)

Notes on veteran Trials: While I’ve been secondary healer for a normal trial with no issues, you will definitely need to make some changes for the build to be effective, and it’s difficult to justify the loss of the different types of support that templars can provide. That being said, there’s always two healers. I would feel iffy about taking this into a vet trial, but if the templars in the group are enough to satisfy the needs of the group overall, it may work. Two things must be done, though:

  • Replace Rapid Regeneration with Healing Springs. A strong HoT on 2 people is not enough, there are 12 of you. Healing Springs is the only way you’re going to be able to do your job effectively. Don’t feel bad though; all healers need to do this anyway.
  • Run whatever is needed. This is a no-brainer, right? It should be, but teams often don’t communicate effectively enough. Make sure that between you and the other healers, you’re doing your job by providing every support you can. Your healing ability is essentially the restoration staff line; that gives you a lot of flex that others don’t have. Use it effectively and play around with what works best for the group.

Tank

[img]http://i.imgur.com/Q2UymQH.png[/img]

Stats, blue Health/Magicka food but otherwise unbuffed You should use purple tri-stat food; I forgot to switch :P.

Welcome to the Tank section! We’ll focus on gear, bars, and general tank play. Before we continue, though, you may be thinking: how the **** are we going to tank in light armor??? To show you it can be done, check out our buffed stats:

[img]http://i.imgur.com/aAcVhvR.png[/img]

Stats, blue Health/Magicka food, Volatile Armor, Dampen Magic + Armor Master, and Molten Armaments. Not shown: ~26k total damage shield, and again forgot to switch to purple tri-stat food. Derp.

Now, time to see how we get there!

GEAR

I’ll outline my current setup, what we’d ideally use, and a theoretical setup for next patch as well.

  • 5x Armor Master: The only reason we’re able to tank in light armor. The 5-piece resistance buff stacks with the major and minor resistance buffs. Also provides bonuses to our health, which we’re missing without the heavy armor.
  • 4x Death’s Wind: Needed a 4-piece which serves to boost our physical resistance on the 2-piece and confer useful bonuses otherwise (the 2 piece being major should we ever switch to a monster set). Other viable options here are Alessia’s Bulwark if you feel like you must be at capped resistances and Spectre’s Eye if you need a few extra resources (max magicka). Why no Blood Spawn? It is an option and I have grown to wanting to use it again, but originally the set was buggy and barely ever procced. If you find yourself with resource issues, Engine Guardian would be a better choice. Otherwise Lord Warden would be the set I recommend if you can get it, as it also provides your group with the resistancesif they stand in the area. 
  • 3x Transmutation: The 2- and 3-piece bonus confer magicka recovery, perfect for us since we need that more than stamina recovery with this build. Combined with our recovery enchants, we’re getting nearly +1000 magicka regen compared to our damage and healer setups with these jewelry. You can attempt to obtain gold if you wish, but I was using a purple neck and blue rings and it’s both much cheaper and equally effective.
SKILLS

[img]http://i.imgur.com/gDzVtQx.png[/img]

Bar 1:

  • Inner Rage: Our only taunt. Pierce Armor is redundant and while we’re missing out on one of the few sources of Major Fracture, we can switch to it if your group primarily consists of Stamina users. But by default I believe having a ranged, Magicka taunt is more important.
  • Heroic Slash: By default our only Stamina (and 1H/S) ability, important to conserve stamina for blocking. The bonus to Ultimate generation and the Maim debuff it provides are too good to pass up, though. Use on cooldown.
  • Burning Embers: While it’s probably a smarter idea to use Coagulating Blood here, Burning Embers is a much stronger base heal and adds to group damage. Switch it out if you’re in a ranged fight, however.
  • Igneous Shield: An additional boost to our damage shields along with Dampen Magic, but primarily our source of Stamina through the Helping Hands passive. Use on cooldown or whenever you need to spam Burning Embers for a heal.
  • Dampen Magic: This is how we proc our Armor Master buff, granting us a boatload of resistance and bringing us to heavy armor levels of resistance in light armor. Most tanks that use Armor Master use Shuffle as their skill here, and we use it on the back bar now, because dodge is amazing. It eats a big chunk from your stamina pool though, and we want to conserve this for blocking, so we alternate between this and Shuffle. The near full-health damage shield this confers will easily protect us from those hits we don’t dodge. This, on top of our resistances underneath our shields, grants a huge boon to our survival.
  • Magma Shell: Your super “Oh ****” button. Makes you functionally invincible and grants a full health damage shield to everyone else if they’re close enough. Run in and pop if everyone is about to die, or use it to save yourself as you resurrect someone.

Bar 2:

  • Unrelenting Grip: The first mistake I made in the original design of this was ignoring the usefulness of chains. As a DK it is essentially required; especially if your group is struggling with damage, pulling mobs into a neat little ball is the best thing you can do for them. and if they can’t be pulled, oh well: free damage!
  • Burning Talons: Very strong DoT that immobilizes targets. Use especially on larger mobs and larger trash pulls.
  • Molten Armaments: Same as the damage use, a buff to our group’s spell damage and our own heavy attacks. You will use heavy attacks but very infrequently, this is mostly here as group utility. Draw Essence is an option for greater survivability, but replace with whatever you believe the group needs most.
  • Volatile Armor: Our source of the major resistance buffs, and a nice little bit of extra damage on top of it. The other morph is an option but the damage shield isn’t long or strong enough to be useful. Activate on cooldown.
  • Shuffle: See Bar 1. Originally not used in this build, but considering how amazing dodge chance is I gave it a shot and it worked. This was mostly because of the long duration of the buff though; it’s important to conserve stamina, so don’t overuse it!
  • Standard of Might: I’ve elected for Standard of Might here primarily for the 20% mitigation it grants you; it’s the closest thing we have to a Nova or Veil of Blades. Use this when your group isn’t hurting; extra damage never hurts! Replace with Aggressive Warhorn for groups that know what they’re doing.
PLAYSTYLE

While tanking isn’t exactly rocket science, our decision to be in light armor puts us in an interesting position. On the one hand, the light armor provides us with resource management advantages that would be impossible in heavy armor were it not for the Constitution passive, along with a massive damage shield thanks to Dampen Magic. On the other hand, we need to make strong use of those resources to make sure we maintain all the buffs that make this possible. Drop one, and you may as well not block a 1-shot hit for all the help it will do you.

