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Let's make >>>> *SOME* <<<< ESO overland dangerous.

  • Orjix
    Orjix
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    Yay
    Why do players want more challenging content ... when they don’t participate in the challenging content that already exists in the game today??

    because the challenging content is not the content that they enjoy playing, pure and simple
  • Jem_Kindheart
    Jem_Kindheart
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    I wonder if these players making threads every. Single. Day. Asking for harder overland / questing have bothered to spend the $10 to buy a new game key with zero cp and start from zero.

    As an experiment and out of curiosity, I did exactly that a few weeks ago. Guess what, the content is sufficiently difficult. A new player just coming into the game today, especially after food has been nerfed once or twice a year, skills made more costly with regular patches, the price of mats and potions skyrocketing, and with the game offering very little education on how to git gud, the player would have a sufficiently difficult gaming experience overland and questing.

    Longtimer since beta, the usual. 26 CP toons. ~1700cp on main account, 1000cp on 2nd account. Endgame-ish lol. Most Vets / some HM's cleared.
  • myskyrim26
    myskyrim26
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    Nay
    NO.
    Go play vet dungeons solo.
  • MasterSpatula
    MasterSpatula
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    Nay
    While I used to think Craglorn should have remained a more challenging zone, in the end, I've come around to being a "no" on this topic for one simple reason:

    Trash mobs aren't supposed to be a challenge. They're supposed to be a nuisance.

    Trash doesn't exist to make the game harder. It exists to slow you down, to drag things out, to make the game feel bigger and fuller than it really is. It's like the crackers in a meatloaf or the rice under your curry.

    This is why all the little updates ZOS keeps making to trash mobs (the ones where they leap up in the air for a second or two and then come down to fight again or this new nonsense with Dragonhold where they leaping away like an acrobat) gets on my nerves. It doesn't make the trash fights more interesting. It doesn't make them challenging. It just makes them take longer. All it does is up the nuisance factor of nuisance content.

    Considering that one of my top 3 issues with ESO is that it seems to be designed along a philosophy of treating the player's time like it's not valuable (a mentality I consider to be among the most profound levels of disrespect possible to show a person), I simply cannot support anything that makes the nuisance factor of the game more of a nuisance.

    If anything, I"d like to spend less time bothering with trash.
    "A probable impossibility is preferable to an improbable possibility." - Aristotle
  • Araneae6537
    Araneae6537
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    Nay
    While I would like to see bosses buffed, at least additionally taking CP into account, some things need to be kept in perspective I think:
    - The majority opinion on the forums seems to be against making overland more difficult for everyone.
    - The forum represents a minority of players and, as can be seen in another recent poll, with a much higher CP than average.

    EDIT: With the change to the poll, I could get behind some, although I’d rather see it done in a more interesting and varied fashion than a flat buff to a stat or two. And let’s face it: Anything that challenges you endgame pros will kill us at a glance. ;):fearful: 💀
    Edited by Araneae6537 on November 19, 2019 5:53PM
  • EvilAutoTech
    EvilAutoTech
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    Nay


    The gold and silver zones were amazing before 1T. I loved being able to farm for hours and basically have an entire zone to myself.

    I see no reason why it would be different now.
  • I_killed_Vivec
    I_killed_Vivec
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    I said at the time that when battle-levelling was introduced they should have left Craglorn alone.

    It used to be a forbidden zone until you were VR1, but the mobs were VR9/10 and went around in gangs. So you went in at your peril.

    I remember my first solo wasp kill (at VR7), soon followed by clearing a pack of Welva (they came in sixes then, not in threes). I remember the feeling of trepidation approaching the enchanter's survey location, checking that I had my ulti fully charged because I knew there was a mean nest of wasps to deal with first.

    And now it is a walk in the park :'(
  • BooPerScOOper
    BooPerScOOper
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    You're onto something. I got a better idea though... (comment)
    Varana wrote: »
    Want harder; cut all CP in 1/2.. If they're (Devs) are not going to that, YOU run no CP in all content. easy fix.

    CP is so not the problem.
    As an experienced player, you can typically mow through overland mobs without any CP and barely notice the difference.

    I agree. You have to also think of new players that haven't learned how the game works. Making Overland harder for them isn't a good thing to do.


