1.5 Solo Quest Difficulty - Scaling Issues

Berylin
Berylin
Do the level 1-49 solo quests now scale in difficulty with player level? For example, if a level 42 player enters a level 40 (or 30!) solo quest, do all the monsters automatically scale up to 42?

If this is true, I know at least one player who is well and truly hosed. My partner lacks the coordination and FPS-style skills to block, dodge and circle. As a rear-rank healer or DPSer in a 2-4 person group she does very well, but on her own she's been unable to do any solo quest without a 2 to 5 level advantage and appropriately good equipment with an equivalent level advantage. My fear is that the 1.5.2 patch just eliminated any chance of her acquiring the advantage she needs in solo quests.

The sad thing is, she was finally starting to enjoy the game, despite her difficulty with FPS style controls and dislike of solo-only quests.

~Berylin
  • Syntse
    Syntse
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    Your partner just needs to get beaten some and the solo content should become easier. Though I think nobody has actually tested this.
    Syntse Dominion Khajiit Dragonknight Stamina Tank [50]
    Ra'Syntse Dominion Khajiit Nightblade Magica DPS [50]
    Syntselle Dominion Dark Elf Dragonknight Magica DPS [50]
    Syntseus Dominion Imperial Templar Healer [50]
    Syntsetar Dominion High Elf Sorcerer Magica DPS [50]
    Friar Tuktuk Daggerfall Brenton Templar Healer [50]
    Syntseyn Ebonheart Brenton Nightblade Magica DPS [50]
  • Still_Mind
    Still_Mind
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    Well, different playstyles\setups have different priorities. A healer built in a certain way won't have to dodge\block anything in solo content. With proper sets and resource management, tank and outlast any hard-hitting monster in solo content. Not talking about full purple gear. Just properly crafted greens and blues.

    While it is important for solo content to be accessible, I also think that it's equally important for the game to nudge the player to think a little to improve their character and their strategy. ESO gives us a lot of freedom in this regard, it's what sets it apart from more orthodox MMOs.
    "I'm not *giving* him cake, I'm *assaulting* him with cake!"
  • Berylin
    Berylin
    I have confirmed that solo content levels up to the character's level. I am extremely curious about the "certain way" a healer should be built. My partner has been an awesome healer since EQ back in '99, the mainstay of many a party, and we have yet to see her heals stand up against boss beat-downs. Please enlighten us about the proper sets, skills and tactics. We're only 42 right now, and still have a variety of level 35+ solo quests (not to mention the 40s) that seem entirely out of reach for her.
  • Syntse
    Syntse
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    Most of the times Templars have it easy... just heal themselves and chip in damage and eventually the mobs die. It will be slow but at least doable. Then of course one can pick up couple of offensive skills for Templar just for those solo missions just to make it through them a little bit faster.

    On a side note basically only main quest is must if running dedicated healer for dungeons and trials and such, one can basically skip just about everything else of course missing some skill points.
    Syntse Dominion Khajiit Dragonknight Stamina Tank [50]
    Ra'Syntse Dominion Khajiit Nightblade Magica DPS [50]
    Syntselle Dominion Dark Elf Dragonknight Magica DPS [50]
    Syntseus Dominion Imperial Templar Healer [50]
    Syntsetar Dominion High Elf Sorcerer Magica DPS [50]
    Friar Tuktuk Daggerfall Brenton Templar Healer [50]
    Syntseyn Ebonheart Brenton Nightblade Magica DPS [50]
  • Still_Mind
    Still_Mind
    ✭✭✭
    Syntse wrote: »
    Most of the times Templars have it easy... just heal themselves and chip in damage and eventually the mobs die. It will be slow but at least doable. Then of course one can pick up couple of offensive skills for Templar just for those solo missions just to make it through them a little bit faster.

    On a side note basically only main quest is must if running dedicated healer for dungeons and trials and such, one can basically skip just about everything else of course missing some skill points.
    Pretty much for Temps. Blazing shield, healing jabs spamming, quick siphon from restostaff.

    In case of DKs, Igneous shield, healing ward while they burn, whip their booty if they can be immobilized\stunned - free damage, free healing. Reflect makes mage\archer encounters trivial without putting a lot of stress on your mana (if you're light armour, with good regen and cost reduction).

    Siphonblades have pretty much unlimited resources for healing, but they do lack class shields, so, depending on the playstyle, it may be wise to have a bigger HP pool. Otherwise Ward works just fine.

