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[Suggestion] Lower requirements for guild ultimates-(Not the ultimate cost)

Spottswoode
Spottswoode
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I have a level 49 templar fighting in Coldharbour as Meridia's agent. I've finished the Mage's Guild line, found every book I can and still I can't use the guild ultimate (I am exactly 10 points short, a freaking scroll with "hi" written on it would suffice), which would help out substantially at this point in the game. I've beat the entire fighter's guild line, but I'll have to grind for at least 30 hours to get from rank 8 to 10 to use the Dawnbreaker, the actual ultimate I should be using in Coldharbour (the ideal and best place to put it to freakin use).
Why do the guild ultimates need to be reserved for endgame use if the freaking guilds are the ones doing the fighting in Coldharbour? Would it not make sense for players to have access to them for the final battle in the story?
Edited by Spottswoode on September 8, 2014 1:45AM
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  • Kronosphere
    Kronosphere
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    mate. u need 2 more books? go download the addon "lorebooks" and spend the next 2 mins getting 2 and quit complaining. and you do not need to grind 30 hours. go do some anchors or get some achievements u missed that are daedra related and u will have it in no time. what would the motivation be if you got the ult early to finish the skill lines?

    just cuz your bad and you want instant gratification and get rewarded for no effort put in. i assume your a part of *that* generation.
    Edited by Kronosphere on September 8, 2014 2:08AM
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  • Spottswoode
    Spottswoode
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    I have all of the lorebooks I can find (I have the lorebooks addon), and I cannot level fighter's guild line by using Dolmen's. (My level is too high.) Achievements I have also garnered. It's still about 30 hours of grinding daedra kills in Coldharbour.
    The motivation is the final battle.
    None of this has anything to do with my skill btw. Nice to see you reading into things that aren't there. This complaint is not addressed to making the game easy. It is addressed to making it less stupidly arduous for the end of the main quest and not putting players throught pointless hours of grinding for something that should be there for the last battle.
    Honestly, if the experience for killing undead and daedra were raised you could do the Fighter's Guild portion in Coldharbour itself. But it's not enough. You'll have to beat Molag Bal before you can actually use the best Ultimate against him. (Specifically against him.) The mage's Guild problem can be fixed by reducing the Mage's Guild Level 10 by 10 points.

    Try actually reading the post before commenting.
    Edited by Spottswoode on September 8, 2014 2:27AM
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  • s7732425ub17_ESO
    s7732425ub17_ESO
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    There are lorebooks in every group dungeon (you have probably missed those). Once you hit veteran rank, teleport to all the vet zones and grab the books. You will get 10 in very little time at all.

    For fighter's guild, you just need to be doing the veteran zone dolmens.

    Also, how easy do you want the devs to make this game? Getting to 10 in both isn't very hard. However, you aren't even a Vet yet. Why don't you stop worrying about maxing these out and actually level your character for endgame content. Right now you are still in newbie land.
  • Spottswoode
    Spottswoode
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    There are lorebooks in every group dungeon (you have probably missed those). Once you hit veteran rank, teleport to all the vet zones and grab the books. You will get 10 in very little time at all.

    For fighter's guild, you just need to be doing the veteran zone dolmens.

    Also, how easy do you want the devs to make this game? Getting to 10 in both isn't very hard. However, you aren't even a Vet yet. Why don't you stop worrying about maxing these out and actually level your character for endgame content. Right now you are still in newbie land.

    I've found all of the dungeon books. (Covered under all of the books. Yes. All of them I can possibly access at this time. Let's not misunderstand that. ALL OF THEM I CAN POSSIBLY FIND.)

    Easy is not the point. You're missing the point entirely. This is not a request for an easy button,. The point is, for story purposes, that is the absolute best time for you to be able to use the guild ultimates. It's not actually making that much easier anyway. (Vamp ultimate is much more used for a reason.) I already outlined how fixing the problem could be done. Let's not get into "this needs to be nerfed" session. That's not what this is.
    I shouldn't have to level to Vet to max out the Guild content and use what would be the ideal weapon to use against Molag Bal. I don't need to do that for any other skill lines and it makes the least sense for Guild skills to be that way for story reasons. The setup literally makes no sense. Unless you just want players to stick around for vet by teasing them with Ultimates which now have significantly less purpose outside of pvp.
    I have been a very thorough completionist. I have nearly every quest, worldboss, exploration, dolmen, and fishing achievement for my alliance. I am still shy for the guilds. It's a little more than stupid.
    Edited by Spottswoode on September 8, 2014 3:29AM
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  • PBpsy
    PBpsy
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    I have a level 49 templar fighting in Coldharbour as Meridia's agent. I've finished the Mage's Guild line, found every book I can and still I can't use the guild ultimate (I am exactly 10 points short, a freaking scroll with "hi" written on it would suffice), which would help out substantially at this point in the game. I've beat the entire fighter's guild line, but I'll have to grind for at least 30 hours to get from rank 8 to 10 to use the Dawnbreaker, the actual ultimate I should be using in Coldharbour (the ideal and best place to put it to freakin use).
    Why do the guild ultimates need to be reserved for endgame use if the freaking guilds are the ones doing the fighting in Coldharbour? Would it not make sense for players to have access to them for the final battle in the story?

    I am pretty sure you are not supposed to get those skills until you are vet. Why? Who the hell knows?. But don't worry they actually both kind of suck for the most part except if you are going from some contrived min/max builds for trials or pvp.
    Edited by PBpsy on September 8, 2014 4:02AM
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  • Anu_Saukko_Tutkija
    Anu_Saukko_Tutkija
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    What? i just.. you can read same book multip.. you can kick that molag bal, like butt nak.. Why would you want... Never mind this post make my brain hurt.
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  • AlnilamE
    AlnilamE
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    I don't have the Fighter's guild ultimate yet. The Mages guild one is fun, but not really necessary against Molag Bal.

    I think it is fine as it is. It's something to work towards once you've finished the main quest.

    (I assume you got all the books in Cyrodiil as well, right?)
    The Moot Councillor
  • Spottswoode
    Spottswoode
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    PBpsy wrote: »

    I am pretty sure you are not supposed to get those skills until you are vet. Why? Who the hell knows?. But don't worry they actually both kind of suck for the most part except if you are going from some contrived min/max builds for trials or pvp.

    But see, Dawnbreaker, in particular, would be excellent for that specific part of the game. (Meteor is ok, if you don't mind the heavy ultimate cost.) That's actually the whole point. It's THE BEST time for you to get them. After you go vet, you don't really have much use for either one of them.
    AlnilamE wrote: »
    (I assume you got all the books in Cyrodiil as well, right?)

    YES.
    AlnilamE wrote: »
    I don't have the Fighter's guild ultimate yet. The Mages guild one is fun, but not really necessary against Molag Bal.
    Necessity isn't the point. The ultimates are at their most utility in Coldharbour. That's the gripe.
    Edited by Spottswoode on September 8, 2014 1:38PM
    Proud Player of The Elder Bank Screen Online.
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