We’ve added three ranks of bag upgrades, bringing the maximum possible inventory size up to 200 (this includes your Riding Capacity skill). These new bag upgrades can be purchased at any bag vendor with a gold cost that follows the existing pattern for bag upgrades.
Malachite Shards can be found in Treasure Chests around the world. Chests with more durable and difficult locks are more likely to contain them, but the chests that require a Treasure Map to find have the best chance by a wide margin.
Akavir_Sentinel wrote: »Malachite Shards can be found in Treasure Chests around the world. Chests with more durable and difficult locks are more likely to contain them, but the chests that require a Treasure Map to find have the best chance by a wide margin.
Finally, a use for those worthless treasure maps.
ZOS_GinaBruno wrote: »Fixed an issue where the dodge animation would not consistently blend properly.
Drain Essence: This ability now restores 10% of your health every second, and stuns your target on activation. It can be used on CC-immune targets, and can be used all the time (it no longer activates the Feed debuff).
ZOS_GinaBruno wrote: »Caltrops: This ability is no longer considered a melee attack, and it will not trigger the Redguard passive ability Adrenaline Rush. Caltrops now sorts targets based on the center of the attack, rather than the distance from the caster.
A lot of good stuff in there, still can't help but feel that I wasted time in PVP for Caltrops which will not longer triggers Ad Rush or Ravager. And since you have to have the werewolf utl slotted for the stamina regen, there seems little reason to not just swap to vampire.
Ravager: Added a 10 second cooldown to this item set’s effect.
A lot of good stuff in there, still can't help but feel that I wasted time in PVP for Caltrops which will not longer triggers Ad Rush or Ravager. And since you have to have the werewolf utl slotted for the stamina regen, there seems little reason to not just swap to vampire.Ravager: Added a 10 second cooldown to this item set’s effect.
Caltrops or not, that set is dead.
A lot of good stuff in there, still can't help but feel that I wasted time in PVP for Caltrops which will not longer triggers Ad Rush or Ravager. And since you have to have the werewolf utl slotted for the stamina regen, there seems little reason to not just swap to vampire.Ravager: Added a 10 second cooldown to this item set’s effect.
Caltrops or not, that set is dead.
Well *** I didn't even notice that part...
Nerfs across the board for the current FOTM weapon/spell damage sets. Interesting.
Weapon/Spell damage enchantments buffed to ~128, recovery enchantments to ~160. Shor knows why they nerfed the resistance glyphs, though.
So no bolt escape nerf ? Couldn't be happier!
Also, curious as there wasn't (or I didn't see) any indication of current vr14 sets other than the monster sets (I.e. martial knowledge) being available for vr16 as well.
I would assume they would as they drop scale to your vet level. No mention though.
Either way GJ ZoS, love the patch.
Every Dungeon now scales up to Veteran Rank 16 which will allow items, such as Monster Masks, to drop at the highest achievable level.
So no bolt escape nerf ? Couldn't be happier!
Also, curious as there wasn't (or I didn't see) any indication of current vr14 sets other than the monster sets (I.e. martial knowledge) being available for vr16 as well.
I would assume they would as they drop scale to your vet level. No mention though.
Either way GJ ZoS, love the patch.
Bolt Escape: This ability no longer reduces out-of-combat Magicka recovery after casting; the cost increase for re-casting Bolt Escape within four seconds remains in place.
Akavir_Sentinel wrote: »So no bolt escape nerf ? Couldn't be happier!
Also, curious as there wasn't (or I didn't see) any indication of current vr14 sets other than the monster sets (I.e. martial knowledge) being available for vr16 as well.
I would assume they would as they drop scale to your vet level. No mention though.
Either way GJ ZoS, love the patch.Bolt Escape: This ability no longer reduces out-of-combat Magicka recovery after casting; the cost increase for re-casting Bolt Escape within four seconds remains in place.
Wow - I had no idea that Caltrops currently triggers the Redguard Adrenaline Rush passive. If I'd known that I would have spent a bunch more time doing enough PVP to get access to it on my Redguard for tanking (which I still plan on doing).ZOS_GinaBruno wrote: »Caltrops: This ability is no longer considered a melee attack, and it will not trigger the Redguard passive ability Adrenaline Rush. Caltrops now sorts targets based on the center of the attack, rather than the distance from the caster.
Bye, Ravager.
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Caius Drusus Imperial DK (DC) Bragg Ironhand Orc Temp (DC) Neesha Stalks-Shadows Argonian NB (EP) Falidir Altmer Sorcr (AD) J'zharka Khajiit NB (AD) |
Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
Removed Stamina Regeneration from Lycanthropy; it now requires Werewolf Transformation to be slotted in your ability bar.
Akavir_Sentinel wrote: »Removed Stamina Regeneration from Lycanthropy; it now requires Werewolf Transformation to be slotted in your ability bar.
Oh the tears this change is going to generate....lol
Akavir_Sentinel wrote: »So no bolt escape nerf ? Couldn't be happier!
Also, curious as there wasn't (or I didn't see) any indication of current vr14 sets other than the monster sets (I.e. martial knowledge) being available for vr16 as well.
I would assume they would as they drop scale to your vet level. No mention though.
Either way GJ ZoS, love the patch.Bolt Escape: This ability no longer reduces out-of-combat Magicka recovery after casting; the cost increase for re-casting Bolt Escape within four seconds remains in place.
In ESo live they stated bolt escape would receive a stacking 50% cost increase for each subsequent cast. That is not the caee
Akavir_Sentinel wrote: »So no bolt escape nerf ? Couldn't be happier!
Also, curious as there wasn't (or I didn't see) any indication of current vr14 sets other than the monster sets (I.e. martial knowledge) being available for vr16 as well.
I would assume they would as they drop scale to your vet level. No mention though.
Either way GJ ZoS, love the patch.Bolt Escape: This ability no longer reduces out-of-combat Magicka recovery after casting; the cost increase for re-casting Bolt Escape within four seconds remains in place.
In ESo live they stated bolt escape would receive a stacking 50% cost increase for each subsequent cast. That is not the caee
I hope it's true BE isn't being nerfed (again). It is unnecessary.
I would have preferred they keep the stamina regen on always and add in a small debuff of some sort to offset it, but I'm OK with them doing it this way too.Akavir_Sentinel wrote: »Removed Stamina Regeneration from Lycanthropy; it now requires Werewolf Transformation to be slotted in your ability bar.
Oh the tears this change is going to generate....lol
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Caius Drusus Imperial DK (DC) Bragg Ironhand Orc Temp (DC) Neesha Stalks-Shadows Argonian NB (EP) Falidir Altmer Sorcr (AD) J'zharka Khajiit NB (AD) |
Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |