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Already sick of the Nirncrux hunt - Relief coming in 1.5!

  • Illumous
    Illumous
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    To me the drop rate seems reasonable... It's just I feel we should also be able to loot it off everything in Upper Craglorn including mobs, crates, chests, and especially as rewards for clearing Nirncrux Mines (cause that actually makes sense).
    Sol-Illumous | Breton Templar | Mag Support/Healer | EP
    Sol-Ventus | Imperial Templar | Stam DPS | EP
    Famìne | Argonian Templar | Mag Support/Healer | DC
    NA Azura's Star (PC) - WCFC (Myrmidons) & Horsemen of Apocalypse
  • NukaCola
    NukaCola
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    This is perfect as it is. Its good that Nirncrux is hard to find. I sell a couple of these a day for 25k each. They should make more rare stuff like this. Keep gathering and exploring useful in the game. This makes crafting better and more profitable. More relevant. I want something else to do than run stupid trials.

    When they one day come up with player housing. I want it to be an insane farming fest of rare crap that makes everyone cry for at least year. No sarcasm.
  • rophez_ESO
    rophez_ESO
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    If they want Cyrodiil to be the endgame, why is everything there VR5? Why not put V14 nodes in Cyrodiil and allow the same chance to get nirnhoned stuff. Maybe then Cyrodiil won't be a ghost town in all but 1 campaign.
  • Wreuntzylla
    Wreuntzylla
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    xaraan wrote: »
    Yes, they are a bit too rare I think. Plus they definitely should also drop from hirelings and refining, just like any other trait stone; just much more rare of a chance. I also think they should have had a min trait research requirement to keep all these people with alts researching them just to churn them out in six hours. It kind of screwed over the people with real crafter characters.

    how did it screw over people with real crafter characters?

    If people weren't researching it on alts, no one would have the ability to make it for... real crafter characters. We'd all have to wait a month for even a few to become readily available.

    There are two issues here. One is churning out lvl1 gear for research. The other is making end game gear. In my mind, the issue is mainly with respect to end game gear.

    The problem arises because a 3 trait set like Seducer or a 6 trait set like Hundig's Rage is more valuable than any 8 trait set. You can craft level an alt to 40 in a given craft and churn out nirn traited Seducer in a few days tops, less than 2 weeks for Hundigs. That is a pimp slap to the face of any serious crafter who has to wait 30 days on their main to do the same. Why should a lvl1 alt be able to make end game gear with the latest and greatest trait when a toon that has had hundreds of hours invested into it cannot? They should have limited nirn research to a ninth trait or, for those of you who just can't wait, made the new passive allow a ninth trait to be researched in the ~5 hours it takes to research a first trait.

    I would have thought that zos failed to comprehend the impact of what they were doing because they added a passive that limits research time for a 9th trait to 30 days. I mean, why would you do that when lvl1 toons can make the gear anyway? However, the sheer ignorance of crafting required to make that bungle leads me to believe that this is an intended outcome. I still haven't been able to come up with a purpose for it though, except an equally foolish desire to implement an additional time sink, consequences be damned.

    With respect to churning out lvl1 gear to sell for research, some people craft on all 8 toons and research on all 8 toons. There is no particular reason to research on all of them, but hey, it's part of advancing you character, it's almost free, so why not. Who knows, one day you might be able to split accounts like in other games.

    Well, months into the game we find out the "why not" is because of the idiotic way the trait was introduced. So, yeah, at least a few serious crafters need a new account to do the same as casual or noncrafters...

  • Azarul
    Azarul
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    rophez_ESO wrote: »
    If they want Cyrodiil to be the endgame, why is everything there VR5? Why not put V14 nodes in Cyrodiil and allow the same chance to get nirnhoned stuff. Maybe then Cyrodiil won't be a ghost town in all but 1 campaign.

    I agree 10000%. It seems ZoS has abandoned their vision on PvP endgame. I feel as a PvP player we have taken a back seat to the all mighty PvE money maker.
  • smeeprocketnub19_ESO
    smeeprocketnub19_ESO
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    rophez_ESO wrote: »
    If they want Cyrodiil to be the endgame, why is everything there VR5? Why not put V14 nodes in Cyrodiil and allow the same chance to get nirnhoned stuff. Maybe then Cyrodiil won't be a ghost town in all but 1 campaign.

    as much as I would be okay with that, most people that go to cyrodiil don't go to harvest.