Our priority, then, is to make sure these buffs are up 100% of the time. Volatile Armor and Shuffle have a duration of 20 seconds, the Armor Master proc has a duration of 10 seconds, and our main tanking skills (Inner Rage, Heroic Slash and Burning Embers) have durations of roughly 15, 12, and 10 seconds respectively. If using Molten Armaments, it has a duration of roughly 40 seconds. So, generally your skill use will be:

  • Cycle 1 (Every 10 Seconds): Dampen Magic, Burning Embers, Heroic Slash, Inner Rage
  • Cycle 2 (Every 20 Seconds): Volatile Armor, Shuffle, Cycle 1 Skills
  • Cycle 3 (Every 40 Seconds): Molten Armaments, Cycle 2 Skills

Otherwise, you should be light attacking every few seconds to proc your enchant and ultimate gain, and blocking otherwise. Make sure you’re using Burning Talons and Unrelenting Grip on any mobs to keep them from getting to the rest of the group. Always taunt what you can, especially if it’s on your healer or damage. Focus the big guys on your first pull. One last tip: as DKs our sustain comes from ultimate use; unless you’re in a full PUG and want to make sure you don’t collapse when the rest of your team does, don’t hesitate to use your ultimate whenever you have them. If you do happen to be suffering from sustain issues with this build, that’s your solution. Alternatively, replace Standard of Might with Spell Wall, a morph of the new 1H/S ultimate, which only costs 100 so should be up often.

Notes on veteran Trials: I have tanked everything except veteran trials and DSA with this setup. The main change I would consider to this build is changing a jewelry enchant to physical resistance, just to make sure we are always fully capped on resistances when buffed. That being said, this build is dangerously reliant on keeping buffs active for our mitigation, and if they drop we’re not much better off than the DPS, which in a veteran trial is a no-no. I can’t really argue for getting away from heavy armor here. However, if you have the skill points to spare, it’s only a few extra to get all the important benefits for actually tanking (Wrath passive be damned). Using suggestions from others in this thread and others, I’ve elected to try an ultimate regeneration build that plays to the strengths of a DK, particularly the Battle Roar passive. I won’t take up a full write-up but here’s the jist:

[img]http://i.imgur.com/60WHB65.png[/img]

The main idea is this: take advantage of every ultimate generation mechanic we can get through Tava’s favor and Blood Spawn, and combining this with Akaviri Dragonguard to reduce their costs and have them up even more often! So far my tests have been pretty successful overall, the main one being veteran DLC dungeons. Your mileage may vary depending on how good at tanking you are, but I encourage trying this out as well!

PvP

This section will be lacking for a while, as I don’t enter Cyrodiil very much simply because I’m not compelled to often enough (not even regarding the cheating issue). On top of this, magicka DK is notoriously difficult in PvP at the moment. In the meantime I will refer you to what I’ve been theorizing until such time as I can flesh this section out with a proper build. In that regard, Sypher has recently released a magicka DK build (granted, also using vampire and heavy armor) that looks promising, and I encourage those of you interested to check him out. I will likely be using his setup as a base to adapt it to our build here. A variant I’ve been using while I farm for the sets has been very successful for me in duels; don’t expect to 1vX with it, though.

GEAR

I’ll outline my current setup and what we’d ideally use.

5x Burning Spellweave: Getting this in Impenetrable will be a significant bonus to our damage when it activates, and luckily if you’re farming this for your DPS build it is very likely you’ll get a set in Impen while you’re at it. Spinner’s is also a very popular pick, but since it’s so popular it’s also ridiculously expensive. it’s up to you here, but the main idea is getting a set that boosts damage. Kagrenac’s is also a good option here, especially in a group where you will likely be in a support role.

5x Shroud of the Lich: Arguably the best direct sustain boost for a magicka build, which is what we need here. I don’t really see this build fully working without it, but I haven’t farmed the pieces yet. anyone that has them, let me know if you can try this out and see how it goes! Crafted replacements for this include Seducer and Magnus.

2x Infernal Guardian/ Valkyn Skoria/ Grothdarr: Infernal Guardian is ridiculously good. High proc chance, large mortars, and pulls people out of cloak to boot. In duels it’s devastating since there’s only one target, so the “farthest enemy” qualifier is a moot point. In open world I’m not so sure but others seems to be having a lot of success with it. With our DoT’s Valkyn also makes sense and also provides needed burst damage, and while Grothdarr isn’t bursty in the same way the damage is still very nice, especially in AoE pushes. I think this is a matter of “what are you doing” rather than “what is best”.

SKILLS

Again, massive disclaimer that this is highly subject to change, and may not be as strong as you’d want it to be. I’ve had it working well though.

[img]http://i.imgur.com/52z1l1z.png[/img]

Bar 1:

  • Molten Whip: Our main attack. Either this morph or Flame Lash would work depending on how its used. Note that while Molten Whip doesn’t heal you, a) you need Molten Whip for every other PvE situation and b) Molten Whip strengthens Burning Embers, which does heal you.
  • Burning Embers: Dragon Blood is a poor excuse of a heal in PvP. Even with Battle Spirit debuffs, however, Burning Embers can easily heal for half your health or more. The DoT also keeps your enemy on their toes. THis is your greatest weapon; try your best to be in a position to use it (difficult due to its melee range).
  • Obsidian Shard: A useful CC that also heals you; extra healing is never bad. Another option I used previously (better in 1v1’s) is Fossilize for the additional root after the CC breaks.
  • Dragon Fire Scale: Another no-brainer, we can’t pass up the opportunity to mitigate roughly a little less than half the damage in the game. Unfortunately the good players know this, so it doesn’t quite work out that way.
  • Burning Talons: Very strong DoT that immobilizes targets. Get around them when you get them and go to town.
  • Eye of the Storm: If you kill someone with this build, it’ll likely be with this. This ultimate is ridiculous, and we need to take advantage of it. We use this morph for the same reason we can’t really use Standard: it’s too easy to move out of stationary AoE’s.

Bar 2:

  • Engulfing Flames: Another DoT that boosts all flame damage. Replace this with something else if you wish, but I think the boost to our damage is pretty necessary. we don’t have a lot of burst outside of ultimates and procs.
  • Dampen Magic: A no-brainer if we insist on wearing light armor. Even with the Battle Spirit debuff it still grants a sizeable shield, and we need all the extra resistance to the proc set war that raging out there.
  • Healing Ward: Your primary “Oh ****” button. Use this when you start hurting, and immediately cast Dampen Magic over it so you can get the heal off of it. Originally ran combat Prayer in this slot, and if you’re in a group it may be a better option. I’ve switched it out though mainly because of our CP distribution favoring shields over direct heals, and the particular ultimate we use here.
  • Volatile Armor: Our source of the major resistance buffs, and a nice little bit of extra DoT on top of it if you’re using Valkyn. With our shield stacking it seems counterintuitive to prioritize resistances, but when we don’t have shields we are way too squishy; this buys us a little extra time. Activate on cooldown.
  • Molten Armaments: Buff to our spell damage. Given getting a heavy attack off in PvP is very difficult, Structured Entropy is likely a better choice. When you can get a heavy attack off, though, it’s great damage. Take your pick.
  • Life Giver: As with the other bar, the new weapon ultimates come to the rescue. Super cheap, which means being up often and helping with resources through Battle Roar, and while it doesn’t necessarily stop us from dying (seriously I hate this proc set meta), it does make it significantly more difficult. On top of this it casts 3 very useful abilities at once for free, without needing them on your bar. What the tooltip doesn’t say is that it will cast whatever version of each ability you morphed it to, not just the base versions, which means we get Rapid Regeneration, Combat Prayer, and Healing Ward all at once, setting us up for the offensive.

