Speaking of farming Rattlecage, what's the best way to reset the dungeon after you've killed the first boss?
Speaking of farming Rattlecage, what's the best way to reset the dungeon after you've killed the first boss?
Whenever I farm gear (dungeon sets or Skyreach xp farm), I first gather everyone outside the dungeon door.
We walk in, kill the boss, and then disband/regroup inside the dungeon. The game ports everyone out and since you already regrouped everyone while in the dungeon, you can all just walk in again to a reset instance. Wastes no time at all
Speaking of farming Rattlecage, what's the best way to reset the dungeon after you've killed the first boss?
Whenever I farm gear (dungeon sets or Skyreach xp farm), I first gather everyone outside the dungeon door.
We walk in, kill the boss, and then disband/regroup inside the dungeon. The game ports everyone out and since you already regrouped everyone while in the dungeon, you can all just walk in again to a reset instance. Wastes no time at all
Yeah I do that too when group farming. Easy. But what about when farming solo? Obviously simply leaving the dungeon does not do it.
What I've done so far is, kill the first boss, leave the dungeon, re-enter in normal mode and do the first boss again, exit, switch back to vet, repeat... That sometimes works, some times it doesn't.
I think there's a timer. You get the same issue if you try to farm vMA first boss for example.
Speaking of farming Rattlecage, what's the best way to reset the dungeon after you've killed the first boss?
Whenever I farm gear (dungeon sets or Skyreach xp farm), I first gather everyone outside the dungeon door.
We walk in, kill the boss, and then disband/regroup inside the dungeon. The game ports everyone out and since you already regrouped everyone while in the dungeon, you can all just walk in again to a reset instance. Wastes no time at all
Yeah I do that too when group farming. Easy. But what about when farming solo? Obviously simply leaving the dungeon does not do it.
What I've done so far is, kill the first boss, leave the dungeon, re-enter in normal mode and do the first boss again, exit, switch back to vet, repeat... That sometimes works, some times it doesn't.
I think there's a timer. You get the same issue if you try to farm vMA first boss for example.
Yup the way you’re currently doing it is the fastest I know of.
I wish there was simply an instance reset button that kicks you out of the current instance when you use it. Would simplify all of it
Lord_Etrigan wrote: »Been farming last night and I got tell you that if I get one more Oblivion’s Edge armour piece……Let’s just say my vocabulary has increased dramatically in just a few hours.
Need swords, resto and Necklace so back to farming as soon as I get home.
Speaking of farming Rattlecage, what's the best way to reset the dungeon after you've killed the first boss?
Whenever I farm gear (dungeon sets or Skyreach xp farm), I first gather everyone outside the dungeon door.
We walk in, kill the boss, and then disband/regroup inside the dungeon. The game ports everyone out and since you already regrouped everyone while in the dungeon, you can all just walk in again to a reset instance. Wastes no time at all
Yeah I do that too when group farming. Easy. But what about when farming solo? Obviously simply leaving the dungeon does not do it.
What I've done so far is, kill the first boss, leave the dungeon, re-enter in normal mode and do the first boss again, exit, switch back to vet, repeat... That sometimes works, some times it doesn't.
I think there's a timer. You get the same issue if you try to farm vMA first boss for example.
Yup the way you’re currently doing it is the fastest I know of.
I wish there was simply an instance reset button that kicks you out of the current instance when you use it. Would simplify all of it
Bringing trusted friends is the best way. Everyone can trade off the pieces they already have making it actually 4x the chance to get the pieces you need each run
The_Protagonist wrote: »This set is okay, but there are better options than Rattlecage. On a Nightblade Sap Essence is a great AoE skill that gives major sorcery with a decent heal.
Lightspeedflashb14_ESO wrote: »Integral1900 wrote: »Lightspeedflashb14_ESO wrote: »Integral1900 wrote: »For a pve magica Templar tank/dps hybrid I’ve been toying for while with Rattle cage, spinners, 1 piece kena and apprentice. Using spell power potions gets expensive, the guild skill can be a bit clunky and there are a whole bag of skills I would rather have
Name three.
Did we have a bad Christmas perhaps?
Lol
Try about half the Templar skills for a start
Nice deflection. Give me your bars and then Name three skills that are better them entropy for a temp.
jasonthorpeb14_ESO wrote: »Lightspeedflashb14_ESO wrote: »Integral1900 wrote: »Lightspeedflashb14_ESO wrote: »Integral1900 wrote: »For a pve magica Templar tank/dps hybrid I’ve been toying for while with Rattle cage, spinners, 1 piece kena and apprentice. Using spell power potions gets expensive, the guild skill can be a bit clunky and there are a whole bag of skills I would rather have
Name three.