    I would settle for vr14 nodes, and no chance of nirnhone. You don't really have to pve to harvest in craglorn though. It's sort of a crafter based activity.
    Dear Sister, I do not spread rumors, I create them.
  • NukaCola
    NukaCola
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    Cyrodiil needs more gathering/crafting associated with it. It could be a mechanic for the alliance war.

    Craft gear for mercs/guards quests. Make provisions for the troops quests etc etc. All with relevant buff and alliance point gains. Would make Cyrodiil more than a ghost world with occasional zerg trains.
  • smeeprocketnub19_ESO
    smeeprocketnub19_ESO
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    NukaCola wrote: »
    Cyrodiil needs more gathering/crafting associated with it. It could be a mechanic for the alliance war.

    Craft gear for mercs/guards quests. Make provisions for the troops quests etc etc. All with relevant buff and alliance point gains. Would make Cyrodiil more than a ghost world with occasional zerg trains.

    no. You get AP for pvping. That's all you should get it for.

    Man, my campaign is pop locked on a regular basis. Ghost campaign?
    Dear Sister, I do not spread rumors, I create them.
  • NukaCola
    NukaCola
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    NukaCola wrote: »
    Cyrodiil needs more gathering/crafting associated with it. It could be a mechanic for the alliance war.

    Craft gear for mercs/guards quests. Make provisions for the troops quests etc etc. All with relevant buff and alliance point gains. Would make Cyrodiil more than a ghost world with occasional zerg trains.

    no. You get AP for pvping. That's all you should get it for.

    Man, my campaign is pop locked on a regular basis. Ghost campaign?

    Pop block should not be a problem. In fact it should never happen. Just bad design. And we probably play in different regions and campaigns. I can play the flute in enemy factions main base for 20 minutes and nobody comes to listen.
  • smeeprocketnub19_ESO
    smeeprocketnub19_ESO
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    NukaCola wrote: »
    NukaCola wrote: »
    Cyrodiil needs more gathering/crafting associated with it. It could be a mechanic for the alliance war.

    Craft gear for mercs/guards quests. Make provisions for the troops quests etc etc. All with relevant buff and alliance point gains. Would make Cyrodiil more than a ghost world with occasional zerg trains.

    no. You get AP for pvping. That's all you should get it for.

    Man, my campaign is pop locked on a regular basis. Ghost campaign?

    Pop block should not be a problem. In fact it should never happen. Just bad design. And we probably play in different regions and campaigns. I can play the flute in enemy factions main base for 20 minutes and nobody comes to listen.

    there is probably an upper limit of players you want to have gathering in a few areas, things already get laggy.

    The problem we are seeing is that everyone wants to be in the campaign where the action already is. Hence Thornblade (NA at least) get locked quick, and then I don't know where everyone else goes. TBH I think most people just suffer through the queues. Oddly, there were more active campaigns when there were more campaigns total.

    What region/campaign do you play in?

    I have been thinking about messing around in blackwater blade with a lowbie. I know someone who got emp at level 14. I am not sure I have that kind of time to commit, but it's certainly interesting.
    Dear Sister, I do not spread rumors, I create them.
  • xaraan
    xaraan
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    xaraan wrote: »
    Yes, they are a bit too rare I think. Plus they definitely should also drop from hirelings and refining, just like any other trait stone; just much more rare of a chance. I also think they should have had a min trait research requirement to keep all these people with alts researching them just to churn them out in six hours. It kind of screwed over the people with real crafter characters.

    how did it screw over people with real crafter characters?

    If people weren't researching it on alts, no one would have the ability to make it for... real crafter characters. We'd all have to wait a month for even a few to become readily available.

    um, exactly... everyone would be on the same page, instead of only those using alts to research and replicate - including someone who has never researched anything before. If you had to have so many items already researched, then it would at least reward crafters for being able to do it, plus everyone that could would start completing it about the same time.
    -- @xaraan --
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  • Inco
    Inco
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    Yea... not going to bother with this new trait. Having to spend 30 days on each piece of gear again and not have the mats needed to make them is a big let down.