Thank you all for reading this admittedly freakishly large post! I’ll be updating this as regularly as I can, as I don’t see myself letting off of the dragon fire any time soon. Especially given that the more CP’s get unlocked, the more viable this will become.

One last note on set selection: ZOS recently teased a chance to proc sets in general, removing crit chance from all of them. Many have cried wolf but I’m personally withholding judgement; it doesn’t seem like they understand the issue with this chance but this doesn’t necessarily mean they won’t also be changing sets individually. In the long run I think our set choices will hold with Update 13, but it may be a smart idea to lean toward stat bonus boosting sets as opposed to direct damage/healing sets in your farming time.

  • This topic was modified 2 minutes ago by Profile photo of chaomera888 chaomera888.

Does Funnel Health or Refreshing Path proc Troll King?

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See subject, does the hot from funnel or refreshing path proc Troll King health regen when you are under 60% health?

The Infinite Tank – Divinely Immortal

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The Infinite Tank

[IMG]http://esoacademy.com/wp-content/uploads/gravity_forms/1-7d8415ec636a9e5e54979f461a50eb91/2015/08/art-eso-nord-zoom.jpg[/IMG]

UPDATED: November 1st 2016

Note: I can’t take full credit for this build. It’s based on blazing shield builds of many others who have done it in the past, this is just my version of that sort of build. This build also still will be refined as i’m just starting to get into tanking. (this is my alt)

Objective: Create a strong, extremely difficult to kill endgame PvE tank that can take serious sustained punishment while being able to do damage as well.

Theory: This is a Templar Magicka Based Tank that will use blazing shield as it’s main spammable skill. Blazing shield get bigger the more health you have so we will go very strong into health and also strong into magicka regen. While the cost for Blazing shield isn’t high, we will be using it over and over again so strong magicka regen, and strong health numbers are the main focus here.

Race: Nord – For the max health and damage reduction passives. (note: we aren’t interested much in stamina with this build) Plus I love the Lore of playing a Nord.

Mundus Stone:

Atronach (magicka regen)

Attributes:

64 – Health

0 – Magicka

0 – Stamina

Armor: 6-Heavy 1-Light (Infused on big pieces and divines on small pieces)

4pc Heavy PLauge Doctor – grants lots of health!

2pc Heavy Ebon - Grants health (although if you can find the right Plauge Doctor pieces to use two monster health helms, that would be better)

1pc Light Transmutation – for magicka regen bonus

Jewelry:

Necklace of Endurance – Healthy – Magicka Regen Enchant (just interested in 1set health bonus)

Ring of Endurance – Healthy – Magicka Regen Enchant (just interested in 1set health bonus)

Plauge Doctor Ring: To complete the huge health 5pc bonus of Plauge Doctor

Food: Banana Bunny Hash,.. Adds Max Magicka and Max Health… love the stuff!

Weapon 1: Sword and Shield

1pc: Sword of Transmutation – Defending – any enchant that incorporates restore magicka

1pc: Shield of Transmutation – Health enchant – Infused

Weapon 2: Resto Staff

1pc: Restoration Staff of Transmutation – Defending – Any absorb magicka enchant

Potions:

Cheap Stamina Potions – Since our stamina pool is low and our regen not that great, we have this incase we run out and need to taunt. We only use one stamina ability so it doesn’t happen very often.

Skills

Bar 1:

Pierce Armor – Our main taunt which also applies Major Breach & Major Fracture (reducing resistance of enemy)

Blazing Shield - Our main skill which this build focuses on. This will be spammed either every 6 seconds (it’s duration) or just before it’s about to expire because of taking damage. Either way it will absorb damage and explode damage out in AoE fashion. The higher your health the higher the shield is, and the higher the damage is.

Channeled Focus – This will always be down for two reasons,..1: It grants a good amount of physical and spell resistance 2: it grants loads of magicka regen which we will need since our magicka pool is small.

Structured Entropy – This is here for the passive max health bonus, adds 8% max health! plus magicka bonus through mages guild passives

Repentance – used for passive 10% regen to magicka as well as stamina and heath resources from dead bodies.

Ultimate – Solar Prison – Good damage mitigation, decent AoE and a great synergy.

Bar 2: (note, i’m not on this bar for any long time,..just to use an ability then I switch back)

Bone Shield – A stamina based shield very similar to blazing shield, take the damage morph and use this as supplimental, with both blazing shield active and this shield active, you have a 46k shield with 60k health!! (106k total)

Radiant Oppression – For boss execute or when you need to laser beam anyone.. only use this when below 50% heath or else you don’t get the 330% increase in power.

Purifying Light – Pop this on bosses every now and then for a pool of healing, granting your group Minor Sorcery as well as a bit of damage to the boss.

Inner Fire – Ranged Taunt, only use when needed. No need to morph this skill. It has a high magicka cost and not needed most of the time, but when it is needed, it sure is handy!

Ultimate – Practiced Incantation – a 6s pause for emergency purposes, grants health and also immunity to all cc effects during the 6 second channel. Lets our magicka and stamina have 3 regen ticks also to gain resources if we are out.

Basic Rotation:

For Mobs:

Channeled Focus -> Blazing Shield Spam -> till they are all able to be consumed with repentance!

For Boss:

Channeled Focus -> Blazing Shield -> Run and use Pierce Armor -> Position Boss with back toward DPS -> Channeled Focus -> Blazing Shield Spam (with Bone Shield Supplimental when needed -> Pierce Armor to keep taunt. -> DO NOT HOLD BLOCK (a little weird i know) only use block for boss heavy hits or when needed otherwise you will lose stamina which is needed for taunt or dodge roll.

Champion Points:

RED

Strong into Bastion – (you will see the tool tip on Blazing Shield show higher percentage of damage will be delt from shield)

Rest 50/50 split between Elemental Defender and Hardy (reduces damage)

BLUE

Heavy into Elemental Expert and some into Elf Born then spell pen (increase damage & increases damage on spell crits)

GREEN

Heavy into Magicka Cost Reduction (Magician) and Magicka Recovery (Arcanist)

Conclusion

This is built for 4-man content, I haven’t tried trials, so I still have a bit to learn but i’ve done vWGT, vICP and vCOA with this build and it was with ease.

Below are my UNBUFFED stats (except for food)

 I’ve found this tank to be sooooo much fun to play. You’re basically immortal!

[IMG]http://i63.tinypic.com/209r154.jpg[/IMG]

Cheers all and have fun.

  • This topic was modified 1 month, 3 weeks ago by Profile photo of JKith JKith.

Good and accurate leveling guide

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im currently leveling professions and was wondering does anyone know an accuarate upto date crafting&gold guide ik how alot of peoplpe who make probably millions a month in gold but was wondering if anyone knew or could share a guide for leveling and possibly making good gold so i can purchase gear or materials when they become scarce ? please and thank you :)

 

Why are you joining the Ebonheart Pact? II

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Please post and discuss reasons for why you are going to join the Ebonheart Pact.

Note: Please refrain from RvR rivalries in this thread.  This thread is for those wishing to join this faction to talk about what has attracted them to this faction.  Posts going off topic will be removed from the thread.

  • This topic was modified 2 years, 10 months ago by Profile photo of Nybling Nybling.

"Looking for Guild" – Xbox One

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PLEASE READ BEFORE POSTING

If you are an un-guilded player who is looking for an active guild to join in anticipation of TESO, please use this thread to post a little bit about yourself, so interested guilds may contact you. There are no specific rules about what you should include, however, the more accurately you describe yourself as a gamer, the better chance a guild with similar interests has of finding you.

→ Guild Leaders: Do not advertise your guild in this thread. If you see individuals who are LFG that you are interested in recruiting, please contact them through private message. This thread is for un-guilded players. If you advertise here, not only will I delete the post from this thread, but I’ll find your main guild recruitment thread and delete that too.

→ Players: if you successfully find a guild, please edit your original post to indicate that you are no longer LFG. Otherwise you will likely continue receiving PMs.

[PvP] – "Hailstorm" Magicka Sorcerer PvP Build – Solo/Group – One Tamriel

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hi guys! this is my magicka sorcerer build for One Tamriel. group and solo setup change only for the skills so you can easy choose which you like and change it really fast!

 

Race:

– High Elf

– Dunmer

– Breton

Stats:

– Magicka: 37856

– Health: 22605

– Stamina: 14811

– Magicka Regen: 1574

– Spell Damage: 2500 buffed

– Spell Crit: 32%

– Critical Resistance: 2k

Food:

– Max Health, Max Magicka and Max Stamina

Potion:

– Tri-Stat potions

Gear: 5 light + 1 medium + 1 heavy

– Spinner: 5 pieces, all impenetrable, 4 pieces of armor, and destructio staff (lighting)

– Lich: 5 pieces, 1 pieces of armor (light – divines), Jewerely (arcane) qith spell damage, Restoration Staff (sharpened or powered)

– Infernal Guardian: Impenetrable, 1 Heavy 1 Medium

Champion Ponts:

– Thaumaturge: 20

– Spell Erosion: 30

– Elemental Expert: 100

– Elfborn: 27

- Blessed: 10

– Tumbling 20

– Arcanist: 77

– Magician: 90

– Quick Recovery: 20

- Bastion: 90

– Hardy: 24

– Elmental Defender: 23

– Resistance: 30

Skills:

Destro Bar:

– Hardened Ward

– Velocious Curse

– Crystal Fragment

– Crushing Shock

– Mage’s Wrath

– U: Eye of Thunder

Resto Bar:

– Streak

– Harness Magicka

– Healing Ward

– Power Surge

– Boundless Storm

– U: Energy Overload

OL Bar:

– Streak

_ Daedrick Minefield

– Defensive Rune

– Hardened Ward

– Efficent Purge

Destro Bar (for Group):

– Hardened Ward

– Elemental Blockade

– Crystal Fragment

– Restraining Prison

– Mage’s Wrath

– U: Eye of Thunder/ Negate

  • This topic was modified 1 month, 3 weeks ago by Profile photo of Luckyluke92 Luckyluke92.

[PvP] "Bomblade" Magicka NB Group PvP Build – One Tamriel

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Hi guys! This is my Magicka NB Build for group PvP! don’t use this build for Solo unless you want to be a bomber, because it has no protection and not so high healing and you will die really fast!
The damage is really insane!

Race:

– High Elf

– Dunmer

– Breton

Stats:

– Magicka: 40420

– Health: 25579

– Stamina: 9435

– Magicka Regen: 1245

– Spell Damage: 2500 unbuffed – 4100 buffed

– Spell Crit: 49%

– Critical Resistance: 2043

Food:

– Max Health and Max Magicka

Potion:

– Magicka + Spell Damage

Gear: 5 light + 1 medium + 1 heavy

– Alchemist: 5 pieces, all impenetrable, 4 pieces of armor (heavy chest, medium leg, light other 2 pieces) and destructio staff (fire)

– Vicious: 5 pieces, 3 pieces of armor (light – divines), 2 rings (with spell damage glyph)

– Willpower: neckle (arcane – spell damage glyph) and 2 sword (sharpened)

Champion Ponts:

– Thaumaturge: 10

– Spell Erosion: 55

– Elemental Expert: 92

– Elfborn: 10

– Tumbling 27

– Arcanist: 75

– Magician: 85

– Quick Recovery: 22

– Hardy: 50

– Elmental Defender: 50

– Thick Skinned: 15

– Resistance: 50

Skills:

Dualwield Bar:

– Lotus Fan

– Siphoning Attacks

– Mass Hysteria

– Sap Essence

– Inner Light

– U: Soul Harvest

Destro Bar:

– Double Take

– Vulcanic Rune

– Shadowy Disguise

– Shallow Soul

– Proximity Detonation

– U: Eye Of Flame (destro ultimate)

Simple Questions – Simple Answers Thread VIII

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Replies: 574

To avoid a thousand little threads that can be resolved with one post and source link, let’s just throw every question might you have in this thread and keep the forums clean for actual dicussions.

How to use this thread:

  1. Try Google, Tamriel Foundry’s search function or have a look at our Development FAQ before you ask a question. Check the frequently asked questions further down as well. Otherwise we’ll have to answer the same question every other page.
  2. Answer other people’s question only if you you know the answer. Wrong or unclear answers will be removed. Try to provide a source.
  3. This is not a thread for discussion or smalltalk. Anything that isn’t a question, an answer or the opening post will be removed.

Other threads you might want to consult:

Previous SQSA threads

A Long Guide to Nightblade PVE Healing in One Tamriel: The MadGod

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Replies: 10

Purpose:

To share an effective build that works in end game content. To share strategies and safeguards against downfalls of being a nightblade healer. To break traditional roles and create a build that is not only has effective group utility, but outshines (in all possible ways) that of the Templar healer.

Introduction:

After getting into the 300-350 champ point range I realized that Templar healing had become something of a bore to me. In order to enjoy myself as a Templar healer I was forced to a: run vet trials or things like vet Dragonstar Arena, or b: join a group of newbs and power heal them through a dungeon. Thus I decided to create a BloodMage healer (as they’re often called).

