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Tie CP thresholds to achievements

TheNightflame
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make it so that way to use higher than X amount of CP, you have to have either A questing/rp-ing achievement, B pvp achievement, or C PvE achievement

this way you don't wind up with people at max cp not knowing how to play the game
  • oddbasket
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    Which of those achievements are account wide? And A, B and C can be achieved while never being vet/endgame capable or being carried.
  • Siohwenoeht
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    I'm a non-achievement hunting player. That's not to say I don't have many, but it would leave the many players that don't give two wits about achievements at a severe disadvantage.
    "It is a lovely language, but it takes a very long time saying anything in it, because we do not say anything in it, unless it is worth taking a long time to say, and to listen to." - Treebeard
  • Zacuel
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    Just give me a cool non combat pet for my master angler... I don't even care what.
  • redspecter23
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    make it so that way to use higher than X amount of CP, you have to have either A questing/rp-ing achievement, B pvp achievement, or C PvE achievement

    this way you don't wind up with people at max cp not knowing how to play the game

    I'd argue that having achievements for RP won't help you endgame. Not sure how you would equate end game effectiveness to how many RP achievements you have.

    Bad players will just always be bad regardless of the achievements they have. Either the achieves would be too easy to get and just be a hassle gating your CP on new toons or hard enough they become bottleneck walls that stop your progress.

    The CP system is being changed soon anyway so I don't think it matters much.
  • Kel
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    make it so that way to use higher than X amount of CP, you have to have either A questing/rp-ing achievement, B pvp achievement, or C PvE achievement

    this way you don't wind up with people at max cp not knowing how to play the game


    The CP system is being changed soon anyway so I don't think it matters much.

    It's been over a year since we had the CP freeze and the last thing we heard (in the Dragonhold combat preview a few months back) they said they were no where close to having a plan.

    What's this "soon" stuff? It could be another year before we see a change....if ever.
  • Siohwenoeht
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    Kel wrote: »
    make it so that way to use higher than X amount of CP, you have to have either A questing/rp-ing achievement, B pvp achievement, or C PvE achievement

    this way you don't wind up with people at max cp not knowing how to play the game


    The CP system is being changed soon anyway so I don't think it matters much.

    It's been over a year since we had the CP freeze and the last thing we heard (in the Dragonhold combat preview a few months back) they said they were no where close to having a plan.

    What's this "soon" stuff? It could be another year before we see a change....if ever.
    Kel wrote: »
    make it so that way to use higher than X amount of CP, you have to have either A questing/rp-ing achievement, B pvp achievement, or C PvE achievement

    this way you don't wind up with people at max cp not knowing how to play the game


    The CP system is being changed soon anyway so I don't think it matters much.

    It's been over a year since we had the CP freeze and the last thing we heard (in the Dragonhold combat preview a few months back) they said they were no where close to having a plan.

    What's this "soon" stuff? It could be another year before we see a change....if ever.

    Precisely this. They're most likely waiting until whatever "combat vision" they have is fully in place and only then will they tackle post levelling progression.
    "It is a lovely language, but it takes a very long time saying anything in it, because we do not say anything in it, unless it is worth taking a long time to say, and to listen to." - Treebeard
  • Hapexamendios
    Hapexamendios
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    No, I have no interest in achievements.
  • TheNightflame
    TheNightflame
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    Stay calm, @TheNightflame, and don't worry ...

    ... it's OK for CP-capped players to learn a new class, new role, or new content.

    I'm confused by this
  • TheNightflame
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    I really just wanted to get controversial, initially I was just gonna say don't let people hit max CP until they have either a no death sppedurn hardmode achievement or a chaos ball bg achievement, but that'd be too restrictive

    ik cp is going away soon
    i'm already gone, but i enjoy being difficult on the forums

    can't give people an easy ride's what i say (unless they're out there trying their hardest to cure cancer and things like that, you'll always have my support <3. a game company focusing on PR to make up for poor decisions? not so much. granted, they know their target market, and they're pursuing that, so go them, but that's a shame because every now and then this game makes things that would be fun to play).

    advice time, zos:
    stop making dlc dungeons, or at least ones worth running
    most of the people who run those have left, commit your resources elsewhere, or make dlc dungeons more story heavy and light-attack-spamm-able. that will do your game better
    you don't need to hide it's being a skyrim with friends anymore (though it really wasn't hidden anyways, it was advertised like that a lot)
  • starkerealm
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    Stay calm, @TheNightflame, and don't worry ...