    Good Job ZOS... made crafting suck even more than the set bonus gear for 8 trait sets.
  • smeeprocketnub19_ESO
    smeeprocketnub19_ESO
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    xaraan wrote: »
    xaraan wrote: »
    Yes, they are a bit too rare I think. Plus they definitely should also drop from hirelings and refining, just like any other trait stone; just much more rare of a chance. I also think they should have had a min trait research requirement to keep all these people with alts researching them just to churn them out in six hours. It kind of screwed over the people with real crafter characters.

    how did it screw over people with real crafter characters?

    If people weren't researching it on alts, no one would have the ability to make it for... real crafter characters. We'd all have to wait a month for even a few to become readily available.

    um, exactly... everyone would be on the same page, instead of only those using alts to research and replicate - including someone who has never researched anything before. If you had to have so many items already researched, then it would at least reward crafters for being able to do it, plus everyone that could would start completing it about the same time.

    Exactly? In that you are agreeing with me that your proposal would make it excessively hard for crafters to get the trait and research it?

    Or are you saying a select few people dominating the market with insane prices in a month's time would be good for the economy?
    Dear Sister, I do not spread rumors, I create them.
  • NukaCola
    NukaCola
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    NukaCola wrote: »
    NukaCola wrote: »
    Cyrodiil needs more gathering/crafting associated with it. It could be a mechanic for the alliance war.

    Craft gear for mercs/guards quests. Make provisions for the troops quests etc etc. All with relevant buff and alliance point gains. Would make Cyrodiil more than a ghost world with occasional zerg trains.

    no. You get AP for pvping. That's all you should get it for.

    Man, my campaign is pop locked on a regular basis. Ghost campaign?

    Pop block should not be a problem. In fact it should never happen. Just bad design. And we probably play in different regions and campaigns. I can play the flute in enemy factions main base for 20 minutes and nobody comes to listen.


    What region/campaign do you play in?

    .

    I play in EU server.

    I hate that everything needs to be simple. Kill a guy get a point. Its like is this Contra or a MMO game? Think big. Add more elements. Population and lag should not be an issue anymore.

    The gatherers and the crafters should be big part of this Alliance war.
    Its supposed to be faction against faction in all its glory. Not just some battleground found in any cookie cutter MMO.

  • smeeprocketnub19_ESO
    smeeprocketnub19_ESO
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    NukaCola wrote: »
    NukaCola wrote: »
    NukaCola wrote: »
    Cyrodiil needs more gathering/crafting associated with it. It could be a mechanic for the alliance war.

    Craft gear for mercs/guards quests. Make provisions for the troops quests etc etc. All with relevant buff and alliance point gains. Would make Cyrodiil more than a ghost world with occasional zerg trains.

    no. You get AP for pvping. That's all you should get it for.

    Man, my campaign is pop locked on a regular basis. Ghost campaign?

    Pop block should not be a problem. In fact it should never happen. Just bad design. And we probably play in different regions and campaigns. I can play the flute in enemy factions main base for 20 minutes and nobody comes to listen.


    What region/campaign do you play in?

    .

    I play in EU server.

    I hate that everything needs to be simple. Kill a guy get a point. Its like is this Contra or a MMO game? Think big. Add more elements. Population and lag should not be an issue anymore.

    The gatherers and the crafters should be big part of this Alliance war.
    Its supposed to be faction against faction in all its glory. Not just some battleground found in any cookie cutter MMO.

    the only benefit of crafters in cyrodiil would be people I could kill that are trying to harvest while I go from keep to keep or town to town.

    The result of your suggestion in practice would also just be crafting dailies. :/
    Dear Sister, I do not spread rumors, I create them.
  • NukaCola
    NukaCola
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    NukaCola wrote: »
    NukaCola wrote: »
    NukaCola wrote: »
    Cyrodiil needs more gathering/crafting associated with it. It could be a mechanic for the alliance war.

    Craft gear for mercs/guards quests. Make provisions for the troops quests etc etc. All with relevant buff and alliance point gains. Would make Cyrodiil more than a ghost world with occasional zerg trains.

    no. You get AP for pvping. That's all you should get it for.

    Man, my campaign is pop locked on a regular basis. Ghost campaign?

    Pop block should not be a problem. In fact it should never happen. Just bad design. And we probably play in different regions and campaigns. I can play the flute in enemy factions main base for 20 minutes and nobody comes to listen.