Now, keep in mind, I would not create this as a first character, and maybe not even a second. You need to have plenty of experience healing and at least a little experience DPSing to properly execute this build. Further, I recommend going in with 100 Champ points into Blessed at the start of creating this build so that you can go into Normal dungeons as a healer role and not totally screw your team. The quicker you can get into Normal dungeons and begin working on rotation, the easier it will be later on in Vet dungeons.

Strengths:

1) Best part, of course, being able to DPS and heal at the same time! If you have ever read another bloodmage build before you know that this is what we go crazy about! There is an argument that you should just let the DPS do their jobs and heal them through whatever shit they get themselves into. While I do agree that a healer should…umm heal…the primary goal is to kill shit and move onto the next thing! The faster things drop, the less healing you have to do. My counterargument is: if you can DPS without sacrificing heals then you are doing a better job than other healers. I have had plenty of people start a dungeon with me on the first groups of adds and ask if the dungeon is set to vet. Shit drops that fast!

2) Nightblades give stronger HOT heals and buffs than Templars.

3) Single player content is not nearly as boring.

4) You can normally que as both DPS and Healer. Just switch out your resto staff for destro staff, switch a few skills, and BAM! You are now a DPS.

5) It is less boring than Templar healing because when everyone is at 100% health you can still do things other than Radiant Oppression or spamming Shards.

Weaknesses:

1) No spammable burst heal (ie: Breath Of Life). While I do agree that this kind of sucks, it is not the end of the world. I hardly ever even use BOL anymore on my Templar anyway unless the content is really intense.

2) No class skills to get rid of Negative Effects (ie: DOTs, poison, disease, fire, resistance drops, etc.). This is something that you really have to power heal through, but I will provide possible fixes for this later.

3) No class skills to give back stamina (ie: Repentance and Shards). I will provide possible fixes for this later.

So, let’s get into the build.

Race: I run a Breton, but High Elf or Argonian could be good second choices.

Bar 1: Dual Wield (Swords)

(Why dual wield and not destro staff? The main, if not only, reason Templar healers run Destro staff on back bar is for the Elemental Susceptibility skill which reduces the spell resistance of whatever enemy you throw it on. The Nightblade has the Reaping Mark skill which is way better, more on that later.

Secondly, it is super important that you go only swords on the Dual Wield, and the only thing you are putting skill points into in that tree is the very last passive, Twin Blade and Blunt, gives effectively will give you 5% extra damage done. Do not settle for daggers or anything else, they will not help you in this build.

Thirdly, it is recommended that you spend some time leveling Destro Staff because sometimes it is still fun to DPS on this build when you aren’t required to heal. More on that later.)

Ultimate: Soul Harvest (Morph of Death Stroke) or Aggressive War Horn (Morph of War Horn)
Soul Harvest is there because it gives back Ult hella fast, it can nearly be spammed, it increases your DPS on target (which in turn increases your heals on your allies), and because with the Hemorrhage passive every time you crit you give your team Minor Savagery!

Aggressive Warhorn is a secondary option and possibly a more popular one. It is pretty clear why you would have it especially in trials.

1) Sap Essence (Morph of
I use this on adds to just help take them down quickly. This is essentially your burst heal but it is only super effective when there are 3 or more enemies. I do hit this once and a while against single target enemies to give me Major Sorcery as well.

2) Refreshing Path (Morph of Path of Darkness)
Keep this up at all times and try to cast it right where your allies are standing! Not only does this give some pretty awesome heals, but it also gives you Major Expedition, Major Resolve, and Major Ward with the Shadow Barrier Passive.

3) Flex Spot, I use either: Dark Shades (Morph of Summon Shade), Cleanse (Morph of Purge), or Impale (Morph of Assassin’s Blade)
Dark Shades: I use this the most often of the three because it debuffs the enemy with minor maim, causing them to do less damage. Less damage dealt means less you have to worry about healing.
Cleanse: Super important to have when you need it! Do some PVP and unlock this ASAP! This is the only skill nightblades can use to take away negative effects! I only put this on my bar if I am going up against a dot heavy boss or dungeon. A must have for both White Gold Tower and Imperial City Prison! This skill is fucking costly so do not waste it!
Impale: I use this if I am in a relaxable dungeon and just want to have an execute. Having this on my bar has actually saved the team before just because everyone else died and I was able to execute quickly. Keep in mind that dpsing with this puts out no heals so use it only when you know the moment is right.

4) Funnel Health (Morph of Strife)
This is your main spammable ability. The higher you hit with this ability the more health you and your allies get back! This puts a HOT that ticks every 2 secs for 10 secs on only one person at a time, but you can increase that time by spamming it over and over. Normally my funnel health hits for at least 9K with 32% of that going toward heals, so my HOTs tick for about 3.2K every 2 secs!

5) Inner Light (Morph of Mages Light)
Everyone knows why we keep this skill. Increased Crit % and more magicka. Very important.

Bar 2: Resto Staff

(With this build your DW is going to hit harder than your resto staff so clearly your Funnel Health and Sap Essence are going to be stronger on your DW.)

Ultimate: Either Soul Siphon (Morph of Soul Shred) or Aggressive War Horn (Morph of War Horn)
Soul Siphon: This is your only real burst heal and it heals really fucking well! Costs very little Ultimate, gives everyone Major Vitality, and puts a HOT on everyone! If you put Soul Harvest on your other bar you can nearly spam Soul Siphon all the time!
Aggressive War Horn: Same reasons as before.

1) Flex Spot, I use either: Reaper’s Mark (Morph of Mark Target), Siphoning Attacks (Morph of Siphoning Strikes), or Impale (Morph of Assassin’s Blade).
Reaper’s Mark: This is the one I use the most for boss fights. It is way more powerful than Elemental Susceptibility because it applies Major Fracture and Major Breach, If the enemy dies it gives you back health and applies Major Berserk to you, and procs your Assassin’s passives! Just make sure you are casting it every 20 secs or so.
Siphoning Attacks: I run really high Mag Recov so I very rarely use this, but if you find sustainability difficult go ahead. It will also proc your Siphoning passives giving you an extra 2% Healing done.
Impale: Same reasons as on bar 1. Don’t run this skill on both bars.

2) Combat Prayer (Morph of Blessing of Protection)
Not only does this burst heal (Not a strong burst heal so don’t rely on it) but it also gives Minor Berserk, Minor Resolve, and Minor Ward! The Berserk is especially important for you because it is going to cause your Funnel Health to hit harder.

3) Mutagen (Morph of Regeneration)
I have tried both morphs of this on this build and for the Templar healer I like Rapid Regeneration more, but as a Nightblade it is just nice to have a failsafe. Mutagen is the perfect skill because it is a HOT on top of your Funnel Health HOT and if someone runs low on health the mutagen helps them out. With no BOL this is super helpful!