    I regularly play in no-CP Cyrodiil,

    Has zero to do with PVE. no CP PVP builds are totally different than regular PVE.

    and neither overland stuff nor delve bosses provide a serious challenge; they mostly are a bit more annoying speed-bumps.

    Agreed; for experienced players. NOT for new players. (I keep saying this because it's not only us playing. We have to think about new players and the longevity of the game)


    The difference is noticeable in Imperial City bosses, sure, but those are hardly the things you want to populate your run-of-the-mill Stonefalls delve with.

    This would also include some Overland World Bosses.

    Go into vMOL and try to get DMD with no CP. I don't think it has been done yet. 1/2 CP can still get you DMD



    Edit - Sorry @ work.. Can't quote correctly
    Edited by BooPerScOOper on November 19, 2019 6:01PM
  • Varana
    Varana
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    Nay
    I'm not sure where you disagree with me. :)

    Sure, CP make a huge difference in more advanced content. But we're talking about overland here, not vMoL.

    That was my point:
    Switching CP off (or halving their effectiveness) will change very little to nothing for experienced players (again, in overland/quest content).
    For inexperienced players, there is no problem at all with the current game, overland is sufficiently difficult.

    So making CP less effective (in overland) won't make the game noticeably harder for the players who complain on the forums about it. (It will probably make the game more tedious, though.)
  • El_Borracho
    El_Borracho
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    Nay
    Davadin wrote: »
    Why do players want more challenging content ... when they don’t participate in the challenging content that already exists in the game today??

    I feel like most of these threads are by players who don't want to play with other people and wish this game was a giant Skyrim

    wrong.

    i want it to be an MMO that, as a knight in a fantasy world, feel INTIMIDATED when i walk into an unknown zone, or world-famous dangerous areas...

    i dont want to go to Craglorn and sees low level casuals go node picking next to the huge daedras patrolling the land.....

    ah.. well, it's too much work to explain how other MMO does it better.

    So you want to spend your days battling nix-hounds and hoarvors on your way to the actual content. Sounds neat. In fact, sounds just like Skyrim when you boosted the difficulty all the way up.

    The content you want exists. In trials. In dungeons. In places your low level casuals don't pick flowers.

    As @MasterSpatula said, most players do not want to be inconvenienced repeatedly by trash mobs. Especially when they have done the content many, many times before and are doing it again because the game forces you to grind certain content when rolling an alternate character. Making that harder does nothing to my immersion.

    EDIT: Saw the new update. I hate Coldharbor, so sure. Craglorn is fine the way it is. Or just make an entire new zone of aggro beasts. But revamping everything else for the sake of change is a hard no.
    Edited by El_Borracho on November 19, 2019 6:41PM
  • CaffeinatedMayhem
    CaffeinatedMayhem
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    Nay
    Still NO. Come on, this is an MMO. Why lock off certain areas for the l33t only? Yes there are people who aren't as good as you, and they have every right to be able to use every zone they can.
  • Cireous
    Cireous
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    Yay
    Some areas? How about all areas, but optionally? I think that's pretty much what most of us can agree on. I can see no reason to go to one or two areas just because they're harder. I want the whole world to be exciting, no matter where I go.

  • BooPerScOOper
    BooPerScOOper
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    You're onto something. I got a better idea though... (comment)
    Varana wrote: »
    I'm not sure where you disagree with me. :)

    Sure, CP make a huge difference in more advanced content. But we're talking about overland here, not vMoL.

    That was my point:
    Switching CP off (or halving their effectiveness) will change very little to nothing for experienced players (again, in overland/quest content).
    For inexperienced players, there is no problem at all with the current game, overland is sufficiently difficult.

    So making CP less effective (in overland) won't make the game noticeably harder for the players who complain on the forums about it. (It will probably make the game more tedious, though.)

    This is where I question the "Experienced Player" part, not you per se, just in general. Have these people done harder content? Have these people complaining done the hardest content? I really don't know... Lots of troll post and sockpuppet accounts through the years.

    FWIW - the cutting CP in half is just my opinion to adjust for Power Creep in all content through my rose colored glasses. :)

    Edit - If you make things harder for high CP players it will be that more difficult for new players. Remember Doshia
    Edited by BooPerScOOper on November 19, 2019 6:47PM
  • Dusk_Coven
    Dusk_Coven
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    Nay
    cyclonus11 wrote: »
    Would be cool if we had roving high-end spawns that appeared randomly in overland zones and moved about, attacking everyone including cities.

