FrancisCrawford wrote: »Something surprising:
I dropped by Bruma. I did Enemy Reinforcements. I did the dolmen ... and I finished 4 Dangerous Foes before the dolmen's final boss spawned.
I'm guessing that the Xivkyn in the dolmen spawns counted as "dangerous", but that's just a guess.
FrancisCrawford wrote: »Something surprising:
I dropped by Bruma. I did Enemy Reinforcements. I did the dolmen ... and I finished 4 Dangerous Foes before the dolmen's final boss spawned.
I'm guessing that the Xivkyn in the dolmen spawns counted as "dangerous", but that's just a guess.
I was just going to post about this as a tip to complete three endeavors over the course of one Fighters Guild daily. Xivkyn, Harvesters, and other larger daedra that spawn at dolmens all have the blips next to their health bars indicating they are dangerous foes. I, too, completed "Kill 4 Dangerous Foes" during one dolmen. During the second I finished "Kill 10 Bestial Daedra" and after the third was at 17/20 on "Afflict 20 Enemies with Weapon Poisons" which I then completed pretty quickly killing random mobs in the surrounding countryside, but if I'd have been more diligent about tagging all enemies with light attacks to proc the poisons (double barred cheap poisons), then I probably could have finished that by the end of the third dolmen.
I had earlier been planning a run of either of the solo arena using poisons as another way to get three endeavors in one go, but the Fighter's Guild daily method is far more accessible and works just as well.
FrancisCrawford wrote: »Something surprising:
I dropped by Bruma. I did Enemy Reinforcements. I did the dolmen ... and I finished 4 Dangerous Foes before the dolmen's final boss spawned.
I'm guessing that the Xivkyn in the dolmen spawns counted as "dangerous", but that's just a guess.
FrancisCrawford wrote: »Something surprising:
I dropped by Bruma. I did Enemy Reinforcements. I did the dolmen ... and I finished 4 Dangerous Foes before the dolmen's final boss spawned.
I'm guessing that the Xivkyn in the dolmen spawns counted as "dangerous", but that's just a guess.
FrancisCrawford wrote: »The new weekly endeavors are all easy!
- Kill 100 Foes with Weapon Abilities. Just go out with a weapon-skill-heavy build and act naturally.
- Use Ultimate Abilities 40 Times. Just use your ultimates even in fights that don't require them, and otherwise act naturally. This one also procs if you just resummon your warden bear.
- Repair 75000 Damage to Structures in Cyrodiil, which could be rephrased as Use 15 or so Keep Wall Repair kits. (More notes on this kind of endeavor above.)
FrancisCrawford wrote: »I suspect the Tel Var endeavor of being bugged, and advancing when event reward boxes are opened.
anitajoneb17_ESO wrote: »FrancisCrawford wrote: »I suspect the Tel Var endeavor of being bugged, and advancing when event reward boxes are opened.
I confirm that it advances with loot boxes. Not sure if it's a bug, but it sure is in contradiction with the endeavor title, which mentions specifically "through kills".
Not a bad thing though.
EDIT : not ALL loot boxes, only the MidYear Mayhem boxes. The Tel Var included in the daily IC quests rewards (the district quests) does not trigger advancement.
FrancisCrawford wrote: »[*] Kill 5 Plant Creatures. The examples given are stranglers and lurchers. I imagine spriggans would count as well. These monsters aren't super-common, so it's worth thinking about instanced sources. Elden Hollow 1 is the obvious one to try, although I imagine one would have to kill a few dozen humanoids too.
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FrancisCrawford wrote: »[*] Complete 1 Public Dungeon Group Event.
FrancisCrawford wrote: »[*] Complete 1 Public Dungeon Group Event.
If you aren't also attempting to kill 5 Plant Creatures, you can do a mages guild daily quest which will lead you to a public dungeon group event. Then just kill the boss for the endeavor and collect the item from the chest for progress in the mages guild skill line if you have a character that needs it.
Also, it doesn't need to be a group event boss you haven't completed before (I worried when I first saw it that the "Group Event Complete" text would have to appear on the screen, but tested and got credit for a repeat boss).
FrancisCrawford wrote: »[*] Complete 1 Dungeon. Let the moaning and groaning begin.
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For the record: If you've reached CP 160, it's very likely you can solo Banished Cells 1 and/or Fungal Grotto 1.
FrancisCrawford wrote: »[*] Complete 1 Dungeon. Let the moaning and groaning begin.
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For the record: If you've reached CP 160, it's very likely you can solo Banished Cells 1 and/or Fungal Grotto 1.
I don't want to complain, but today I had to try to ignore this task. Sure, I could do one of the easier group dungeons solo without any problems, but that's still not something I do "on the side" in a few minutes. For a solo / PvE player there were actually today only 2 tasks that could be done on the side without any problems.
DarcyMardin wrote: »FrancisCrawford wrote: »I'm having a little trouble advancing the "Kill 15 foes with class abilities" endeavor.
Set procs, light attacks, warden bear attacks, companion attacks and other player attacks may be getting in the way. Even when I consciously avoid light attacks and use only class attack skills, I'm advancing the endeavor on half or less of my kills.
Obviously, one can get this done, but it seems finicky.
I had the same experience with the “kill with class skills” endeavor. Probably because I had a companion out and was weaving light attacks. I stopped using light attacks and hit each enemy only with a couple of class skills to finally finish this endeavor. But even so, I had to kill way more than 15 — by the time I finished I’d slaughtered about 50 or 60 bandits.