4) Ward Ally (Morph of Steadfast Ward)
I use this in DOT heavy fights mostly and this shield can normally protect an ally enough till their HOTS bring them up to full health. This is especially helpful is fights where you are really spread out.

5) Healing Springs (Morph of Grand Healing)
Of course you have to have this skill as a healer, it is super important, and it stacks! On the NB healer I hardly ever throw down HS though because of all the HOTs that I have running, but if things get stressful have everyone stack up, pop 3 of these underneath everyone, and you will find a happy place.

Rotation:

Pop Mutagen and Combat Prayer before every fight. Run in and hit at least one enemy with Sap Essence to give yourself Major Sorcery. If there are easy adds I just keep spamming Sap Essence until they are all dead because no one is going down as long as you do that. If there is one tough add or a boss be sure to cast all debuff skills on it, keep up your buffs and HOTs and start spamming Funnel Health. Pop your Ultimates whenever you get them (and you will have them a lot because you are a Nightblade.

Champion Points:

Blue: Blessed: 100, Elfborn: The Rest.

Red: Quick Recovery: 30 (For passives in case you need to res someone), Split the rest between Hardy and Elemental Defender as you like.

Green: Split between Arcanist and Magician. I prefer putting more in Magician, but that is really up to preference.

Mundus:

I run The Shadow, but the Thief is another good choice.

Gear
I will list a few different gear setups just for diversity. The most important thing is that you have 5 piece Spell Power Cure. It would be best to get 3 piece jewelry for that, and maybe SPC weapons (1 resto staff, 1 sword). Also, go Divines on all 7 pieces if possible

Monster Sets: I know that monster sets are not popular on healers but as of One Tamriel we have some choices. The sad thing is most people cannot see the potential of Monster sets for healers because they always think of them for Templars, but they never seem to try them on Nightblades. I have tried quite a few and I have found 3 that work well for me.
1: The Troll King: This set seems ridiculous. Health recovery increase to ally if your heal does not put them over 60%. That really just sounds ridiculous on a Templar healer because of the amazing burst heals. But, because of all the HOTs I drop as a nightblade healer everyone’s health recovery pretty much stays at a constant ungodly rate! I may have 3 HOTs tick at the same time, but the set procs based on each individual heal. And the best part, there is absolutely no cooldown (as of yet)!
2: Sentinel of Rhugamz: This set is helpful to the Nightblade healer because it gives back stamina to the people that stand around the dwarven spider. As nightblades can’t give back stamina this is a fix (but not necessarily a solution). The main downside to this is that you don’t know where it is going to drop and you can’t always stand near the tank waiting for your monster set to proc. I would only really use this in trials where you are in the middle of everyone pretty much all the time.
3: Iceheart: I especially like this set for the spell critical on the first piece. If you are with a group that you are pretty sure aren’t going to have a problem this is a fun set to run. Damage the enemy, get a shield, damage more enemies. Couldn’t be more simple.

Starting Out
Weapon 1: Julianos Sword
Off-Hand: Julianos Sword
Weapon 2: Julianos Resto Staff (Destro staff if DPSing)
Head: Monster Set
Chest: Julianos/SPC
Shoulders: Monster Set
Waist: Julianos/SPC
Hands: Julianos/SPC
Legs: Julianos/SPC
Feet: Julianos/SPC
Neck: SPC
Ring 1: SPC
Ring 2: SPC

Explanation: Just make sure you have 5 SPC at all times and 5 Julianos on the DW bar. When you switch to your staff you will lost a 5<sup>th</sup> passive from julianos. This is hardly the end of the world, but if you don’t want that to happen you could substitute a monster set piece for a julianos piece.

Advanced
Weapon 1: Torug’s Pact Sword/ Infallible Aether Sword
Off-Hand: Torug’s Pact Sword/ Infallible Aether Sword
Weapon 2: Master Resto Staff
Head: Monster Set
Chest: Infallible Aether/SPC
Shoulders: Monster Set
Waist: Infallible Aether /SPC
Hands: Infallible Aether /SPC
Legs: Infallible Aether /SPC
Feet: Infallible Aether /SPC
Neck: Infallible Aether /SPC
Ring 1: Infallible Aether /SPC
Ring 2: Infallible Aether /SPC

Explanation: You want to have the 5 piece SPC running at all times! Make sure you have at least 3 piece Infallible Aether to gain bonus damage against monsters. You could go 5 piece Infallible Aether if you can get 2 good swords and weave in heavy attacks to give extra DPS, but getting 2 Infallible Aether swords may take a bit of time and energy. Again, substitute pieces as you see fit.
The Master Resto Staff is the one that you get from completing Vet DSA (and is a fucking bitch to get I might add!) and this staff is desired by all healers. This is the best way for NBs to give stamina back to their teammates because every time you pop healing springs the first tick gives back stam. If you don’t have this staff don’t feel bad. Just tell your group to get better self-sustain.

PVP
Unfortunately, this is something a bit lost on me because I am not much of a PVPer, but I did notice when I was grinding AP that the enemies didn’t target me as much as they do on my Templar. I believe this is because of my funnel health. Most people are watching for Templars casting big circles around them, runes, mutagen, etc. But no one is really watching for a nightblade casting funnel health. It was kinda fun to hang back and watch enemies try to take out a dragonknight while I was stealthily healing him from afar. If someone wanted to create a good PVP loadout for this build I would be happy to add it to this section later.

Overcoming challenges:
Stamina:
Master Resto Staff and Sentinel of Rhugamz
Negative Effects: Cleanse is clearly the best option we have, but if you don’t have SPC yet you could get the Sendar’s Mercy set which has a chance to remove up to 5 negative effects on heal. I would not pair this with SPC though as you will lose a LOT of DPS. This set is super easy to farm in the overworld and sells for almost nothing in traders.

Group Communication:
When going into an easy dungeon I may not say anything to my teammates, but when getting into more difficult content I always tell my teammates that I am a Nightblade Healer. I tell them how I heal and for them just to watch for problematic situations. The closer the group stays together the more likely we are to survive (In most situations). Communicate. For example: tell them to stack up on boss for heals and blast your healing springs. When facing Molag Kena I ask my team to say the work ‘hit’ when they get a DOT on them that way I know when to use Cleanse.