    Brilliant. Have them squat on the daily writ turn-in too. <.<
    Or cause all the NPCs, merchants, and questgivers to run around so no one can talk to them.
    Edited by Dusk_Coven on November 19, 2019 7:21PM
  • Davadin
    Davadin
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    Yay
    Dusk_Coven wrote: »
    cyclonus11 wrote: »
    Would be cool if we had roving high-end spawns that appeared randomly in overland zones and moved about, attacking everyone including cities.

    Brilliant. Have them squat on the daily writ turn-in too. <.<
    Or cause all the NPCs, merchants, and questgivers to run around so no one can talk to them.

    if players don't kill these elite random spawns, then yes. NPCs will die and will take 3 real time hours to "comes back when it's safe/they're healed".

    i'm down for that.

    only for certain major cities under sieges...
    August Palatine Davadin Bloodstrake - Nord Dragon Knight - PC NA - Gray Host
    Greymoor 6.0.7 PvP : Medium 2H/SnB The Destroyer
    Dragonhold 5.2.11 PvE : Medium DW/2H The Blood Furnace
    March 2021 (too lazy to add CP) PvP: Medium DW/Bow The Stabber
  • Davadin
    Davadin
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    Yay
    Cireous wrote: »
    Some areas? How about all areas, but optionally? I think that's pretty much what most of us can agree on. I can see no reason to go to one or two areas just because they're harder. I want the whole world to be exciting, no matter where I go.

    nah i like it if some areas are safer than other. nearby cities would be great and have low level mobs.

    certain places even the weakest is as strong as public dungeon bosses....
    August Palatine Davadin Bloodstrake - Nord Dragon Knight - PC NA - Gray Host
    Greymoor 6.0.7 PvP : Medium 2H/SnB The Destroyer
    Dragonhold 5.2.11 PvE : Medium DW/2H The Blood Furnace
    March 2021 (too lazy to add CP) PvP: Medium DW/Bow The Stabber
  • Taleof2Cities
    Taleof2Cities
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    Nay
    Orjix wrote: »
    Why do players want more challenging content ... when they don’t participate in the challenging content that already exists in the game today??

    because the challenging content is not the content that they enjoy playing, pure and simple

    You really shouldn’t be playing an MMO if you’re looking for challenging solo content.

    Davadin wrote: »
    wrong.

    i want it to be an MMO that, as a knight in a fantasy world, feel INTIMIDATED when i walk into an unknown zone, or world-famous dangerous areas...

    i dont want to go to Craglorn and sees low level casuals go node picking next to the huge daedras patrolling the land.....

    ah.. well, it's too much work to explain how other MMO does it better.

    WUT?

    If you want to feel INTIMIDATED head to the Cyrodiil zone ... where you’re guaranteed not to win every fight.

    Edited by Taleof2Cities on November 19, 2019 7:39PM
  • MrGhosty
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    The trouble is that there isn't really a solution for this issue that someone doesn't lose. You could make Vet zones a thing, but if you don't increase the drops people won't go there, except the folks who like the idea of having a whole zone's worth of nodes to themselves which imo would be a waste of game resources. If you made the zones more valuable, people who can't play in that content would be dissatisfied that they were being cut out unfairly.

    Changing the game world for everyone is also a non starter for most of the reasons people have mentioned above. I also have to say that one of the reasons I came back to ESO was partly due to 1tam allowing me to tackles all the various quests in any order I wanted. Making changes to the whole game would effectively reverse that. For the person who doesn't like seeing low levels in Craglorn, why? What impact do they have on your game? If you don't want to see their levels, you can turn those off and they're just another random adventurer. The glowing portals seem to be plenty challenging for more experienced players and there are other areas where it is better to have a well built toon or a group on hand to deal with.

    That said, if it were possible to do so without negatively impacting other players' experience I would love to see vet zones introduced (with no additional rewards, maybe just some achievements and maybe an unlockable outfit or something) That encourage you to complete the map achievements again but in a harder zone.

    If we're talking serious pipe dreams, I would love to see them make a second set of quests for each of these zones that reflect the current state of the game's story and act as a sort of sequel to the events prior. These zones could be made more challenging (maybe not to the levels vets would want, but a nice middle ground) and let people continue to experience story and check in on the various characters we meet over our many hours in the game. Such a feature could be rolled out in threes, one for each faction zone and maybe happen twice a year or so. Once the base game zones are complete, the option would then exist to do the same with the dlc and chapter areas.

    I for one, would like to return to Bleakrock and help those people rebuild and maybe help them pitch in for a jewelry station in their crafting area.
    "It is a time of strife and unrest. Armies of revenants and dark spirits manifest in every corner of Tamriel. Winters grow colder and crops fail. Mystics are plagued by nightmares and portents of doom."
  • Pheefs
    Pheefs
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    Nay
    The idea that content has to get more & more difficult to be "fun" is Old Think.

    ...and these days games have to appeal to the Filthy Casuals like me to survive
    >:)
    { Forums are Weird........................ Nerfy nerfing nerf nerfers, buff you b'netches!....................... Popcorn popcorn! }
  • idk
    idk
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    Nay
    No. First off Zos would not want some zones off limits to some players because they are not as skilled as others. It is just bad business.

    Second, other players will consider what OP suggests a joke to call "dangerous". They will be of mind that you need to even double what OP suggests if you want the zone to be anything other than a kiddie play ground. In the end, Zos cannot make everyone happy and should just keep with their current tiered difficulty design that offers a difficulty for everyone.
    I would just invis-potion through the delves because i don't wanna fight for an hour in a delve.

    This is a good demonstration of how pointless the idea would be.
    Edited by idk on November 19, 2019 8:12PM
  • MartiniDaniels
    MartiniDaniels
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    Yay
    Yes, I paid for all those DLCs but I can't do quests because of lack of challenge and rewards.. really boring, I only finished main quest after 1.5 years and only because I needed skill points. If I just wanna read or listen, I'll go read book or watch movie. Game must have GAMEPLAY. ESO overland doesn't have it. And this has nothing to do with CP etc, it was same easy and boring even when I only started playing.
    Good example of proper difficulty are public dungeons. Those were quite challenging when I was newbie and even now when I play them on characters with undistributed CP they are quite dangerous.
  • MartiniDaniels
    MartiniDaniels
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    Yay
    Btw, I learned to weave and bar swap cancel in the overland. It was so god damn boring, so I started to mash buttons and suddenly realized that combat may be much faster and you may use basic attacks and abilities together and cancel long animations with bar sawp.
  • randomkeyhits
    randomkeyhits
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    overland stuff is for newbies, light casuals and quest/story orientated players

    normal group content is the middle ground.

    vet content is for the skilled, geared experienced players

    That seems simple enough to me. I'd say no to 'harder overland' in the same way I'd say no to easier monster helms.

    Do world bosses, solo the kvatch arena or some of the other trickier WB, ermm spider nest in north Stormhaven maybe? if you really have to have some sort of challenge, turn off CP, use gear which is blue and not full sets. Plenty of ways to make it harder.



    EU PS4
  • nafensoriel
    nafensoriel
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    Davadin wrote: »
    UPDATE: I MEANT TO SAY FOR SOME AREAS (ie. Craglorn, Coldharbour, etc.) ONLY!!!

    : 100% increase in damage for all overland and public dungeons NPC. 100% increase of resistance. 200% aggro range increase (3x range). NO health increase though. Nothing changes in Dungeon/Trial. (except for mudcrabs)

    Step One: Remove all champ points.
    Step Two: Equip blue gear.
    Step Three: Click a portal in craglorn without preloading skills.
  • Kagukan
    Kagukan
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    Nay
    That is what dungeons are for.
  • Starlock
    Starlock
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    Nay
    [sarcasm]Yes, because this sounds tremendously fun for our characters who are not specialized as min-maxed damage dealers.[/sarcasm] Which is basically all of my characters now and in the foreseeable future.
  • MartiniDaniels
    MartiniDaniels
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    Yay
    Davadin wrote: »
    UPDATE: I MEANT TO SAY FOR SOME AREAS (ie. Craglorn, Coldharbour, etc.) ONLY!!!

    : 100% increase in damage for all overland and public dungeons NPC. 100% increase of resistance. 200% aggro range increase (3x range). NO health increase though. Nothing changes in Dungeon/Trial. (except for mudcrabs)

    Step One: Remove all champ points.
    Step Two: Equip blue gear.
    Step Three: Click a portal in craglorn without preloading skills.

    How clicking portal in Craglorn will help me complete quests in other areas, as well as in Craglorn itself? Yeah, Craglorn has some nice places like Shada's Tear, but other zones don't have anything similar.
  • Artim_X
    Artim_X
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    You're onto something. I got a better idea though... (comment)
    Every other chapter should be an adventure zone like the current version of Craglorn instead of it constantly being a new starter zone.
    (AD) Artim X/Xirtām/Måtrix |PC/NA| Casual staff wielding vampire sorcerer/templar/arcanist
    Electric-Stun
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    • Ability-Bar 1: Critical Surge, Boundless Storm, Mages' Wrath, Lightning Flood, Shocking Soul (Shock damage, Class Mastery Signature Script, and Empower), and Power Overload.
    • Ability-Bar 2: Storm Pulsar, Streak, Shock Reach, Unstable Wall of Storms, Shocking Burst (Shock Damage, remove 1 negative effect, and interrupt) and Thunderous Rage.
      Solo: Use Kinras's chest, replace Mora with Ring of the Pale Order, and use a heavy Slimcraw piece for max critical.
    Electric-Pets
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    • My Healer Build.
    • Gear: 5 Spell Power Cure (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Lightning Staff (Charged/shock enchant), and Infallible Aether jewelry (arcane with spell damage enchant)/restoration staff (Powered with absorb magicka enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Power Surge, Boundless Storm, Blessing of Restoration, Energy Orb, Twilight Matriarch, and Replenishing Barrier.
    • Ability-Bar 2: Dark Deal, Overflowing Altar, Elemental Drain, Blockade of Storms, Twilight Matriarch, and Aggressive Horn.
    Electric-Ward
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    • Ability-Bar 1: Critical Surge, Bound Aegis, Deep Thoughts, Boundless Storm, Healing Ward, and Replenishing Barrier.
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    Electric-Vamp
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    • Gear: 5 Torug's Pact (medium chest and body pieces light. All Impenetrable with Prismatic Enchants). Gaze of Sithis and 1 light Mighty Chudan/Pirate Skeleton (light shoulders, and impenetrable with Prismtaic Enchants). Knight Slayer (Swift with spell damage enchant)/lightning staff (infused with oblivion enchant)/restoration staff (infused with oblivion enchant).
    • Ability-Bar 1: Structured Entropy, Boundless Storm, Soul Splitting Trap, Radiating Regeneration, Healing Ward, and Life Giver.
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    Dawnfang
    https://media.tenor.com/ogWfvDdsqBIAAAAd/anime-black-clover.gif
    • My casual one bar heavy attack Templar build that primarily utilizes Aedric Spear abilities.
    • Gear: 5 Noble Duelist (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 light Slimecraw for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Puncturing Sweep, Aurora Javelin, Toppling Charge, Blazing Spear, Radiant Ward/Breath of life, and Crescent Sweep.
    Duskfang
    https://media.tenor.com/Jo8aG_ouy_oAAAAd/ac-odyssey.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on chest/head/legs and everything else Prismatic Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Prismatic Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant), and Knight Slayer jewelry (One Ring and one Neck. Both Swift with spell damage enchant). 1 Oakensoul Ring (Swift with Spell Damage Enchant).
    • Ability-Bar 1: Radiant Oppression, Race Against Time, Aurora Javelin, Breath of Life, Resolving Vigor, and Life Giver.
    Eye of the Queen
    https://i.pinimg.com/originals/fd/44/1c/fd441c8242af6ec35ada94496feb0901.gif
    • My casual one bar heavy attack Arcanist build that primarily utilizes Herald of the Tome abilities.
    • Gear: 5 Noble Duelist (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 light Slimecraw for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Escalating Runeblades, Pragmatic Fatecarver, Cephaliarch's Flail, Rune of Displacement, Inspired Scholarship/Evolving Runemend, and The Languid Eye.
    Eye of the King
    https://i.giphy.com/media/v1.Y2lkPTc5MGI3NjExOTAzdjV1eTgwbDFmM3lrZmxuMXRqdDR3Y3h1ZDRpajR0M3VjZzQ3NSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/zXmbOaTpbY6mA/giphy.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on chest/head/legs and everything else Prismatic Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Prismatic Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant), and Knight Slayer jewelry (One Ring and one Neck. Both Swift with spell damage enchant). 1 Oakensoul Ring (Swift with Spell Damage Enchant).
    • Ability-Bar 1: Escalating Runeblades, Race Against Time, Rune of Uncanny Adoration, Evolving Runemend, Resolving Vigor, and Life Giver.
    PvE Starter Gear
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    • Gear: 5 Law of Julianos (heavy chest, gloves/belt light, and the rest can be light or 1 medium piece if you're not wearing medium anywhere else on your body. All in training if grinding for XP or divines), Armor of the Seducer or Magnus' Gift head, shoulder, and staves (light with 1 medium piece if you are not already wearing 1 medium Julianos piece. All in training or divines. The staves should be training or infused), and 3 purple Willpower Jewelry with Arcane trait (can be bought from trading guilds for relatively cheap.
    • Check tamrieltradecentre.com for the best deals if you're not using a price checking addon).
    Race
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    • High elf, since you will not have issues with sustain, but other mag based races are also fine so this is more of a personal choice.
    Mundus Stones
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    • PvP: The Steed for speed. Gotta go fast!
    • PvE Healing/Damage: The Thief for decent crit rate.
    • PvE Tanking: The Lady to get close to resistance cap.
    Current Champion Points
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    • DPS: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Exploiter, Weapons Expert, Fighting Finesse, Master-at-Arms, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Healer Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Hope Infusion, Weapon's Expert, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Tanky Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Ironclad, Enduring Resolve, Reinforced, Duelist's Rebuff, Bastion, Ward Master, Rejuvenation, Fortified.
    • PvP Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, Occult Overload, Arcane Supremacy, Bastion, Rejuvenation, Fortified, Boundless Vitality.
    • PvP Temp/Arcanist: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, From the Brink, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    Favorite Foods and Potions
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    • Parse Food for PvE:(DPS) Ghastly Eye Bowl (increases Max Magicka by 4592 and Magicka Recovery by 459 for 2 hours).
    • Gold/Purple Food for Sorc PvP and Meme Tanking:(PvP) Clockwork Citrus Filet (increases Max Health by 3326, Health Recovery by 406 [useful if stage 1 vampire], Max Magicka by 3080, and Magicka Recovery by 338 for 2 hours). Witchmother's Potent Brew (Increase Max Magicka by 2856, Max Health by 3094, and Magicka Recovery by 315 for 2 hours.
    • Trash Potions when feeling cheap: Regular CP150 Essence of Magicka pots that I obtain frequently from playing the game or Crown Tri-Restoration Potion obtained from dailies.
    • Crafted Potions: Essence of Spell Critical (Bugloss, Lady's Smock, and Water Hyacinth). Without magelight this is my primary means of obtaining Major Prophecy on my Sorc, which increases my Spell Critical Rating. This also heals and restores magicka. Essence of Immovability (Columbine, Corn Flower, and Wormwood). I use this in PvP, since this gives me stealth detection, knockback immunity, and restores magicka (better to use it when competent allies are nearby, since it might reveal that you are surrounded by multiple players in stealth and you will not have an emergency pot available after use). Essence of Invisibility with only 2 ingredients (Blue Entoloma, Namira's Rot, Nirnroot, or Spider Egg). I use this in PvE content that requires stealth and if I need more speed I'll use Rapid Maneuver before using the potion. Essence of Invisibility with 3 ingredients (Blessed Thistle, Blue Entoloma, and Namira's Rot). Very useful in PvP alongside the vampire Dark Stalker passive, since you'll be invisible, ignore movement speed penalty while in Crouch, and you'll have a 30% movement speed boost from Major Expedition (I always have this slotted when riding from point A to B in PvP land, since gankers are always lurking). My templar/arcanist will mostly use Essence of Health (Tri-Stat Potion) Ingredients: (Mountain Flower, Columbine, and Bugloss).
  • FierceSam
    FierceSam
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    Yes, we could call them World bosses

  • daim
    daim
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    You're onto something. I got a better idea though... (comment)
    Why just not nerf all the gear and skills and remove CP ?
    And there you go, the end result is about the same as OP is suggesting.
    ""I am that which grips the heart in fright, hearkens night and silences the light." It was written on my sword, long…long ago." ―Ajunta Pall
    PC|EU
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