    ... it's OK for CP-capped players to learn a new class, new role, or new content.

    I'm confused by this

    It's okay to learn new things.
    Co-Host of The Tenets: a podcast focused on bringing new players up to speed in ESO.
  • TheNightflame
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    I want to be enlightened, me saying I was confused was an invitation to explain me to it pls

    by the way, that's a baity reply.
  • starkerealm
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    I want to be enlightened, me saying I was confused was an invitation to explain me to it pls

    by the way, that's a baity reply.

    uuHJTQd.gif

    He misunderstood what you were writing, and thought it was about wanting more progression. Not that you wanted a way to quickly and efficiently weed out the players who have no idea what they're doing.

    Which, I mean, it wouldn't help. Even if you did something like gate the dungeon trifecta achievements, you'd still find a lot of players who managed to climb past that cap, and still had no idea what they were doing, but got a lucky carry in the groupfinder.
    Co-Host of The Tenets: a podcast focused on bringing new players up to speed in ESO.
  • TheNightflame
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    you can't really get a lucky carry through MoS trifecta, or any trifecta for that matter.

    it's hard to no death a hardmode being clueless. if you can do that, you can get through the gate
  • idk
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    this way you don't wind up with people at max cp not knowing how to play the game

    Almost all achievements in the game can be completed without knowing how to play the game very well.

    Take PvP for a fantastic example. Someone can reach the rank of Grand Overlord or even crowned Emperor without knowing how to play the game well. It just takes being active with a zerg to get the AP and good connections and lots of time during a campaign to get Emperor.
    Really, idk
  • TheNightflame
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    I gave the example of chaos ball bg achievements for pvp, good luck getting chaos guardian or chaos champion without being an open minded and good player (and if you manage to cheese the Q good on you, having that idea requires brain cells).

    i also just gave a pve example that cant be fluked
  • starkerealm
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    you can't really get a lucky carry through MoS trifecta, or any trifecta for that matter.

    it's hard to no death a hardmode being clueless. if you can do that, you can get through the gate

    Depends on the hardmode in question. You can accidentally hardmode Spindle 2. Stumbling into no death in there is just dumb luck of not being in the wrong place at the wrong time on one fight and lucking into a decent healer. You could easily stumble into that on your first try out of a random vet groupfinder at CP10, and never even know about a "ceiling," designed to make you "understand the game," before you advanced.

    Now, if you're thinking that you should need Mountain God before you can spend more than 160 CP... no, that's completely unreasonable.
    Co-Host of The Tenets: a podcast focused on bringing new players up to speed in ESO.
  • TheNightflame
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    not mountain god, but you should be able to no death speedrun hardmode any of the base game dungeons (in one run)
  • TheNightflame
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    you'd be surprised how many people at max cp still cant dodgeroll in hm sc1
  • starkerealm
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    not mountain god, but you should be able to no death speedrun hardmode any of the base game dungeons (in one run)

    Well, congrats, Spindle 2 is a base game dungeon. So, we're back at a filter that only checks if you're lucky. Oh, and remember, if any group member dies, you lose no death. So unless you're running with a coordinated group, all three are more luck based than personal skill.
    you'd be surprised how many people at max cp still cant dodgeroll in hm sc1

    No, I really would not.
    Co-Host of The Tenets: a podcast focused on bringing new players up to speed in ESO.
  • kargen27
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    make it so that way to use higher than X amount of CP, you have to have either A questing/rp-ing achievement, B pvp achievement, or C PvE achievement

    this way you don't wind up with people at max cp not knowing how to play the game

    This is kind of like the bank taking money from you because you ran out of money except the bank has a viable and acceptable reason to do it. You want to penalize players who might not be all that good and make them worse players. On top of that you want to punish players who might enjoy only one aspect of the game. If a player is only interested in running trials why should he be forced to get achievements in PvP to reach his full potential in trials? Yeah I know the irony of my argument considering some PvP locked skills help with trials but I also know the reason for that. Forcing achievements on players so they can advance in other areas doesn't really accomplish helping players learn to play better.
  • FierceSam
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    idk wrote: »
    this way you don't wind up with people at max cp not knowing how to play the game

    Almost all achievements in the game can be completed without knowing how to play the game very well.

