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Jumping over the top of the Chalman Milegate and other observations (fun/helpful advice)

tinythinker
tinythinker
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I sometimes wonder if many of the folks headed west-bound through the Chalman Milegate on the way to Bleakers Outpost like jumping from the top of it or just don't know it is unnecessary. If it is the former, then more power to them. Have a great time. If it is the latter, then fyi only the metal gate on the eastern side is down. The western metal gate is open/broken, and there is a door in the stone wall on each side of the eastern metal gate you can go through on foot or on horseback that lets you then run or ride through the western metal gate and then right on up the road. If there is a hidden squad of enemy players waiting on the western side of the Milegate it isn't necessary to give them the extra damage from the fall before they start their ambush.

Do you have helpful advice for some of the "little things" in Cyrodiil. Share them here :)
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  • Censorious
    Censorious
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    I often jump a gate rather than run through the gap. It gives you a better chance to see the lie of things on the other side.
    'Clever' sigs get old real fast - just like this one.
  • tinythinker
    tinythinker
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    Censorious wrote: »
    I often jump a gate rather than run through the gap. It gives you a better chance to see the lie of things on the other side.

    Good point, so you have a reason other than just not knowing it isn't necessary :)
    Experienced, new, returner? Help keep ESO's community strong ᕙ༼ຈل͜ຈ༽ᕗ -- share what you love about the game, offer constructive feedback, and make friends.ʕ·ᴥ·ʔ

    . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    Who are you in Tamriel (whether it's just your character's attitude & style or a full backstory)? - Share your Character's Story! ◔ ⌣ ◔
    (And let us know 🔷What Kind of Roleplayer You Are🔷 - even if that only extends to choosing your race)


    . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    Support Mudcrab Mode for ESO (\/)!_!(\/) - part joke, part serious, all glorious! You butter be ready for this
  • charles_crowe
    charles_crowe
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    Censorious wrote: »
    I often jump a gate rather than run through the gap. It gives you a better chance to see the lie of things on the other side.

    Good point, so you have a reason other than just not knowing it isn't necessary :)

    chokepoints are bad. that particular one (along with alessia bridge) is a very popular gank stomping ground. as a general rule, i just take the HP hit from the fall if i'm solo, or let the rest of the group go through first.
  • TheGrandAlliance
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    BTW if you just run down vs run/jump down u wont' take very much fall damage at all (if any).
    Edited by TheGrandAlliance on 9 June 2014 02:25
    Indeed it is so...
  • zazamalek
    zazamalek
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    The gate is a chokepoint. The only time we go near it is when we are setting up an ambush or if we are intentionally looking for trouble.
    410
  • Animus0724
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    Helpful tips? I'll try...

    -Regular ballistas and stone trebs can take down a wall faster than fire trebs or fire ballistas.
    -Fire siege weapons are mainly used as counter sieges where ice and lightning offer long range CC.
    -Catapults should be used as anti-personnel weapons as they do crap damage to walls.

    -When defending a keep with siege weapons, prioritize targets such as enemy siege weapons that are doing damage to you keep wall, or enemy counter sieges, don't automatically start aiming at players because they will simply move out of the way.
    -When calling out information in zone or group chat, try and keep it short but as detailed as possible i.e. 15+ Blues at Ash, also directions help too when calling out incoming zergs, +30 Reds south east, use North, South, East and West
    -Pay attention to zone and group chat as they can contain vital information to the success of your faction.
    -General rule of thumb but not always necessary, try and capture two resources then attack the keep inbetween those two, that way you have two routes to retreat too incase your group gets routed, this can also serve as an alarm should you see the resources become under attack during your siege.

    -All players should carry some wall and door repairs as well as at least 2 siege weapons.
    - All players should carry at least 5 gem stones with them whenever running with a group...don't be a leech.
    - Rez when you can, no one likes to be left dead in the field with dozens of players running around them. If it's a long run and there's no combat going on, rez...
    - Don't fall for bait, if you see one enemy player jumping up and down like an idiot, chances are he has his friends around him in stealth.
    - Don't chase without your group
    - Don't run away from your group healer, he ain't gonna save your ass if you run away from him,
    - Don't heal stupid...(see above)
    - Know when to retreat, its better to retreat, regroup, and counter attack then to get wiped

    This is just what I currently know
    I take pride in being an incredibly smart dumb ass, or an incredibly dumb smart ass, either way I'm awesome.

    -The Art Of Warfare (T.A.W.)
  • Magister_Aena
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    A Sorcie Healer's Tips on Healers and Healing:

    Stay close to the healer. If you run out of a healer's AOE circle repeatedly or die right after they rez you, you can be sure they aren't going to waste much magicka on you. Sorcerers are especially guilty of this, Bolt Escaping out of every heal AOE I drop. Also, a quick "ty" after a rez adds a 20% crit chance to healing spells (not really, but it is appreciated).

    Pick up a restoration staff and start getting used to it, too, just because there's a designated healer doesn't mean no one else has to heal. If you do pick up a restoration staff, organize heals/buffs by how much they cost, the organization saves a few lives, and a few lives can turn the tide of battle. Focus healing on group members, or, if it's a very large group, the party lead and the members in your subgroup.

    If the enemy has a healer and you know who it it, focus fire them. Most of us are squishy enough to go down in less than a minute. Don't let the healer escape the battle either, they're always the ones with the most soul gems and will come back in only a minute to rez everyone you just killed.
    Character: Aena d'Eltorn
    Faction: Aldmeri Dominion
    Campaign: Thornblade

    |

    Character: Droz'Makal
    Faction: Ebonheart Pact
    Campaign: Blackwater Blade
  • Infraction
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    I don't run through any choke point I don't have to.

    Bad things can happen there.

    Advice: don't run up to a postern you just sieged down and stop in the doorway. Oil burns.
    Edited by Infraction on 9 June 2014 20:32
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