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Best Undaunted Ability?

esp1992
esp1992
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Was planning to go for Group Dungeons and looking for at least 1 Undaunted Ability, The Web Ability caught my eye, but what is the best Undaunted Ability out there?
MY CHARACTERS

Clouse the White Warden - Breton AD MAG Warden
Jaro the Wild Changeling - Bosmer AD STAM Warden

Best Answers

  • Oreyn_Bearclaw
    Oreyn_Bearclaw
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    Do you tank or heal? If not, I wouldnt bother as this really is a support line. Warhorn is the meta ultimate for tanks and healers (oops, lay off the skooma), and Orbs are the primary way a healer gives resources to their group. Inner fire is the best/only option for a ranged taunt, but again, unless you are a tank (or healer in a few specific instances with specific strats in mind), its not for a DPS. Blood alter is also pretty useful for healers. Bone shield just doesnt see a lot of use by stamnia players (and is a bad option for magic players), and I suppose the same thing can be said about webs. If you are a magic player, dont even consider it. If you are stam, I suppose you could mess with it, but it is certainly not a common skill that you see. Its basically a delayed AOE burst skill with a snare. Just not that useful with bar space at a premium. You might get this off once maybe twice per trash pull at most. Most trash is dead in less than 10-15 seconds in a good group.
    Edited by Oreyn_Bearclaw on July 11, 2018 5:51AM
    Answer ✓
  • Nestor
    Nestor
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    I have run with a couple of groups that use Webs and I have occasionally seen a blood alter popped in a group event. But i dont know if the Undaunted skills are used all that often TBH.

    Bone Shield can help the group, but the DK has a similar skill. Inner Fire is a skill for the tank and they dont like DPS taunting. Necrotic Orb works best on crowds or other things that dont move around.

    Really, the best Undaunted Skill is the Mettle passive that boosts your stats when you wear a mix of armor weights. Followed by Command that returns resource when a synergy is activated.
    Edited by Nestor on July 10, 2018 6:16PM
    Enjoy the game, life is what you really want to be worried about.

    PakKat "Everything was going well, until I died"
    Gary Gravestink "I am glad you died, I needed the help"

    Answer ✓
  • Oreyn_Bearclaw
    Oreyn_Bearclaw
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    Nestor wrote: »
    I have run with a couple of groups that use Webs and I have occasionally seen a blood alter popped in a group event. But i dont know if the Undaunted skills are used all that often TBH.

    Bone Shield can help the group, but the DK has a similar skill. Inner Fire is a skill for the tank and they dont like DPS taunting. Necrotic Orb works best on crowds or other things that dont move around.

    Really, the best Undaunted Skill is the Mettle passive that boosts your stats when you wear a mix of armor weights. Followed by Command that returns resource when a synergy is activated.

    They are in trials by support. Less so in 4 man, but still used. In a trial, Orbs are mandatory, inner fire is likely on at least one of your tanks bars, and blood alter is seeing a lot of use in the newer trials.

    But yes, for most players (any DPS), undaunted is used for the passives and nothing more.
    Edited by Oreyn_Bearclaw on July 11, 2018 5:50AM
    Answer ✓
  • pizzaow
    pizzaow
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    Warhorn is the meta ultimate for tanks and healers.

    Warhorn is pretty awesome, but it's an Assault (PvP) ability, not undaunted. I'd love to see an undaunted ultimate though!

    Edited by pizzaow on July 10, 2018 9:34PM
    XBox/NA GT: Pizzaow
    Answer ✓
  • Oreyn_Bearclaw
    Oreyn_Bearclaw
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    pizzaow wrote: »
    Warhorn is the meta ultimate for tanks and healers.

    Warhorn is pretty awesome, but it's an Assault (PvP) ability, not undaunted. I'd love to see an undaunted ultimate though!

    Holy brain fart. Haha. Yeah. There’s No undaunted ult. It’s meta but definitely an alliance skill. You would think I would know that considering how many times I have had to grind it on an alt. Need to lay off the skooma.
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    Orbs, hands down.
  • Silver_Strider
    Silver_Strider
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    None of them are the "best"

    Orbs are mandatory on Healers but Healers themselves are only important in end game content as so many people run 1 Tank+3 DPS for typically everything else, meaning the skill is as niche as Healers are.

    Inner Fire suffers from being niche. It's useful in situations that would require a ranged taunt but because Ice Staff became a Tank Tool, those were further filtered down into needing an instant range taunt.

    Blood Altar and Bone Shield see play in End Game Trial groups but isn't necessary by any means either. They're just a very useful tool that people can choose to utilize or not.

    Trapping Webs is too handicapped to be utilized effectively. The range requirement on the synergy makes it too problematic for what would otherwise be a half decent skill.

    Overall, the Undaunted Skill Line feels really clunky. It felt like ZOS was originally going to create a Necromancer Class/Skill Line but scrapped it and instead took whatever resources that had been developed for that skill line and cobbled together the Undaunted Skill Line from it. (Seriously, Blood Altar, Necrotic Orb and Bone Shield all sound very Necromancer-ish or at the very least early Vampire Skills)
    Edited by Silver_Strider on July 11, 2018 8:49AM
    Argonian forever
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    . meaning the skill is as niche as Healers are.

    What a state of the game are we in that healers are considered "niche"
  • erlewine
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    they're all pretty good, but some are underused. Blood Altar is amazing, but lots of people just don't realize it. I'd guess if you asked most people "what does blood altar do?" they wouldn't respond "it applies minor lifesteal (600 healed per second) to every enemy within 28 yards, a heal that scales with healing mods like blessed cp and major vitality, and can crit, leading to an average healing of around 1.5-2k/sec on everyone for free, and also every person who drops below 60% can synergy for an insta-heal. Oh, it also procs SPC."

    Part of the reason healers are pretty much dead in 4-mans is because of Altar. a DK tank can wear SPC, drop Altar, and use Fragmented Shield for major mending and Blessed CP and you've got your healer. Sustained healing as good as standing a healing springs, and burst heal from synergy, and full uptime on SPC. Have em backbar destro staff and ele drain, and pretty much every dps class has added healing either fully passively (funnel health, surge) or with slight effort (matriarch, vigor) and soon you're stuck asking yourself what does a healer bring that we don't already have.

    Shadow Silk is wonky to use because of the range requirement, but the fact that the damage is based on the person using the synergy and not the caster makes it pretty broken on a few fights like vAS. I'd like to see it reworked into something more usable though.
    eisley the worst
  • JinMori
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    Orbs and inner fire, buf if i had to choose, orbs
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