    Haven't played a healing Sorc, but I'm fairly confident that shields+overload is also a way to go.

    5Seducer and restostaff heavy attacks during levelling should be enough for mana sustainability. Blue HP+mana food is optional, but very nice to have, green usually suffices. 1h\shield secondary style helps tank stuff, specially if you use quick siphon, because attacks are quick and healing adds up a lot over the course of the fight.
    "I'm not *giving* him cake, I'm *assaulting* him with cake!"
  • guybrushtb16_ESO
    guybrushtb16_ESO
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    Is she maybe using a wrong build? If you build your templar right, I can't think of anything in the game right now you can't beat by just spamming puncturing sweep over and over and over again...
  • Rune_Relic
    Rune_Relic
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    .
    Edited by Rune_Relic on November 4, 2014 12:49PM
    Anything that can be exploited will be exploited
  • Woolenthreads
    Woolenthreads
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    Is she maybe using a wrong build? If you build your templar right, I can't think of anything in the game right now you can't beat by just spamming puncturing sweep over and over and over again...

    At the same level? I can, I ran into the bassid in Deshaan, The Alchemist. The World Bosses take more too. I have to assume that other end-of-extended-quest bosses are generally just as painful. Mostly though, the NPC Nightblades, like the Alchemist, are quite aggravating with their use of "Agony" and "Summon Shade".
    Edited by Woolenthreads on November 4, 2014 10:28PM
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  • Berylin
    Berylin
    She's using a templar build, but clearly doesn't have the optimal mix of skills. Thanks for the advice, she's not a theory-crafter either (as I supposed you can guess).
    Edited by Berylin on November 6, 2014 6:57AM
  • cote-bmsb16_ESO
    cote-bmsb16_ESO
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    I know of an older fellow who loves ESO and just dinged to V1 two weeks ago; hes been playing since launch. Scaling is an issue for me at v14, and I bet he won't have a much better time.
  • Still_Mind
    Still_Mind
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    Berylin wrote: »
    She's using a templar build, but clearly doesn't have the optimal mix of skills. Thanks for the advice, she's not a theory-crafter either (as I supposed you can guess).
    Well, would help if we knew more about her setup :)
    "I'm not *giving* him cake, I'm *assaulting* him with cake!"
  • Cuyler
    Cuyler
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    Try to get her spell crit chance to soft cap eventually. This is done easiest by using inner light (magelight morph) from mages guild skill line an wearing light armor which has a inc chance to crit passive.

    Heals take advantage of crit just like a dps skill would healing for the critical which can be significantly more than what the tooltip states.

    Think about a couple of light armor sets that have those spell crit inc (ie. Willow's path, soulshine, imperium, and wise mage). Although wise mage you won't get until trials or you get lucky and someone is selling it. willow's you can craft. Healer's habit set at 5 pc will give a straight 8% heals inc too.

    A staple among those using mana is the seducer set which really helps in reaching that mana regen/max mana softcap. It's 3 traits which can be crafted very early on. Also the warlock set but its also a dropped set.

    Enchants should be infused on chest head and legs with mana enchants. This will give an inc of at least 7 mana per piece. Use divines on the rest.

    A theoretical low level armor build could be:
    head - seducer with infused and mana enchant
    chest - seducer with infused and mana enchant
    legs - seducer with infused and mana enchant
    shoulders - seducer with divines and mana enchant
    gloves - seducer with divines and mana enchant
    belt - willow's path with divines and mana enchant
    boots - willow's path with divines and mana enchant
    neck - Focus of the warlock
    ring - signet of the warlock
    ring - signet of the warlock
    weapon 1 - Willow's path resto staff with precise and
    weapon 2 - Willow's path destroy staff with precise and

    An endgame build to shoot for could be:
    head - wise mage
    chest - wise mage
    legs - healers habit
    shoulders - healers habit
    gloves - wise mage
    belt - healers habit
    boots - healers habit
    neck - healers habit
    ring - Imperium ring
    ring - Imperium ring
    weapon 1 - Imperium Staff
    weapon 2 - Imperium Staff

    *obv many ways to do this.

    Your mundus should be either the ritual for inc healing effectiveness (5%) or the thief for inc crit chance (5%). Thief is generally used more as your crit heals are what is going to make the most difference.
    Edited by Cuyler on November 6, 2014 3:00PM
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