    What region/campaign do you play in?

    .

    I play in EU server.

    I hate that everything needs to be simple. Kill a guy get a point. Its like is this Contra or a MMO game? Think big. Add more elements. Population and lag should not be an issue anymore.

    The gatherers and the crafters should be big part of this Alliance war.
    Its supposed to be faction against faction in all its glory. Not just some battleground found in any cookie cutter MMO.

    the only benefit of crafters in cyrodiil would be people I could kill that are trying to harvest while I go from keep to keep or town to town.

    The result of your suggestion in practice would also just be crafting dailies. :/

    A crafting daily would the cookie cutter way of doing it. It doesn't have to be just that. These quests could have relevant impact on the keep sieges. And yes these gatherers could be an excellent way to get some extra kills. Little skirmishes and 1 on 1 fights don't exists in this game atm. This is getting wildly off topic btw :)

    Point is don't thumb down crafting. Let there be hard to get materials and hard to craft items. And have those have impact in PvP aswell.
  • LonePirate
    LonePirate
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    If Cyrodiil crafting quests are added, I would imagine most people will pick up the quests, go to a PVE zone to gather the mats and then return to Cyrodiil to craft and complete the quests.

    Back on topic though. The weapon drop rarity is where people should make their gold. The rarity of these crafting stones - rare enough for people to command 25K per stone - is absurd. That example alone should be sufficient for ZOS to change how this stone is acquired.
  • seanolan
    seanolan
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    rophez_ESO wrote: »
    If they want Cyrodiil to be the endgame, why is everything there VR5? Why not put V14 nodes in Cyrodiil and allow the same chance to get nirnhoned stuff. Maybe then Cyrodiil won't be a ghost town in all but 1 campaign.

    as much as I would be okay with that, most people that go to cyrodiil don't go to harvest.

    I would settle for vr14 nodes, and no chance of nirnhone. You don't really have to pve to harvest in craglorn though. It's sort of a crafter based activity.

    They don't go to harvest because nodes are, like, 200 miles apart.
  • smeeprocketnub19_ESO
    smeeprocketnub19_ESO
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    NukaCola wrote: »
    NukaCola wrote: »
    NukaCola wrote: »
    NukaCola wrote: »
    Cyrodiil needs more gathering/crafting associated with it. It could be a mechanic for the alliance war.

    Craft gear for mercs/guards quests. Make provisions for the troops quests etc etc. All with relevant buff and alliance point gains. Would make Cyrodiil more than a ghost world with occasional zerg trains.

    no. You get AP for pvping. That's all you should get it for.

    Man, my campaign is pop locked on a regular basis. Ghost campaign?

    Pop block should not be a problem. In fact it should never happen. Just bad design. And we probably play in different regions and campaigns. I can play the flute in enemy factions main base for 20 minutes and nobody comes to listen.


    What region/campaign do you play in?

    .

    I play in EU server.

    I hate that everything needs to be simple. Kill a guy get a point. Its like is this Contra or a MMO game? Think big. Add more elements. Population and lag should not be an issue anymore.

    The gatherers and the crafters should be big part of this Alliance war.
    Its supposed to be faction against faction in all its glory. Not just some battleground found in any cookie cutter MMO.

    the only benefit of crafters in cyrodiil would be people I could kill that are trying to harvest while I go from keep to keep or town to town.

    The result of your suggestion in practice would also just be crafting dailies. :/

    A crafting daily would the cookie cutter way of doing it. It doesn't have to be just that. These quests could have relevant impact on the keep sieges. And yes these gatherers could be an excellent way to get some extra kills. Little skirmishes and 1 on 1 fights don't exists in this game atm. This is getting wildly off topic btw :)

    Point is don't thumb down crafting. Let there be hard to get materials and hard to craft items. And have those have impact in PvP aswell.

    They do though. You just have to hagn around in quest hubs. Little fights are all over the place.

    My favorite town is Bruma. Because it's smack dab in the middle of all enemy territory.

    I don't know how I feel about crafters effecting pvp sieges. I'm not sure I want that random element.
    Dear Sister, I do not spread rumors, I create them.
  • Pallmor
    Pallmor
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    I straight-up saw a guy WTSing Nirncrux stones in Zone for a BILLION gold the other day.

    I really have no idea what to take away from that fact; I just felt it was worth sharing.