Trials Healing:
Healing trials on an NB is going to be quite a bit different to dungeon healing. The reason for this is numbers (clearly). You are going to end up being on your Resto Staff bar more often than DW (which sucks, but is important) because of the need to overcast Healing Springs and Combat Prayer (These skills are a must for trials!)
There is an even bigger reason why we stay on Resto staff more than DW and that is because healing the group takes precedence over doing DPS. Your Mutagen only hits 2 people at a time (sometimes just 1 other person) and your Funnel Health ALWAYS only goes toward 1 other person at random! In a dungeon this is fine because you only have 3 other people, but in a trial you have 11 other people to put HOTs on, which means you will have to cast this skill 3x more than you do in dungeons! So, not only do you have to worry about keeping Healing Springs and Combat Prayer up 100% of the time, but you also have to cast Funnel Health 3x more often (Holy Fuck)!
How To Take Some Pressure Off:
This is the only situation in which I would advise putting Funnel Health on your Resto Staff bar. Yes, you are going to lose damage output and your Funnel Health heals won’t be as strong, but that is better than being ungodly overwhelmed having to switch bars every 5 seconds (literally). Replace Reaper’s Mark and put that on you DW bar.
Also, because Funnel Health is now on your Resto Staff (which has essentially become your main bar) your damage output is going to be shot anyway. For this reason you can switch your DW to a Destro Staff for Elemental Susceptibility. This will lower your damage output on your (now) back bar, but you won’t really be on this bar as much.
Why Elemental Susceptibility instead of Reaper’s Mark for trials? Because you can put ES on multiple targets and it refreshes on damage, and in Trials we often have a shit ton more to worry about than refreshing Reaper’s Mark on a single target every 20 seconds! Cast ES once and it is essentially there until the mob or boss is dead.
Replacing your DW for Destro Staff is more preference than anything so feel free to play with this to figure out which way you like more.

No matter what you decide to do with your back bar you need to have Energy Orb (Undaunted Skill, morph of Necrotic Orb) on it and you need to shoot out like 5 orbs whenever you get a chance to switch bars. It helps a lot that people can just heal themselves when needed, and the benefits of activating that synergy are just incredible!

Ultimates:
Put Soul Siphon on your Resto Staff Bar because this will give you an additional 2% healing done.
Put Aggressive Warhorn on your back bar (DW or Destro Staff).
When to use ultimates: If Aggressive War Horn is already up (because a lot of people will be running it in a trial group) pop your Soul Siphon as soon as possible, then save your ultimate. Communicate with your group and if no one has a War Horn then it is your turn to use it. Keep popping Soul Siphon as much as you can. Use good judgement and DO NOT stack multiple War Horns! You need to Pop Soul Siphon directly in the middle of your group so that everyone gets the full benefit and so that everyone can use the synergy.

Closing:
This build is super fun to play and after getting into it Templar healing becomes somewhat boring. There are plenty of situations in which I would still run a Templar healer (Vet DSA, Trials Leader Boards, etc.), but for all other content I love playing my Nightblade! The ability to DPS and heal at the same time just adds a level of excitement to the game that I have yet to experience on any of my other characters, and this one has easily become my main.

  • This topic was modified 2 weeks, 4 days ago by Profile photo of BloodOfAWiseMan BloodOfAWiseMan. Reason: Trials Advice

[NL/BE] Broeders GuildRecruitment (Dutch recruitment)

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(Dutch Recruitment) Nederlandse guild “Broeders” zoekt leden! We proberen een Nederlandse community op te richten. Denk hierbij aan samen dungeons spelen en andere activiteiten. Iederen is welkom mits voldoet aan de eisen, ook zusters zijn welkom.

**eisen:

*Nederlands/Belgisch sprekend.

*Normen en waarden heeft.

Er kan een email gestuurd worden of in xbox een een bericht sturen naar Capt MilkyWay!

CP Optimisation #beta

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Replies: 14

Hi guys,
maybe some of your fine folks want to help me building a “kind of” easier way for people to find the perfect CP distribution.

I tried to build a spread sheet that helps you filling in the correct numbers in the CP Calculator of @Asayre. It’s the first attempt, maybe it’s shitty, maybe its helpful – you guys have to decide. Only works for Stamina DK, Stamina NB and Stamina Sorc so far. If the idea is shitty to beginn with, I dont wanted to waste too much time.

If you are interested in participating:

Just go to https://drive.google.com/open?id=1FlCNaE6kW3Ts1Vry0Z4QNGb64Zc4bYYDEUqxBImhGNQ and try to use it.

Any feedback is great. If you see easier ways to achieve my goal, that’s even better :)

  • This topic was modified 3 weeks, 3 days ago by Profile photo of Jeckll Jeckll.

Lots of questions RE healing, light armor and crafting

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Replies: 1

 

Hi all!

Although I played some time ago for some time, I consider myself a new ESO player. This game is somewhat more complicated than the likes of WoW so I have some questions.

Question 1.

As a clothed Breton Templar healer with restoration staff, how necessary is crafting and what is more crucial than other aspects? For some reason, ESO crafting seems rather complicated and time-demanding. Should I do all the crafting I find useful, I would involve myself in provisioning, alchemy, enchanting, clothing and woodworking. Anyhow, I don´t have the time or the energy for all that.

What I really don´t get is the usefulness of clothing. As I level my templar, what really seems to matter stat-wise are the enchantments. I always choose gear with most Magicka as an enchantment. From this perspective I would tend to think that Enchanting should be the one profession to start levelling if I want to be able to affect my Magicka level the most. Am I right or horribly wrong?

I know there must be a lot to crafting I´m still not getting. I need to get better picture of crafting strategies as a whole before I decide what to do.

 

Question 2.

I´m an experienced healer in WoW. For some reason I´m a bit intimidated about getting to dungeons in ESO and I haven´t done that just yet. I would like to know some basic requirements for my healer templar before getting into a group. I don´t want to waste other people´s time going there just to let everyone see I don´t know what I´m doing, for example, not having the right potions or lacking tremendously in gear due to some aspect I´m not familiar with.

What aspects are there to consider when trying to figure how ready I am to go to a dungeon?

– potions

– food

– enchantments

– Minimum Magicka Level

– Minimum Health Level

– Must-have addons

– Must-know game mechanics

 

Things like that.

 

All input apprectiated!

 

Best Regards,

Corpmiél

 

 

 

 

 

 

 

 

  • This topic was modified 20 seconds ago by Profile photo of mrowmrif2 mrowmrif2.

Join the LARGEST Trade Alliance on Xbox One!! NA!! 3400+!!!

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Replies: 431

Come One, Come All!

Join the largest guild alliance on Xbox One!

We are 2900+ STRONG

!Be part of the fastest growing guild alliance on Xbox One!
We have a large trading network with guilds in all alliances with also members that do PvP & Dungeons DAILY!
We have 5 different Guild Traders!
Our guilds are the following:
  • Three Banner Trade Union 450+ Members
  • Three Rivers Syndicate 450+ Members
  • Daggerfall Trade Union 450+ Members
  • Merchant’s Union 450+ Members
  • Three Banner Alliance 450+ Members
  • Genuine Traders 450+ Members
  • Three Banner Corporation 450+ Members

If you want to join post your Gamertag or message one of our guild leaders!