Did we have a bad Christmas perhaps?
Lol
Try about half the Templar skills for a start
Nice deflection. Give me your bars and then Name three skills that are better them entropy for a temp.
Purifying light, Total dark, Dark flare, Vampires bane, Repentance.... I could go on.
Lightspeedflashb14_ESO wrote: »Integral1900 wrote: »For a pve magica Templar tank/dps hybrid I’ve been toying for while with Rattle cage, spinners, 1 piece kena and apprentice. Using spell power potions gets expensive, the guild skill can be a bit clunky and there are a whole bag of skills I would rather have
Name three.
Lightspeedflashb14_ESO wrote: »Integral1900 wrote: »For a pve magica Templar tank/dps hybrid I’ve been toying for while with Rattle cage, spinners, 1 piece kena and apprentice. Using spell power potions gets expensive, the guild skill can be a bit clunky and there are a whole bag of skills I would rather have
Name three.
For PvP you could run rearming trap, prox det, weakness to elements, pierce armor, rapid regen/mutagen, low slash, reverb bash, unstable core, plenty of skills to choose from once entropy is off the bar.
Lightspeedflashb14_ESO wrote: »jasonthorpeb14_ESO wrote: »Lightspeedflashb14_ESO wrote: »Integral1900 wrote: »Lightspeedflashb14_ESO wrote: »Integral1900 wrote: »For a pve magica Templar tank/dps hybrid I’ve been toying for while with Rattle cage, spinners, 1 piece kena and apprentice. Using spell power potions gets expensive, the guild skill can be a bit clunky and there are a whole bag of skills I would rather have
Name three.
Did we have a bad Christmas perhaps?
Lol
Try about half the Templar skills for a start
Nice deflection. Give me your bars and then Name three skills that are better them entropy for a temp.
Purifying light, Total dark, Dark flare, Vampires bane, Repentance.... I could go on.
All those would be on your bar regardless, Give me the 9 other skills on your bar, then give me the skills that you slot over entropy. This is not that hard man, why are you making it difficult.
Lightspeedflashb14_ESO wrote: »Lightspeedflashb14_ESO wrote: »Integral1900 wrote: »For a pve magica Templar tank/dps hybrid I’ve been toying for while with Rattle cage, spinners, 1 piece kena and apprentice. Using spell power potions gets expensive, the guild skill can be a bit clunky and there are a whole bag of skills I would rather have
Name three.
For PvP you could run rearming trap, prox det, weakness to elements, pierce armor, rapid regen/mutagen, low slash, reverb bash, unstable core, plenty of skills to choose from once entropy is off the bar.
Oh my God. What is so hard. Give my 2 bars. 5 skills on one. Four skills on the other. Then tell me why entropy, is not granted that spot. Simple.

Lightspeedflashb14_ESO wrote: »Lightspeedflashb14_ESO wrote: »Integral1900 wrote: »For a pve magica Templar tank/dps hybrid I’ve been toying for while with Rattle cage, spinners, 1 piece kena and apprentice. Using spell power potions gets expensive, the guild skill can be a bit clunky and there are a whole bag of skills I would rather have
Name three.
For PvP you could run rearming trap, prox det, weakness to elements, pierce armor, rapid regen/mutagen, low slash, reverb bash, unstable core, plenty of skills to choose from once entropy is off the bar.
Oh my God. What is so hard. Give my 2 bars. 5 skills on one. Four skills on the other. Then tell me why entropy, is not granted that spot. Simple.
With Rattlecage I can use rearming trap, which gives minor force and another CC. Which is huge in pvp for a magplar.
Try having a lil less attitude in your posts, people might be more willing to answer you then. Just a thought
Brutusmax1mus wrote: »Lightspeedflashb14_ESO wrote: »Lightspeedflashb14_ESO wrote: »Integral1900 wrote: »For a pve magica Templar tank/dps hybrid I’ve been toying for while with Rattle cage, spinners, 1 piece kena and apprentice. Using spell power potions gets expensive, the guild skill can be a bit clunky and there are a whole bag of skills I would rather have
Name three.
For PvP you could run rearming trap, prox det, weakness to elements, pierce armor, rapid regen/mutagen, low slash, reverb bash, unstable core, plenty of skills to choose from once entropy is off the bar.
Oh my God. What is so hard. Give my 2 bars. 5 skills on one. Four skills on the other. Then tell me why entropy, is not granted that spot. Simple.
With Rattlecage I can use rearming trap, which gives minor force and another CC. Which is huge in pvp for a magplar.
