anitajoneb17_ESO wrote: »Not sure if this has been said before, but great place for tons of ghosts : Aphren's Hold, East of Stormhaven.
Since I don't remember seeing it confirmed one way or another, I just checked and the second round of Maelstrom counts as "Dwarven" and not "Clockwork". I expect that, even though the Maelstrom rounds are themed around Seht/Clockwork City, the actual Clockwork mobs weren't coded into the game until Morrowind with Halls of Fabrication, and then more extensively with the Clockwork City DLC.
FrancisCrawford wrote: »Most of the mobs in the Labyrinthian public dungeon are skeletons. I was done with the endeavor before I grabbed the skyshard, and it's near the front door.
And if you have the previously free Antiquarian's Alpine Gallery house, Labyrinthian isn't too far from that.
Also re Labyrinthian -- it's one of those DLC public dungeons where you need to be somewhat careful when soloing the group event. The toughest bit is when two large flesh atronachs (?) are pounding the ground and causing large and lethal AoEs.
Another weekly is "Kill 250 Foes with Weapon Abilities" which is done pretty easy if you are able to solo i.e. fungal grotto. It took me at about 30 minutes with my magicka necromancer, just used unstable wall and elemental ring and one and a half run. There are sooooo many mini spiders, the most difficult thing is not to use light attack, only the two weapon abilities and every now and then selfhealing. There are for sure other locations like this, fungal grotto was the first one with tons of mobs coming into my mind.
Another weekly is "Kill 250 Foes with Weapon Abilities" which is done pretty easy if you are able to solo i.e. fungal grotto. It took me at about 30 minutes with my magicka necromancer, just used unstable wall and elemental ring and one and a half run. There are sooooo many mini spiders, the most difficult thing is not to use light attack, only the two weapon abilities and every now and then selfhealing. There are for sure other locations like this, fungal grotto was the first one with tons of mobs coming into my mind.
FrancisCrawford wrote: »What is counting toward the "Weapon Abilities" endeavor?
- Single kills with direct damage weapon skills?
- Simultaneous kills with direct damage weapon skills?
- Kills with weapon DoTs?
@DarcyMardin and I both have the impression that that endeavor is progressing more slowly than it should, but neither of us has done a careful check to confirm.
Finally I remembered the Cyrodiil campaigns are almost over (hours or a day left!), so I took my speed farmer and Cyrodiil scout in to repair some walls for the endeavor. As said, it took a few minutes and maybe 30 repair kits to complete, then I kept going to get to Tier 1 for the transmute geode. This probably needs somewhere around 250 kits, but toward the end there was a mini "battle" between one enemy player and several of my alliance, and the Keep Defense bonus I got from being in the area boosted me straight to Tier 2.
So the Cyrodiil one is probably quickest and a great way to double dip for transmutes even if you don't PvP.
FrancisCrawford wrote: »What is counting toward the "Weapon Abilities" endeavor?
- Single kills with direct damage weapon skills?
- Simultaneous kills with direct damage weapon skills?
- Kills with weapon DoTs?
@DarcyMardin and I both have the impression that that endeavor is progressing more slowly than it should, but neither of us has done a careful check to confirm.
Yes, basically all single target, aoe, or dot skills from the 2h, bow, s&b, dual wield, and staff abilities, but they have to get the killing blow to count. If your enchant, proc, status effect, poison, or any other skill gets the killing blow then it won’t count. Armor buff for sorc and dk can also steal your kill and not count.
Personally I found doing the cyrodill repair quest much easier. It took me 3 minutes and you can totally avoid pvp if it’s something you don’t like, but you do have to buy repair kits.
driosketch wrote: »The amount of damage you repair per kit is effected by healing buffs. North of the wayshine for the north anchor in Alik'r is the Ritual mundus stone.
FrancisCrawford wrote: »Actually, the dungeon to go to for bestial daedra isn't BC1; it's City of Ash 1. The first two pulls look like they're mainly banekin plus at least one scamp, and it looks like they have at least 10 mobs between them.
That may be the most reliably quick way of doing the endeavor I've thought of so far.