    Take PvP for a fantastic example. Someone can reach the rank of Grand Overlord or even crowned Emperor without knowing how to play the game well. It just takes being active with a zerg to get the AP and good connections and lots of time during a campaign to get Emperor.

    Hmm I would argue that becoming Grand Overlord and Emperor is the very definition of playing the game well. Congrats, you’re a winner.

    You might not like the way it’s been done. But isn’t being able to do it the whole point of the game?

    If I can beat Molag Bal and save Tamriel simply with light attacks, I have won just as brilliantly as someone who did it with a fabulous rotation of multiple skills.

    I actually like that I CP capped a while ago. I can’t rely on doctoring my additional points to produce improvements, I have to work on my playing skills. And that makes me a better player.

    On an achievements level, I think it’s silly that I only get notified about a no death or speed run the first time my character does it. It means that after that you never know and never get credit for that. I’m not suggesting I get more rewards, just that I’m informed if I achieved it. That’s especially true for group achievements like no death, speed runs and the odd DLC ones like ‘nobody steps on the cracks’.

    Alternatively, if this is a stalking horse for ‘allowing’ players to do certain content consider two things. First ZOS has no interest whatsoever in restricting content or preventing paying players from doing it. And, second, if you stop players who haven’t done content (eg SCP) from doing it, how are they going to end up having done it?
  • starkerealm
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    FierceSam wrote: »
    Hmm I would argue that becoming Grand Overlord and Emperor is the very definition of playing the game well. Congrats, you’re a winner.

    Getting GO just requires spending a lot of time in Cyrodiil. By that logic, getting to CP1k only takes a lot of time playing, and is just as valid a metric to indicate that "you're playing the game well."

    Until I think back to that CP1k PUG I ran across in Spindle 1, who was hard spamming frags. So... I dunno man. Six of one, half dozen of the other.
    Co-Host of The Tenets: a podcast focused on bringing new players up to speed in ESO.
  • GrimTheReaper45
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    No, I have no interest in achievements.

    agreed
  • Rungar
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    since every activity has achievements im not specifically against replacing cp with achievement points as long as ANY achievements count. Then you really can play it your way.

    i think people like doing the achievements better than grinding exp so there could be something to it. The problem with it is that achievements are character based and cp is account based and nobody would want to grind out achievements on 10 characters so achievements would need to be account based for it to work.

    unsure it would be reasonable to meld all players characters into an account based achievement but i suppose many would like to see that done as well.
    Its over. You just don't know it yet.

    Rungar's Mystical Emporium
  • Alienoutlaw
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    this will just create a divide in the player base, those that just play PvP and those that are "casual" players and then you will have the 0.1% that complete everything, the system would be flawed from the start as achievements are not account wide you could have toons at 4 different levels on 1 account
    GM The GreenBloods PC-EU

    DISCORD
  • starkerealm
    starkerealm
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    this will just create a divide in the player base, those that just play PvP and those that are "casual" players and then you will have the 0.1% that complete everything, the system would be flawed from the start as achievements are not account wide you could have toons at 4 different levels on 1 account

    Even if you did smooth it over by making achievements account wide, it would still be downright bonkers, because you'd have a system where you reward people who don't need it with more power, while withholding it from the players who might, actually, need that bump to clear content.

    I mean, you can tie progression to achievements, and it is a good way to create a smooth progression curve, because easier achievements will get players to a median level, and then they'll have to work harder to break free from that. (Technically, not a median, because the vast majority of players wouldn't even get that far.) And that design will push players to consume more varieties of content, as they need to do many things to advance, instead of being able to hyperfocus on a single point.

    But, at the same time, that's an entirely different game. That wouldn't be ESO.
    Co-Host of The Tenets: a podcast focused on bringing new players up to speed in ESO.
  • FierceSam
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    FierceSam wrote: »
    Hmm I would argue that becoming Grand Overlord and Emperor is the very definition of playing the game well. Congrats, you’re a winner.

    Getting GO just requires spending a lot of time in Cyrodiil. By that logic, getting to CP1k only takes a lot of time playing, and is just as valid a metric to indicate that "you're playing the game well."