Try having a lil less attitude in your posts, people might be more willing to answer you then. Just a thought
You run rattle cage ? You must put a lot of weight on rearming trap. Trap is definitely not worth a 2nd 5pc set to me.
Lord_Etrigan wrote: »The_Protagonist wrote: »The set bonus and the armor weight are taken separately by the system. Just like what @Beardimus and @Marlew have mentioned.
For Rattlecage I personally like to run heavy chest, jewelry (I use unique named jewelry which is arcane) and destro staff for the set bonus with Julianos in 1 medium legs and 4 light with light Molag Kena shoulder or head.
This set is okay, but there are better options than Rattlecage. On a Nightblade Sap Essence is a great AoE skill that gives major sorcery with a decent heal.
I would like to know how you are using this set, maybe I can find another flavor that I could enjoy.
Cheers.
Thanks for the clarification guys,
I’m all about burst damage In PVP as a duel wields mag sorc, so in my quest for more DPS I have been theory crafting in the ESO build editor.
Currently I sport 5 Shackle and 5 warmaiden with Chokehorn for regen and that cool 23k heal that saved my behind a couple of times lol.(All items gold except for monster set)
1M/1H/5L
Unbuffed my spell damage is at +/-2400 and buffed I get almost 3300 (entropy front, and spell damage glyph on resto staff)
Max magic 39800 and magic regen 1700 with Empowered ward 1900
Mundus: Apprentice
Food: Tri
Theory crafting with just rattle jewellery and swords gets me 2932 spell damage and that’s without any other sets or mundus, now add Julianos into the mix and you looking at 3291 unbuffed spell damage and that’s already an increase of 359 hence my interest in the set.
Lightspeedflashb14_ESO wrote: »Lightspeedflashb14_ESO wrote: »Integral1900 wrote: »For a pve magica Templar tank/dps hybrid I’ve been toying for while with Rattle cage, spinners, 1 piece kena and apprentice. Using spell power potions gets expensive, the guild skill can be a bit clunky and there are a whole bag of skills I would rather have
Name three.
For PvP you could run rearming trap, prox det, weakness to elements, pierce armor, rapid regen/mutagen, low slash, reverb bash, unstable core, plenty of skills to choose from once entropy is off the bar.
Oh my God. What is so hard. Give my 2 bars. 5 skills on one. Four skills on the other. Then tell me why entropy, is not granted that spot. Simple.
With Rattlecage I can use rearming trap, which gives minor force and another CC. Which is huge in pvp for a magplar.
Try having a lil less attitude in your posts, people might be more willing to answer you then. Just a thought
jasonthorpeb14_ESO wrote: »Lightspeedflashb14_ESO wrote: »jasonthorpeb14_ESO wrote: »Lightspeedflashb14_ESO wrote: »Integral1900 wrote: »Lightspeedflashb14_ESO wrote: »Integral1900 wrote: »For a pve magica Templar tank/dps hybrid I’ve been toying for while with Rattle cage, spinners, 1 piece kena and apprentice. Using spell power potions gets expensive, the guild skill can be a bit clunky and there are a whole bag of skills I would rather have
Name three.
Did we have a bad Christmas perhaps?
Lol
Try about half the Templar skills for a start
Nice deflection. Give me your bars and then Name three skills that are better them entropy for a temp.
Purifying light, Total dark, Dark flare, Vampires bane, Repentance.... I could go on.
All those would be on your bar regardless, Give me the 9 other skills on your bar, then give me the skills that you slot over entropy. This is not that hard man, why are you making it difficult.
My two bars.
D/W : [1] repentance [2] Aurora Javelin [3] Vampires bane [4] Puncturing Sweep [5] Radiant Glory(pve) or dark flare(pvp)
S&B : [1] Mist form [2] Extended ritual [3] Honor the dead [4] Purifying light [5] Rune Focus
I could never for the life of me ever justify using entropy especially on a Templar. If i'm not using rattle cage. Ill just use spell power pots. I mean seriously, if I wasn't using mist form for some masochistic reason in pvp Id run total dark. Everything else in this kit is --ESSENTIAL-- for templar in open world pvp. Repentance most of all for sustain. Can't be running out of stam on the battlefield or your ded + its a free cast heal.
Lightspeedflashb14_ESO wrote: »Lightspeedflashb14_ESO wrote: »Lightspeedflashb14_ESO wrote: »Integral1900 wrote: »For a pve magica Templar tank/dps hybrid I’ve been toying for while with Rattle cage, spinners, 1 piece kena and apprentice. Using spell power potions gets expensive, the guild skill can be a bit clunky and there are a whole bag of skills I would rather have
Name three.