    Did he also WTB a bunch of sharks with lasers?
  • LunaRae
    LunaRae
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    Another example why gear grinds, or grinds in general, should not be in this game - they don't belong. Just wait until 9 trait gear exists, prices will continue to rise :wink:
    Stands-Strong-As-Snow ~ Argonian Templar DC NA V14
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  • Xsorus
    Xsorus
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    I actually like it..

    It gives me something rare I can get while farming for resources. Before if i wanted money the main thing I had to do is bloody open boxes all day. Now if i'm bored i can go gather resources for a while and possibly make some extra cash on the side.
  • starkerealm
    starkerealm
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    Ourorboros wrote: »
    LonePirate wrote: »
    LonePirate wrote: »
    Anyway, it is the absurd rarity of the two types of Nirncrux stones that really boils my blood. There is absolutely no reason for this rarity.

    In fact, there is a fairly decent rational for the increased rarity ... the relative power of the trait. I don't have numericals for the armor trait (and besides, there's nothing to compare it with), but here's a few scores I get out of my crafting UI :
    - Defending : Increase total Armor and Spell Resistance by 4%
    - Sharpened : Increase Armor and Spell Penetration by 6%
    - Nirnhoned : Increase Spell Resistance and Spell Penetration by 10%

    Now, unless ZoS thinks armor and armor penetration are vastly more desirable than spell resistance (I don't), it's pretty clear that "Nirhoned" is roughly twice as strong as a "normal" trait. That alone should make it rarer.

    I'd argue that the increased rarity should be similar to legendary crafting mats.
    What you describe seems to like ... maybe they're overdone it.
    LonePirate wrote: »
    Worst of all, a PVP player has no means whatsoever of obtaining these stones. Whose "bright" idea was this?

    Solo players are given the shaft too. We do have a way though : trading

    My spell resistance is already soft capped with just five pieces of light armor and some light armor passives. The additional spell resistance from this trait is of little use to me, especially at the sacrifice of more beneficial traits like Divines, Impenetrable and Infused.

    As for the spell penetration aspect, my spell damage is already close to 120 with some set bonuses and enchantments. While spell penetration and spell damage are not the same, the trade off between what I have now without the Nirnhoned trait and what I gain and lose (spell crit) with it are just not worth it. Basically, these new traits are not significantly better than the other traits and they certainly are not so much better that they warrant their current rarity.

    As for trading, the cheapest piece of Nirnhoned level 1 research gear Ingave seen was a single piece going for 25K. Every other piece I have seen has been in the 40K-60K price range. Those prices put the pieces out of reach for many players. Those who do buy them can usually only afford a couple of pieces at most. Or am I mistaken and we have numerous players running around with 7 or more figures worth of gold?

    Players who got lucky, or have been here consistently from the beginning, sold their drops, and never repaired their gear? I could easily see them in the mid 6 figures, without even buying and flipping stuff.

    Remember, at launch you could make massive amounts of gold through provisioning just by processing the crap you found in town and vendoring it. I'm talking 7k for just looting Vulkel Guard or Daggerfall a couple times. To say nothing of the guild bank duplication exploit back at launch, which you could use to get absurd amounts of crap.

    I think at one point there was an alchemy exploit, though I don't know what it was.

    Yeah, it wouldn't surprise me if there are a few, particularly players who farmed the crap out of the Vet and Vet + zones at launch, who're now sitting on 7 figures.

    I have high six figures in my bank. I never took advantage of any game exploits, didn't sell common goods at outrageous prices. Point being, it's not that hard to accrue a large amount of gold. I just sell a small variety of common items. I price items to be competitive, not always the lowest, but never the highest. Posting broad generalizations about other players is bound to rub other players the wrong way. Oh,,,,,, and I never buy things like Nirnhoned for outrageous prices.

