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[PTS 4.3.0+] Discussion on 1H Enchant Changes

  • John_Falstaff
    John_Falstaff
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    Gigasax wrote: »
    This thread is completely stupid in regards to DD´s. The sustain "nerf" aka absorb glyph cut in half will be compensated by the racial changes (you get better sustain on every stamina race, except dark elf, testet that myself on PTS). The DPS "nerf" can easily be compensated by using other sets, aka the new Deadly Strike or poisons on Frontbar.

    ...and in the meanwhile, people are already testing various options, and they keep confirming that however you turn it, stamina damage is nerfed across the board. Sorry, but your conjectures are being refuted.

    And no, only a few races received enough sustain to compensate for the heavy loss of return from absorb stamina on the front. Nothing can make up for 400 regen it gives, and on the front, and with half the potency, it'll give next to nothing.
  • Gigasax
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    @John_Falstaff Pls download the f*** PTS and test it yourself. It is that easy to sustain with that changes.
    And pls, link me a parse where you get 400 regen from that single glyph!
    - Noractis -
    - PC EU -
  • John_Falstaff
    John_Falstaff
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    @Gigasax , already linked it in some other thread a while ago, and you can find those parses all over the place. Stamina damage gets about 200 stamina/s on a real parse (theoretical maximum is higher) from infused absorb stamina glyph on bow, which is 400 regen; if it comes as surprise to you, you're not playing stamina. Only now, you have a choice of either losing damage with front bar enchants, or losing that regen.
  • Wuuffyy
    Wuuffyy
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    Gigasax wrote: »
    @John_Falstaff Pls download the f*** PTS and test it yourself. It is that easy to sustain with that changes.
    And pls, link me a parse where you get 400 regen from that single glyph!

    I HAVE. My stam sorc can feel it my friend. I play the PTS everytime a new one comes out.
    Wuuffyy,
    WW/berserker playstyle advocate (I play ALL classes proficiently in PvP outside of WW as well)
    ESO player since 2014 (Xbox and PC for PTS)
    -DM for questions
  • John_Falstaff
    John_Falstaff
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    @Gigasax , enjoy:

    v2u6la61to4c.png

    Absorb stamina is what you're looking for. As a homework, can try figuring how much it will drop after nerf if placed on front bar (4 procs out of possible 6 in 12-second rotation, halved potency).
  • Gigasax
    Gigasax
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    @Gigasax , already linked it in some other thread a while ago, and you can find those parses all over the place. Stamina damage gets about 200 stamina/s on a real parse (theoretical maximum is higher) from infused absorb stamina glyph on bow, which is 400 regen; if it comes as surprise to you, you're not playing stamina. Only now, you have a choice of either losing damage with front bar enchants, or losing that regen.

    soo... i have done TTT and IR on my Stamplar, and probably every other endgame content in the whole game on other stamina classes, just FYI. But yeah i´m not playing stamina xD
    BTW, i just looked into some (about 10) parses at Rakhat or similar bosses. The most i got out of my absorb glyph was 103 Stam/s.
    - Noractis -
    - PC EU -
  • John_Falstaff
    John_Falstaff
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    @Gigasax , the screenshot is above, enjoy. That's what you get from absorb. Not sure what you're doing if you played stamina and didn't know how much return can come from absorb glyph.
  • Gigasax
    Gigasax
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    Maybe i did not need that regen to be a good stamina player :)
    - Noractis -
    - PC EU -
  • Bladerunner1
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    In a way, forcing a dual wielder to pick between a big weapon damage boost or a massive amount of absorb stamina return goes one step closer to evening out the stamina race playing field. People were automatically assuming Dunmer will be on top for trials as if regen doesn't matter at all, but they were taking into account a full-sized infused absorb stamina glyph in addition to the orbs.
  • John_Falstaff
    John_Falstaff
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    @Gigasax , or maybe spent most of the Rakkhat parse dead in a corner, as an option. Who knows. ^^
  • Wuuffyy
    Wuuffyy
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    Gigasax wrote: »
    @Gigasax , already linked it in some other thread a while ago, and you can find those parses all over the place. Stamina damage gets about 200 stamina/s on a real parse (theoretical maximum is higher) from infused absorb stamina glyph on bow, which is 400 regen; if it comes as surprise to you, you're not playing stamina. Only now, you have a choice of either losing damage with front bar enchants, or losing that regen.

    soo... i have done TTT and IR on my Stamplar, and probably every other endgame content in the whole game on other stamina classes, just FYI. But yeah i´m not playing stamina xD
    BTW, i just looked into some (about 10) parses at Rakhat or similar bosses. The most i got out of my absorb glyph was 103 Stam/s.

    Until recently you did not have a move that granted you 500 stam regen through block. Without that (which all classes DO NOT HAVE) you would be posting the same things as us. Try it on a stam sorc, or a stam DK without using an ult or sus set. TRY IT! HAHAHAHAHAHAHAHA!
    Wuuffyy,
    WW/berserker playstyle advocate (I play ALL classes proficiently in PvP outside of WW as well)
    ESO player since 2014 (Xbox and PC for PTS)
    -DM for questions
  • Red_Feather
    Red_Feather
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    Why not just add new passives to weapon skill lines for precision balance.

    I think greatsword enchantment should do more damage.
    Dual wield should do less damage but offer greater mobility.
    1H/Shield should stay as it is.
  • Wuuffyy
    Wuuffyy
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    Why not just add new passives to weapon skill lines for precision balance.

    I think greatsword enchantment should do more damage.
    Dual wield should do less damage but offer greater mobility.
    1H/Shield should stay as it is.

    If you are talking about the 3rd compared to live, I might agree with you. As for DW doing less damage, I'm not sure. What do we get in return with everyone's ultimate plan? A revamped meta that benefits the devs pockets only while we are scrambling to grab a 2h weapon for deeps instead?
    Wuuffyy,
    WW/berserker playstyle advocate (I play ALL classes proficiently in PvP outside of WW as well)
    ESO player since 2014 (Xbox and PC for PTS)
    -DM for questions
  • LiquidPony
    LiquidPony
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    Gigasax wrote: »
    This thread is completely stupid in regards to DD´s. The sustain "nerf" aka absorb glyph cut in half will be compensated by the racial changes (you get better sustain on every stamina race, except dark elf, testet that myself on PTS). The DPS "nerf" can easily be compensated by using other sets, aka the new Deadly Strike or poisons on Frontbar.

    @Gigasax

    First, you get to pick one: half-value Absorb Stamina enchant or Alchemical Poisons. You can't have both. And Poisons (even trait changing to Nirn + Precise) certainly doesn't entirely compensate for the DPS loss, otherwise we would've been running that already, eh?

    Second, have you actually tested Deadly Strike? I don't think it's going to supersede Advancing Yokeda in the meta for Direct Damage-oriented builds. It might work for stamDKs, but on a stamblade you're only doing ~40% of your damage as DoT (according to CMX, and that may include Relequen so the value that applies to Deadly Strike may be lower). But even at 40%, Deadly Strike is a ~5.6% damage increase, which is less than Advancing Yokeda. And I think, on a stamblade, it's more like 28-30% (excluding Relequen) which makes Deadly Strike a ~4% damage increase, which is really not very good at all.

    Anyway I've actually tested Deadly Strike and it's not horrible but it's not better than AY.
    Edited by LiquidPony on January 22, 2019 8:39PM
  • Gigasax
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    @John_Falstaff you want to compare an infused absorb glyph on a bow to a frontbar one? that seems not even slightly comparable (btw i played that glyph on front)

    @LiquidPony Deadly Strike buffs almost every stam skill (Endless Hail, Poison Injection, Rending Dot, Rapid Strikes (prob the best choice for stamsorc and stamdk), Trap Dot, Caltrops, Jabs and PotL procc for Templar, Hurricane for Stamsorc, every class skill from DK´s). BTW it also affects Relequen.
    Only on Warden and NB it is not worth slotting.
    Edited by Gigasax on January 22, 2019 8:58PM
    - Noractis -
    - PC EU -
  • Wuuffyy
    Wuuffyy
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    Gigasax wrote: »
    @John_Falstaff you want to compare an infused absorb glyph on a bow to a frontbar one? (btw i played that glyph on front)

    @LiquidPony Deadly Strike buffs almost every stam skill (Endless Hail, Poison Injection, Rending Dot, Rapid Strikes (prob the best choice for stamsorc and stamdk), Trap Dot, Caltrops, Jabs and PotL procc for Templar, Hurricane for Stamsorc, every class skill from DK´s). BTW it also affects Relequen.
    Only on Warden and NB it is not worth slotting.

    You cant just put it on your backbar... Here is why. The absorb glyph does less damage than other glyphs. This is circumvented by the fact I can run infused and run 2 enchants on the frontbar. And while I couldn't seem to find a way to run this on the front bar. I cannot simply put my consistently procing (one actually decent) infused enchant on my back bar for way less damage.
    Wuuffyy,
    WW/berserker playstyle advocate (I play ALL classes proficiently in PvP outside of WW as well)
    ESO player since 2014 (Xbox and PC for PTS)
    -DM for questions
  • John_Falstaff
    John_Falstaff
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    @Gigasax , of course, and mentioned not once that I'm comparing how much difference there will be between nerfed front bar and bow back bar. For reference, on infused front, I get 130-150 stamina/s from absorb. Divide that by half and compare to the bow. Now you see what do you lose by not placing absorb on the bow (and it doesn't hit as hard as others) and why for many races it's sine qua non.
    Edited by John_Falstaff on January 22, 2019 9:03PM
  • LiquidPony
    LiquidPony
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    Gigasax wrote: »
    @John_Falstaff you want to compare an infused absorb glyph on a bow to a frontbar one? that seems not even slightly comparable (btw i played that glyph on front)

    @LiquidPony Deadly Strike buffs almost every stam skill (Endless Hail, Poison Injection, Rending Dot, Rapid Strikes (prob the best choice for stamsorc and stamdk), Trap Dot, Caltrops, Jabs and PotL procc for Templar, Hurricane for Stamsorc, every class skill from DK´s). BTW it also affects Relequen.
    Only on Warden and NB it is not worth slotting.

    @Gigasax Deadly Strike does not buff Relequen as far as I can tell.

    With Deadly Strike on, my max Relquen stack (no buffs/debuffs up, just standing in front of the skeleton spamming light attacks):

    You hit Target Skeleton, Khajiit with Arms of Relequen for 4637

    Replacing one piece of Deadly Strike jewelry for the same piece from a different set (same trait, same glyph):

    You hit Target Skeleton, Khajiit with Arms of Relequen for 4637


    That's wrong. It does buff Relequen.
    Edited by LiquidPony on January 22, 2019 11:17PM
  • Gigasax
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  • LiquidPony
    LiquidPony
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    Gigasax wrote: »

    @Gigasax I tested again and you are correct. I edited my last comment to correct it and gave you an insightful. :P

    My values are 4637 with Deadly Strikes and 4215 without (testing on a stamDK, unbuffed).

    So that's a ~10% increase in practice (the 14% tooltip combined with CP and Minor Slayer).

    Is it worth running though?

    I've only done a handful of full parses but on a stamDK, whether using the silly Venomous Claw/Rending Slashes spammable setup of last patch or trying with Rapid Strikes (which is tough to sustain even using Lavafoot food) I'm hitting basically the same numbers with AY as with Deadly Strikes. AY is actually a little bit higher but it's well within the margin of error.

    As for why ... presumably a lot of that has to do with only having the Deadly Strikes 5-piece active on one bar? So if I'm on my front bar 70% of the time, that makes Deadly Strikes effectively a 7% increase to my Physical DoT DPS.

    By the numbers, my Physical DoT damage accounts for about 52-54% of my damage with the Claw/Rending setup and 56-59% of my damage with the Rapid Strikes setup. So in the first case, that's roughly a 3.7% increase from Deadly Strikes and in the second it's about 4%.

    From my CMX output, the 5-piece of AY was roughly an 8.7% weapon critical increase, my crit damage modifier is 83%, and my critable damage was 83.3% of my DPS (it actually reports as 97.1% but I think it is incorrectly counting Relequen as critable damage so I subtracted it). So that should be about 1 + ((0.088 * 0.83) / (1 + 0.652 * 0.83)) * 0.833 = 3.9%.

    So by those numbers (which could have some wrong assumptions somewhere), the 5-piece of AY and the 5-piece of Deadly Strikes are almost identical on a solo parse the way I have my stamDK setup. But in that case, wouldn't AY scale better in raid?

    Are you hitting higher with Deadly Strikes on a stamplar than you do with AY?

    Side note: I threw a Deadly Strikes helm/shoulder on (replacing Velidreth) and Maelstrom DW and hit a bit higher than I hit with any of the other setups, although not by enough to say that it's definitely better.
    Edited by LiquidPony on January 22, 2019 11:19PM
  • Wuuffyy
    Wuuffyy
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    LiquidPony wrote: »
    Gigasax wrote: »

    @Gigasax I tested again and you are correct. I edited my last comment to correct it and gave you an insightful. :P

    My values are 4637 with Deadly Strikes and 4215 without (testing on a stamDK, unbuffed).

    So that's a ~10% increase in practice (the 14% tooltip combined with CP and Minor Slayer).

    Is it worth running though?

    I've only done a handful of full parses but on a stamDK, whether using the silly Venomous Claw/Rending Slashes spammable setup of last patch or trying with Rapid Strikes (which is tough to sustain even using Lavafoot food) I'm hitting basically the same numbers with AY as with Deadly Strikes. AY is actually a little bit higher but it's well within the margin of error.

    As for why ... presumably a lot of that has to do with only having the Deadly Strikes 5-piece active on one bar? So if I'm on my front bar 70% of the time, that makes Deadly Strikes effectively a 7% increase to my Physical DoT DPS.

    By the numbers, my Physical DoT damage accounts for about 52-54% of my damage with the Claw/Rending setup and 56-59% of my damage with the Rapid Strikes setup. So in the first case, that's roughly a 3.7% increase from Deadly Strikes and in the second it's about 4%.

    From my CMX output, the 5-piece of AY was roughly an 8.7% weapon critical increase, my crit damage modifier is 83%, and my critable damage was 83.3% of my DPS (it actually reports as 97.1% but I think it is incorrectly counting Relequen as critable damage so I subtracted it). So that should be about 1 + ((0.088 * 0.83) / (1 + 0.652 * 0.83)) * 0.833 = 3.9%.

    So by those numbers (which could have some wrong assumptions somewhere), the 5-piece of AY and the 5-piece of Deadly Strikes are almost identical on a solo parse the way I have my stamDK setup. But in that case, wouldn't AY scale better in raid?

    Are you hitting higher with Deadly Strikes on a stamplar than you do with AY?

    Side note: I threw a Deadly Strikes helm/shoulder on (replacing Velidreth) and Maelstrom DW and hit a bit higher than I hit with any of the other setups, although not by enough to say that it's definitely better.

    Oh yea I haven’t tested deadly strikes yet. Looks interesting tho.
    Edited by Wuuffyy on January 23, 2019 5:29AM
    Wuuffyy,
    WW/berserker playstyle advocate (I play ALL classes proficiently in PvP outside of WW as well)
    ESO player since 2014 (Xbox and PC for PTS)
    -DM for questions
  • BadShogun
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    LiquidPony wrote: »

    Side note: I threw a Deadly Strikes helm/shoulder on (replacing Velidreth) and Maelstrom DW and hit a bit higher than I hit with any of the other setups, although not by enough to say that it's definitely better.

    ^^^ That. I've been testing it all day on my stamDK and it's performing better than other setups for me, too. don't want to derail this discussion, so I will post my findings in a new thread.
  • Wuuffyy
    Wuuffyy
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    Edit
    Edited by Wuuffyy on January 23, 2019 2:32AM
    Wuuffyy,
    WW/berserker playstyle advocate (I play ALL classes proficiently in PvP outside of WW as well)
    ESO player since 2014 (Xbox and PC for PTS)
    -DM for questions
  • Wuuffyy
    Wuuffyy
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    Anyways back to the topic at hand. Um probably best to not derail while this change is in it’s current state. Either for or against the particular method of nerf.
    Wuuffyy,
    WW/berserker playstyle advocate (I play ALL classes proficiently in PvP outside of WW as well)
    ESO player since 2014 (Xbox and PC for PTS)
    -DM for questions
  • BadShogun
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    I agree that this change doesn't feel well thought out. Too many unintended consequences.
  • Vapirko
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    Vapirko wrote: »
    If nothing else, the ability to run one FULL enchant needs to be an option somehow. And yes, you now need to cut the amount of tempers in half. The excuse used to be you could run two full powered enchants and that’s no longer the case.
    Masel wrote: »
    In the end we told them about the fact that s&b players wont like it.

    Dual wield was quite a bit of dps ahead from 2h and bow, which shouldn't be that much now. That is the reason for this change.

    Your proposition of elitism being the cause doesn't make sense...

    For the last *** time, 2H doesn’t lack in DPS because of enchants.

    Yes, 2h is not behind just because of the enchants but enchants were a big part of it, you are mistaken if you don't see that. Really, all they have to do now is make it so that the bleed from cleave is 50% stronger on the target closest to you, like sweeps/jabs, and single target DPS from 2h will be in almost the same, though still lower.

    Okay sure let’s say that those are the only two changes needed (I really don’t know if that’s the case and it seems unlikely), but first we’re in the process of nerfing bleeds so adding 50% damage to a bleed rn seems like a counterproductive action so the changes to 2H skills need more work that something simple like that. Secondly let’s assume that this change was made to shift the meta away from DW not just in PvE but also in PvP, and in that case I can definitely tell you (and I’m sure you already know) that 2H skills are NOT lacking because of an enchant in PvP. Brawler is more or less useless, dizzy swing targeting is trash, wrecking blow isn’t even worth mentioning, and gap closers are a shadow of their former glory except on a few niche builds or for Xv1ers who like to chase people down. My point being that nerfing DW was not the way to go. It wasn’t adding an unnecessary amount of damage, magicka builds have their spot firmly in top tier DPS and as I said 2H needs work that has nothing to do with enchants. The change doesn’t make sense and seems to be more of a bandaid fix. Not to mention it sucks you can’t get the full effect of one enchant and it still costs twice as many tempers even though wpn damage is only slightly higher with DW.
  • Gigasax
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    @LiquidPony on StamDK and Sorc you probably ditch the monster set and go for Deadly Strike + Relequen + vMA Daggers
    That´s how i got the best results by now. Only Templars keep their monster set because of jabs.

    Edit: oops, did not saw your last sentence xD
    Edited by Gigasax on January 23, 2019 10:37AM
    - Noractis -
    - PC EU -
  • ExistingRug61
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    I’m not going to go into whether enchants should be balanced between dual wield and two handed no matter what this will result in a nerf to dual wield.

    But, if the goal is to make enchants balance between dual wield and two handed, then I think the proposed change on PTS is the wrong way to go about it. As stated by many previously, the problem with simply halving the strength of one handed enchants means that if dual wielding you lose out when using things like berserker, crushing or absorb glyphs as two half strength enchants is weaker than one full strength enchant. It is also a straight up nerf to sword and shield.

    A potentially better way to achieve the desired balance would be to leave one handed enchants strength unchanged but make enchant procs for dual wield share cooldown (even if the enchants are different), with the caveat that they will always proc alternating so both occur. This would effectively halve the current proc rate for dual wield, but also mean using two of the same enchant is no longer strictly worse than two different enchants (which is currently the case as two of the same enchants share cooldown).

    Ie: If dual wielding two infused weapons with two different enchants, say absorb stamina and poison, you would get procs as follows
    Absorb stamina – 2 sec cooldown – Poison – 2 sec cooldown – repeat
    Or if you had two of the same, say two absorb stamina
    Absorb stamina #1 – 2 sec cooldown – Absorb stamina #2 – 2 sec cooldown – repeat

    The effects of this change would be as follows:
    1) Enchantment strength is more balanced between dual wield and two handed. Ie: you get exactly the same total enchant proc rate and strength with dual wield and two handed by putting the same enchant on both dual wield weapons, or alternatively you can have half the proc rate on two different enchants.
    2) Infused trait is more balanced between dual wield and two handed. Ie: to get the equivalent of an infused two hander you would have to make both dual wield weapons infused, whereas running something like nirn/infused would be a reduced overall enchant proc rate vs infused two hander.
    3) Sword and shield would effectively be unchanged from live, so would still have access to a full strength enchant and be balanced with dual wield and two handed.
    4) There would be a slight weird effect if using two enchants with different cooldowns as in this case it wouldn’t simply be a half proc rate for both enchants vs current live due to the alternating nature (one would be more than halved rate, while the other would be less than halved rate).
    5) There would be an additional slight nerf to dual wield burst as you would no longer be able to proc the two enchants on two subsequent attacks (or with something like twin slashes). But this would still be in line with two handed.
  • Czekoludek
    Czekoludek
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    @ZOS_Gilliam you should see @ExistingRug61 post! Great change for this big nerf
  • Wuuffyy
    Wuuffyy
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    I’m not going to go into whether enchants should be balanced between dual wield and two handed no matter what this will result in a nerf to dual wield.

    But, if the goal is to make enchants balance between dual wield and two handed, then I think the proposed change on PTS is the wrong way to go about it. As stated by many previously, the problem with simply halving the strength of one handed enchants means that if dual wielding you lose out when using things like berserker, crushing or absorb glyphs as two half strength enchants is weaker than one full strength enchant. It is also a straight up nerf to sword and shield.

    A potentially better way to achieve the desired balance would be to leave one handed enchants strength unchanged but make enchant procs for dual wield share cooldown (even if the enchants are different), with the caveat that they will always proc alternating so both occur. This would effectively halve the current proc rate for dual wield, but also mean using two of the same enchant is no longer strictly worse than two different enchants (which is currently the case as two of the same enchants share cooldown).

    Ie: If dual wielding two infused weapons with two different enchants, say absorb stamina and poison, you would get procs as follows
    Absorb stamina – 2 sec cooldown – Poison – 2 sec cooldown – repeat
    Or if you had two of the same, say two absorb stamina
    Absorb stamina #1 – 2 sec cooldown – Absorb stamina #2 – 2 sec cooldown – repeat

    The effects of this change would be as follows:
    1) Enchantment strength is more balanced between dual wield and two handed. Ie: you get exactly the same total enchant proc rate and strength with dual wield and two handed by putting the same enchant on both dual wield weapons, or alternatively you can have half the proc rate on two different enchants.
    2) Infused trait is more balanced between dual wield and two handed. Ie: to get the equivalent of an infused two hander you would have to make both dual wield weapons infused, whereas running something like nirn/infused would be a reduced overall enchant proc rate vs infused two hander.
    3) Sword and shield would effectively be unchanged from live, so would still have access to a full strength enchant and be balanced with dual wield and two handed.
    4) There would be a slight weird effect if using two enchants with different cooldowns as in this case it wouldn’t simply be a half proc rate for both enchants vs current live due to the alternating nature (one would be more than halved rate, while the other would be less than halved rate).
    5) There would be an additional slight nerf to dual wield burst as you would no longer be able to proc the two enchants on two subsequent attacks (or with something like twin slashes). But this would still be in line with two handed.
    Czekoludek wrote: »
    @ZOS_Gilliam you should see @ExistingRug61 post! Great change for this big nerf

    Right.
    Wuuffyy,
    WW/berserker playstyle advocate (I play ALL classes proficiently in PvP outside of WW as well)
    ESO player since 2014 (Xbox and PC for PTS)
    -DM for questions
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