    Until I think back to that CP1k PUG I ran across in Spindle 1, who was hard spamming frags. So... I dunno man. Six of one, half dozen of the other.

    Totally right there. CP level is absolutely no indication of game proficiency. It is, like jail time, merely an indication of time served.

    I was CP 460 when I first went into a dungeon and more fool any suckers who thought that my CP was any indication of my dungeoneering prowess. Although they are all dead now, so there is no one to remember my rank poor performance that day.

    Actually becoming Emperor is a full on, proper achievement. With a proper title and all. You have, fundamentally, won Tamriel. So, no matter how you managed it, congrats, you’re a winner.
  • starkerealm
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    FierceSam wrote: »
    FierceSam wrote: »
    Hmm I would argue that becoming Grand Overlord and Emperor is the very definition of playing the game well. Congrats, you’re a winner.

    Getting GO just requires spending a lot of time in Cyrodiil. By that logic, getting to CP1k only takes a lot of time playing, and is just as valid a metric to indicate that "you're playing the game well."

    Until I think back to that CP1k PUG I ran across in Spindle 1, who was hard spamming frags. So... I dunno man. Six of one, half dozen of the other.

    Totally right there. CP level is absolutely no indication of game proficiency. It is, like jail time, merely an indication of time served.

    I was CP 460 when I first went into a dungeon and more fool any suckers who thought that my CP was any indication of my dungeoneering prowess. Although they are all dead now, so there is no one to remember my rank poor performance that day.

    Actually becoming Emperor is a full on, proper achievement. With a proper title and all. You have, fundamentally, won Tamriel. So, no matter how you managed it, congrats, you’re a winner.

    Unless you got it through Emp trading, back when that was a thing. :p
    Co-Host of The Tenets: a podcast focused on bringing new players up to speed in ESO.
  • Artim_X
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    No.
    (AD) Artim X |PC/NA| Primary Guild: Storm Guides NA Casual staff wielding vampire sorcerer.

    My Easygoing Builds
    Electric-Stun
    https://media.giphy.com/media/hokMyu1PAKfJK/giphy.gif
    Proc free DPS build for when a tank isn't holding bosses in place and for times where one is not getting buffed by a healer.
    Gear: 5 Netch's Touch (All apparel Divines with Max Mag Enchants), 2 Slimecraw (All Divines. 1 med/1 heavy. Max Mag Enchants), Maelstrom's Lightning Staff (infused/shock enchant), and Infallible Aether jewelry (arcane with spell damage enchant)/lightning staff (infused/flame enchant).
    Ability-Bar 1: Critical Surge, Boundless Storm, Mages' Wrath, Hardened Ward (Twilight Tormentor if one can somewhat trust both the heals and tank to keep you alive), Lightning Flood, and Power Overload.
    Ability-Bar 2: Dark Deal, Streak, Shock Reach, Dampen Magic (Twilight Tormentor if one can somewhat trust both the healer and tank to keep you alive), Unstable Wall of Storms, and Thunderous Rage.

    Electric-Burn
    [url="https://media.giphy.com/media/6CovzgyTig7M4/giphy.gif[/url]
    DPS build for more organized groups.
    Gear: 5 Burning Spellweave (All apparel Divines with Max Mag Enchants), 2 Grothdarr (All Divines. 1 med/1 heavy. Max Mag Enchants), Maelstrom's Inferno Staff (infused/shock enchant), and Infallible Aether jewelry (arcane with spell damage enchant)/lightning staff (infused/flame enchant).
    Ability-Bar 1: Critical Surge, Boundless Storm, Mages' Wrath, Hardened Ward (Twilight Tormentor if one can somewhat trust both the heals and tank to keep you alive), Lightning Flood, and Power Overload.
    Ability-Bar 2: Dark Deal, Streak, Flame Reach, Dampen Magic (Twilight Tormentor if one can somewhat trust both the healer and tank to keep you alive), Unstable Wall of Fire, and Fiery Rage.

    Electric-Cool
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    Utility focused DPS build that is capable of tanking normal dungeons and vet non dlc dungeons, but it does not provide enough tank based buffs/debuffs to warrant it's use in trials/vet dlc dungeons and due to the limits of damage shields it would be too much of a liability due to the sheer number of potential one-shot mechanics that a pure tank would have an easier time dealing with.
    Gear: 5 Icy Conjuror (All apparel Divines with Max Mag Enchants), 2 Iceheart (All Divines. 1 med/1 heavy. Max Mag Enchants), Maelstrom's Ice Staff (infused/ice enchant), and Infallible Aether jewelry (arcane with spell damage enchant)/lightning staff (infused/flame enchant).
    Ability-Bar 1: Critical Surge, Boundless Storm, Mages' Wrath (Elemental Drain in vet content if healer isn't using it), Hardened Ward, Lightning Flood, and Power Overload (Replenishing Barrier when healer isn't keeping others alive).
    Ability-Bar 2: Dark Deal, Streak (Inner Rage when dealing with multiple bosses), Frost Reach (Restraining Prison when I want to lock enemies down), Dampen Magic, Unstable Wall of Frost, and Icy Rage (Aggressive Horn when DPS is decent).

    Electric-Heal
    https://media.giphy.com/media/5ibGIHneWS6ek/giphy.gif
    My healer build that I for the most part only use in normal dungeons/trials or in Vet premades, since playing with randoms tend to result in me being in a group that lacks DPS, has a fake tank, or both.
    Gear: 5 Spell Power Cure (All apparel Divines with Max Mag Enchants), 2 spell critical monster set pieces when I don't feel like using spell crit pots, Grothdarr when I want to do more damage, Bogdan when I want more HoTs, Symphony of Blades to provide more emergency resources, or Earthgore when I feel like it would make a significant difference (All Divines. 1 med/1 heavy. Max Mag Enchants), Maelstrom's Lightning Staff (infused/shock enchant), and Infallible Aether jewelry (arcane with spell damage enchant)/restoration staff (infused with weapon damage enchant).
    Ability-Bar 1: Critical Surge (Power Surge for more heals), Boundless Storm, Combat Prayer, Ward Ally (Twilight Matriarch for another burst heal and damage), Energy Orb, and Replenishing Barrier.
    Ability-Bar 2: Dark Deal, Overflowing Altar, Elemental Drain, Hardened Ward (Twilight Matriarch for another burst heal and damage), Unstable Wall of Storms, and Aggressive Horn.

    Electric-Vamp
    https://media.giphy.com/media/ukDQiYZzRAxMZKcK86/giphy.gif
    Tanky utility focused PvP healer that can take down very inexperienced players, but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    Gear: 5 Torug's Pact (3 heavy body pieces, light waist, and medium hands. All Impenetrable. Max Mag Enchants), 2 heavy Mighty Chudan (All Impenetrable. Max Mag Enchants), and Knight Slayer jewelry (arcane with spell damage enchant)/lightning staff (infused with oblivion enchant)/restoration staff (infused with oblivion enchant. Same enchant as lightning in order to maintain consistent pressure regardless of which staff you're heavy attacking with). [When more focused on damage will change Chudan pieces to medium and light. Also all my Torug body pieces to light except the chest that stays heavy].
    Ability-Bar 1: Structured Entropy, Consuming Trap, Haunting Curse, Ward Ally, Rapid Regeneration, and Life Giver (or Soul Assault).
    Ability-Bar 2: Dark Deal, Elusive Mist, Rune Cage, Hardened Ward, Efficient Purge, and Shooting Star.

    Electric-Ward
    https://media.giphy.com/media/Wa0TGmtDvwW3e/giphy.gif
    Damage shield tank designed to help my guildmates clear vet dungeons when a typical tank isn't available.
    Gear: 5 Brands of the Imperium (All Divines with Max Mag Enchants), 2 Mother Ciannait (All Divines. 1 med/1 light. Max Mag Enchants). Combat Physician jewelry (arcane with spell damage enchant)/Ice Staff (infused/crusher). Blackrose Restoration Staff (doesn't have to be the perfect version. infused/hardening enchant).
    Ability-Bar 1: Critical Surge, Bound Aegis, Inner Rage, Boundless Storm, Ward Ally, and Replenishing Barrier.
    Ability-Bar 2: Deep Thoughts, Bound Aegis, Restraining Prison (Elemental Drain in vet content if healer isn't using it), Unstable Wall of Frost, Hardened Ward, and Temporal Guard.