    Well, then, go back and read what I wrote again. I said without doing anything shady or dubious and without participating in the market (which you did), I could easily see some players being in the mid 6 figures now. For people who did either of those things I could see them sitting in the 7 figure range easily.
  • AssaultLemming
    AssaultLemming
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    I have to say the drop rate from nodes is just right, it feels the same as the chance to get a yellow enchant from enchanting nodes. When you do find one it feels like you found something awesome rather than another piece of crap. My only wish is that they should add them to the cyrodiil nodes and double the chance of them dropping in cyrodiil, it would draw more people to farm there and provide some point for crafters and harvesters to be exposed to PvP.
  • chimneyswift_ESO
    chimneyswift_ESO
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    LonePirate wrote: »
    I understand why ZOS put the Nirnhoned armor and weapons as rewards for the final quest(s) in Upper Craglorn. Without them, almost no one would bother completing those quests, just like very few people have completed the quests in Lower Craglorn (which are required to finish the Upper Craglorn quests, btw).

    Anyway, it is the absurd rarity of the two types of Nirncrux stones that really boils my blood. There is absolutely no reason for this rarity. The drop rate for these stones within the harvested nodes is almost as low as the drop rate for the purple recipes before they were made more accessible several weeks back. I have harvested hundreds of nodes and have received one single stone. Prices for these stones are through the roof which is insane.

    Not only that but during peak hours, the competition between players for the harvesting nodes is almost as intense as it was when bots were monopolizing the nodes many months ago. Why did ZOS need to create another situation like that one? Worst of all, a PVP player has no means whatsoever of obtaining these stones. Whose "bright" idea was this?

    I dumped skill points in the hirelings for Blacksmithing, Clothing and Woodworking so they would gather items like these Nirncrux stones and send them to me. There is no reason why these stones cannot be sent by hirelings or obtained by refining materials. ZOS needs to change how these Nirncrux stones are obtained as the current methods are nonsensical to say the least.

    I disagree COMPLETELY! Name 1 thing besides legendary mats in this game that is this rare. Rare is good, this game needs more things that are rare. Right now most things are way too easy to get. I'm glad there's finally one item in this game with a really low drop rate. Btw, I've spent maybe 6-8 hrs of harvesting nodes for this stuff and I have 3 Fortified Nirncrux and 1 Potent Nirncrux. Not to mention all the other mats I got out of refining all the stuff I harvested. It's been fun and I'm glad they've set it up this way.
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  • starkerealm
    starkerealm
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    I disagree COMPLETELY! Name 1 thing besides legendary mats in this game that is this rare.

    VR6+ motifs... Imperial Motif... Tomatoes, Oats, oh, wait... not what you meant... uh... sorry.
  • PBpsy
    PBpsy
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    Yeah. It's terrible. .. Oh wait why do I really give a [snip] when I can buy that crappy trait in about a month or two for 1k. Farm away boys, :p
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  • Zed
    Zed
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    NukaCola wrote: »
    I want something else to do than run stupid trials.

    It's good to see that there's at least one person enjoying the hamster wheel.
    Spend spend spend! 'Cause you don't know any better.
  • FoxyKitten
    FoxyKitten
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    OK, I didn't read through all this thread but I'm V14 and have not finished lower Craglorn and hardly any upper but have still found both types of Nrincrux in upper so no quest requirements are needed to successfully farm the stones as long as you have access to upper Crag. I've also bought both types from chat at 12-15G. I didn't notice which nodes gave the stones except that a piece of wood dropped one. Someone told me that those Willia (sp) beasts in upper drop it sometimes but they are usually in a pack of 5-6, but 2 of them are always 10,000 health each. If there are no 10,000's you are probably not in upper. If you just want to craft the gear with that trait so you can sell it to those in need, once you find a stone, chat out to someone who has the skill to craft you a white lvl 1 piece (now going for 3-5 k) and then research it on your lower lvl toon and it will be done in 6 hours. And if everyone did this, and in turn sold the pieces at these lower prices, it would help bring down the price big time. Problem is, most people are selfish and greedy so the price stays high. If we all stuck together as one we could manipulate the market to a sane level. But if you want to craft high level gear with the trait, you will have to spend 30 days on each piece, and that is with all your gear crafting skills maxed. But I agreed wholeheartedly that this is really a stupid state of affairs and I would love to punch the knuckleheaded Devs in the face who came up with this extremely annoying idea. This game is supposed to be fun, not an exercise in frustration and futility. I've had ***, A-hole players sneak up behind me and grab a node while I was waiting for those wasps to turn away.
  • Maotti
    Maotti
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    What is the deal with the whole give me the craft stone and i'll craft a nirnhoned item for 5k anyway?

    Maple isn't that expensive.
    PC EU
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