Join the alliance on the NORTH AMERICAN Server!!

Once you join a guild, make sure to follow the guild instructions to the alliance webpage to get all the alliance info.

  • This topic was modified 1 year, 4 months ago by Profile photo of Tanklim Tanklim.

Good and accurate leveling guide

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im currently leveling professions and was wondering does anyone know an accuarate upto date crafting&gold guide ik how alot of peoplpe who make probably millions a month in gold but was wondering if anyone knew or could share a guide for leveling and possibly making good gold so i can purchase gear or materials when they become scarce ? please and thank you :)

 

Alanarre's Invincible DK ShieldTank

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Replies: 125

Alanarre’s Invincible DK ShielDTank

Changelog

5 Dec 2016 – Updated throughout to maximize group shields per second

 

Overview

Ok, this build isn’t actually invincible (no cheat engine required), but it makes you feel invincible, and it can survive most one-shot mechanics with ease. The core idea here is to get 70-75k Max Health and then use shield abilities that scale off of your health. In particular, Igneous Shields can shield you for 30k per cast and shield the group for 13k, giving insane individual and group survivability. This is a build for No Death runs and extremely hard content.

Strategy

Any build has a ton of trade-offs. To guide our decision in this build we’ll focus on maximizing group damage shielded per second, by increasing Max Health for larger Igneous Shields, and Magicka Recovery / Magicka Cost Reduction for more shields per second.

Race

Best choice for Maximum Health is Imperial with +12% Max Health, honorable mentions for Nord (9% Max Health, 6% Damage Reduction), and Argonian (9% Max Health, 5% Healing Taken). Imperial gives the largest group shields, Nord gives more individual survivability, since the 6% damage reduction applies to your own shields.

Attributes

Everything in Health

Mundus

The Atronach (more magicka recovery)

Vampire / Werewolf

I like to run this as a vampire for extra magicka recovery, damage regeneration, and invigorating drain.

Gear

Maximum Group Shields

5x Plague Doctor (armor / jewelry)

5x Green Pact (weapon /shield / armor / jewelry)

1x Max Health Undaunted Monster Set (shoulder)

1x Max Health Undaunted Monster Set (head)

Weapons should be Infused, Armor pieces should be Divines (more recovery with Atronach). If you can’t get Divines, Infused is second best.

Max Health enchants on the armor, Magicka Recovery on the jewelry, Crusher enchant on the front weapon, Reduce Target’s Damage enchant on the back weapon.

You want the weapons/shield in Green Pact because you lose and regain the set bonus every time you swap weapons and Green Pact has a smaller 5-piece bonus.

I light light/medium for the head/shoulders to get the undaunted bonuses, but heavy works great too.

 

Maximum Personal Resilience

If instead of maximizing group shields, you want to maximize your personal survival, you can use the same build, just swap the head and shoulders for Pirate Skeleton.

Champion Points

Red Tree

Bastion – 100

Elemental Defender – 52

Hardy – 35

Green Tree

Magician – 87

Arcanist – 100

Blue Tree

 

Doesn’t matter too much, consider points in Blessed to boost Invigorating Drain, or put 120 in The Ritual to get the Last Stand perk

Food / Potions

Orzorga’s Red Frothgar for Max Health and Magicka Recovery, dropped Magicka and Stamina potions for most content, tri-pots for challenging content.

Stats

With everything optimized, you should have 70-75k Max Health, 10k Max Magicka, 10k Max Stamina, and 2k+ Magicka Recovery

Abilities

Main Bar

Pierce Armor – primary taunt, provides Major Fracture and Major Breach

Heroic Slash – generate ultimate, provides Minor Maim

Shielded Assault – gap closer, gives a 12k shield

Igneous Shield – main spam ability, shield yourself for 30k, shield the group for 13k

Structured Entropy – +8% Max Health

Ferocious Leap or Magma Armor – leap shields you for 100k, Magma Armor shields the group for 125% of their health.

Off-Bar

Inner Rage – range taunt / magicka taunt

Choking Talons – root groups of enemies, provides Minor Maim

Unrelenting Grip (keep enemies close) or Invigorating Drain (heal for 20% of missing health three times).

Spiked Bone Shield – shields you for 30k, returns damage to melee enemies, synergy shields group for 75% of Max Health

Structured Entropy – +8% Max Health

Aggressive Warhorn – boost group DPS, +10% Max Health

Strategy

This build is strange and awesome. You function as a healer without ever healing and you function as a tank but rarely block. Spam Igneous Shields every 3-6 seconds, keep taunts, light attack and use Heroic Slash every 6 seconds for the ult gen, use heavy attack as filler to refill stamina, use dropped magicka potions to refill magicka. Only block knockdown and CC effects, avoid blocking normal effects since it doesn’t reduce damage to shields. Stay close to allies and have them stay close to you, Igneous only has a 15m range. When you are low on magicka and need a shield, swap bars and use Bone Shield. When you are low on stamina and need a taunt, swap bars and use Inner Rage.

Results

With this build, you can easily heal/tank veteran dungeons with pug dps and get no-death runs. I’ve run this through all of the hardest veteran dungeons and veteran DSA with great results, though for the DLC last bosses on hard mode and vDSA you really do need a healer as well. With this build you can stand in the red almost everywhere with no ill effects. Typical one-shot attacks like Selene’s bear barely hurt you if you have a shield up.

Most fights in veteran trials are easy with this build. I have not yet tanked AA/HRC Hard Modes, and I haven’t main-tanked Rakkhat, but it’s worked everywhere else. Tanking the axes in AA is quite difficult and requires careful stamina management with all of the blocks. Off-tanking in Maw was amazing, on Rakkhat my shields absorbed 50% of the total group damage, including for the main tank (after factoring in guard).

The coolest accomplishment with this build has been a 4-man Maw of Lorkhaj clear with no healer. In particular, taking Rakkhat’s barrage with no healer really highlights the power of this build. On normal difficulty, he does about 200k damage in about 3 seconds, so use Ferocious Leap for a 100k shield and spam igneous about 4 times to take the entire barrage with no lost health. I have not seen another tank build that could pull that off by itself, much less while keeping a group alive.

  • This topic was modified 3 weeks, 5 days ago by Profile photo of Alanarre Alanarre.

Understanding Direct Damage

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Hey,

I’ve recently found that a lot of people misunderstand what Direct Damage is referring to on gear and abilities.  Added to that is that many people are more than willing to share their misunderstanding with others.  Given that my attempts to explain it to them more correctly have varied anywhere from animated discussions and demands that they will have to trust me to outright arguments that devolve into “You’re wrong” “No you’re wrong” I decided the only way to end this was to use pictures rather than words.

I advise everyone to check it out.  I can almost guarantee it is different to what most of you have thought it is.

M..

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