For PvP you could run rearming trap, prox det, weakness to elements, pierce armor, rapid regen/mutagen, low slash, reverb bash, unstable core, plenty of skills to choose from once entropy is off the bar.
Oh my God. What is so hard. Give my 2 bars. 5 skills on one. Four skills on the other. Then tell me why entropy, is not granted that spot. Simple.
With Rattlecage I can use rearming trap, which gives minor force and another CC. Which is huge in pvp for a magplar.
Try having a lil less attitude in your posts, people might be more willing to answer you then. Just a thought
K.
I have 75+ days on my mag temp and have never been a vamp. I would not have mist form. That would never be on my bar.
You guys are like @TheDoomsdayMonster with the combat physician set. Rattle is a Garbo set. Nothing you have said has convinced me. But at least you followed the actual question this time. Good work.
\/ this guy too. Good try.jasonthorpeb14_ESO wrote: »Lightspeedflashb14_ESO wrote: »jasonthorpeb14_ESO wrote: »Lightspeedflashb14_ESO wrote: »Integral1900 wrote: »Lightspeedflashb14_ESO wrote: »Integral1900 wrote: »For a pve magica Templar tank/dps hybrid I’ve been toying for while with Rattle cage, spinners, 1 piece kena and apprentice. Using spell power potions gets expensive, the guild skill can be a bit clunky and there are a whole bag of skills I would rather have
Name three.
Did we have a bad Christmas perhaps?
Lol
Try about half the Templar skills for a start
Nice deflection. Give me your bars and then Name three skills that are better them entropy for a temp.
Purifying light, Total dark, Dark flare, Vampires bane, Repentance.... I could go on.
All those would be on your bar regardless, Give me the 9 other skills on your bar, then give me the skills that you slot over entropy. This is not that hard man, why are you making it difficult.
My two bars.
D/W : [1] repentance [2] Aurora Javelin [3] Vampires bane [4] Puncturing Sweep [5] Radiant Glory(pve) or dark flare(pvp)
S&B : [1] Mist form [2] Extended ritual [3] Honor the dead [4] Purifying light [5] Rune Focus
I could never for the life of me ever justify using entropy especially on a Templar. If i'm not using rattle cage. Ill just use spell power pots. I mean seriously, if I wasn't using mist form for some masochistic reason in pvp Id run total dark. Everything else in this kit is --ESSENTIAL-- for templar in open world pvp. Repentance most of all for sustain. Can't be running out of stam on the battlefield or your ded + its a free cast heal.
Valera Progib wrote: »Lord_Etrigan wrote: »The_Protagonist wrote: »The set bonus and the armor weight are taken separately by the system. Just like what @Beardimus and @Marlew have mentioned.
For Rattlecage I personally like to run heavy chest, jewelry (I use unique named jewelry which is arcane) and destro staff for the set bonus with Julianos in 1 medium legs and 4 light with light Molag Kena shoulder or head.
This set is okay, but there are better options than Rattlecage. On a Nightblade Sap Essence is a great AoE skill that gives major sorcery with a decent heal.
I would like to know how you are using this set, maybe I can find another flavor that I could enjoy.
Cheers.
Thanks for the clarification guys,
I’m all about burst damage In PVP as a duel wields mag sorc, so in my quest for more DPS I have been theory crafting in the ESO build editor.
Currently I sport 5 Shackle and 5 warmaiden with Chokehorn for regen and that cool 23k heal that saved my behind a couple of times lol.(All items gold except for monster set)
1M/1H/5L
Unbuffed my spell damage is at +/-2400 and buffed I get almost 3300 (entropy front, and spell damage glyph on resto staff)
Max magic 39800 and magic regen 1700 with Empowered ward 1900
Mundus: Apprentice
Food: Tri
Theory crafting with just rattle jewellery and swords gets me 2932 spell damage and that’s without any other sets or mundus, now add Julianos into the mix and you looking at 3291 unbuffed spell damage and that’s already an increase of 359 hence my interest in the set.
Quite low stats brother... for dual wield magsorc in pvp you are better of maxing out magicka not spell damage and having 3500 spell damage with 39000 magicka - with no sustain that is just useless. You are better of running overload build with that... Too weak shields.
Edit:
Empowered ward in PvP is just a waste of slot, especially with such low magicka...
Sharp main sword, infused offhand maybe lightning damage on one, not sure about the other? Maybe infused sword on back bar with spell damage enchant & impen/infused shield w/tri-stat armor glyph