    PvE Starter Gear
    https://media.giphy.com/media/6CovzgyTig7M4/giphy.gif
    Gear: 5 Law of Julianos (heavy chest, gloves/belt light, and the rest can be light or 1 medium piece if you're not wearing medium anywhere else on your body. All in training if grinding for XP or divines), Armor of the Seducer or Magnus' Gift head, shoulder, and staves (light with 1 medium piece if you are not already wearing 1 medium Julianos piece. All in training or divines. The staves should be training or infused), and 3 purple Willpower Jewelry with Arcane trait (can be bought from trading guilds for relatively cheap. Check tamrieltradecentre.com for the best deals if you're not using a price checking addon).

    Race
    https://media.giphy.com/media/sdEkeWpiaGz0A/giphy.gif
    High elf, since you will not have issues with sustain, but other mag based races are also fine so this is more of a personal choice.

    Mundus Stones
    https://media.giphy.com/media/cT3wMhLGQWdKU/giphy.gif
    PvP: The Atronach.
    PvE: I will almost always use the Atronach in this content as well (especially if I'm healing in PvE or playing it safe while solo). However, in a strong group other Mundus Stones can be effective (Thief is what I would use in a serious group as a healer. As DPS I would use Shadow or Lover depending on group), since a heavy attack rotation will ensure that you're always restoring magicka at a decent rate. When using electric-ward in vet content I will always use the Lady to reach 25k+ physical/spell resistances.

    Current Champion Points
    [url="https://media.giphy.com/media/y2RgvEEy1R5rW/giphy.gif[/url]
    Mag Sorc: More focused on damage, since changing CP isn't free. Mage: Elfborn (56), Spell Erosion (22), Elemental Expert (64), Staff Expert (44), Master-at-Arms (9), and Thaumaturge (75). Warrior: Ironclad (34), Resistant (8), Light Armor Focus (12), Hardy (32), Elemental Defender (32), Thick Skinned (31), Expert Defender (33), Bastion (56), and Quick Recovery (32). Thief: Warlord (31), Sprinter (6), Bashing Focus (6), Arcanist (75), Tenacity (75), Shade (25), Tumbling (26), and Shadow Ward (26).

    Rotations
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    Mag Sorc: (In your gameplay settings turn on quick cast ground abilities) Buff up with Boundless and Surge, weapon swap immediately after casting the previous skill, drop Rage if it's active (only drop it on significant bosses or in situations with lots of enemies where you know you'll have the ult filled up by the next boss), Reach, Unstable, quickly weapon swap, Liquid Flood, two heavy attacks, activate either Surge or Boundless, cancel the animation of the buff used with a weapon swap, and repeat. If you have an excessive amount of ult and you're dealing with trash mobs activate overload before performing the rotation, but don't heavy attack for too long. If you have enough ult for Rage while you're fighting a serious boss and you're in the middle of the rotation just focus on activating the ultimate, afterwards either continue the rotation or start from scratch. During the execute phase (around 20% health) replace the second heavy attack with about 4 Mages' Wrath, but if boss is melting quickly just keep spamming Wrath (hold heavy attack while spamming Wrath). When using Twilight Tormentor only use the active ability before a fight and at times where you aren't actively engaging the boss.

    When frost staff tanking a single boss buff up with Boundless and Surge, weapon swap immediately after casting the previous skill, heavy attack with the ice staff, drop Rage if it's active, Reach/Restraining (at times can be replaced with an additional lightning staff heavy for sustain), Unstable, quickly weapon swap, Lightning Flood, one heavy attack (two if Reach isn't used), activate either Surge or Boundless, cancel the animation of the buff used with a weapon swap, one heavy attack, and repeat. If frost staff tanking multiple bosses buff up with Boundless and Surge, weapon swap immediately after casting the previous skill, heavy attack with the ice staff each enemy, drop Rage if it's active, Unstable, quickly weapon swap, Lightning Flood, heavy attack priority boss in order to proc IA (pink smoke), activate either Surge or Boundless, cancel the animation of the buff used with a weapon swap, heavy attack all the bosses, and repeat. Can also slot in Inner Rage and forego heavy attacking with the ice staff. If using inner rage after getting aggro perform the DPS oriented rotation and retake aggro after 1 rotation. Most challenging bosses to keep aggroed will be the Pact in the Blessed Crucible and the knights in the White-Gold Tower, since you need to keep 3 enemies taunted, but they can also be locked down with Restraining. During the execute phase on a single target (around 20% health) replace the second heavy attack with a partial heavy attack in order to proc IA and around 4 Mages' Wrath, but if boss is melting quickly just keep spamming Wrath (hold block while spamming Wrath).

    When healing in PvE just keep all support skills and Unstable up. Heavy attack primarily with a restoration staff whenever you can. Be reactive with your heals (when someone is scratched use ward ally and top them off with some Prayers). When taking a lot of continuous damage make sure to have all buffs/debuffs up while keeping Energy Orb active in the group. At the boss use the horn ult, but only when the group has decent survivability and damage. If too many players lack survivability then use the barrier ult to make life easier (longer fight, but less risk of death). Can use barrier when dealing with trash mobs (gives back ult).

    In PvP you'll rarely be in a scenario where you can perform a PvE esque rotation with AOE unless you're performing a single target burst. For the most part just stun peeps whenever possible, apply dots, and heavy attack them a few times. Rinse and repeat till they die and use ults as needed, but make sure to keep your health and shields up whenever you take significant damage (might have to keep one's distance if a dk is using a skill like draw essence). When in a high pressure situation stay on the lightning staff bar and keep hardened ward up while stunning and heavy attacking hostiles make sure to keep primary buffs up, heal up, purge, and shield stack as needed. When dealing with a large amount of enemy players alongside your faction keep your distance from friendlies (avoid bombs). If you get debuffs on you be careful not to overuse efficient purge, which is still quite costly. If not grouped up do not bother using purge on a debuffed friendly, since it will not affect them at all.

    In PvE and PvP make sure to utilize tab target to keep track of priority enemies. Use streak in PvE for mag based movement that also allows you to stun a group of enemies. Use elusive mist for mag based movement, snare removal, and damage mitigation in PvP (can also be used in stealth, but will pop you out of a hidden state for a brief moment).

    In PvP when solo taking a resource ride your mount towards the tower, aggro the two guards at the front of the entrance, then head on inside the tower, buff up, purge, head up the stairs, kill everyone that follows especially the mage guard, kill everyone on the flag, and flip.

    Favorite Foods and Potions
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    Gold Food for PvE:
    (DPS) Corrupting Bloody Mara (increases Max Magicka by 4620, Max Health by 5051, and Health Recovery by 505 for 2 hours). If a vampire use font of loss furnishing to decrease vampirism to stage 1 to benefit from health recovery.

    Gold Food for PvP and PvE:
    (PvP healer/PvE serious tank) Clockwork Citrus Filet (increases Max Health by 3326, Health Recovery by 406 [useful if stage 1 vampire], Max Magicka by 3080, and Magicka Recovery by 338 for 2 hours).

    Trash Potions when feeling cheap:
    Regular CP150 Essence of Magicka pots that I obtain frequently from playing the game or Crown Tri-Restoration Potion obtained from dailies.

    Crafted Potions:
    Essence of Spell Critical (Bugloss, Lady's Smock, and Water Hyacinth). Without magelight this is my primary means of obtaining Major Prophecy, which increases my Spell Critical Rating. This also heals and restores magicka. Essence of Immovability (Columbine, Corn Flower, and Wormwood). I use this in PvP, since this gives me stealth detection, knockback immunity, and restores magicka (better to use it when competent allies are nearby, since it might reveal that you are surrounded by multiple players in stealth and you will not have an emergency pot available after use). Essence of Invisibility with only 2 ingredients (Blue Entoloma, Namira's Rot, Nirnroot, or Spider Egg). I use this in PvE content that requires stealth and if I need more speed I'll use Rapid Maneuver before using the potion. Essence of Invisibility with 3 ingredients (Blessed Thistle, Blue Entoloma, and Namira's Rot). Very useful in PvP alongside the vampire Dark Stalker passive, since you'll be invisible, ignore movement speed penalty while in Crouch, and you'll have a 30% movement speed boost from Major Expedition (I always have this slotted when riding from point A to B in PvP land, since gankers are always lurking).
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