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4 Companions Available - So Can We Please Choose 3 For Solo Dungeon Runs?

Darkstorne
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You could even add this "party" feature as a new tab/function of the new Armory workstation, using it to select your party loadout for when you enter dungeons solo. It could also serve as a unified companion management station, where you can modify the skills and equipment of all your companions from a single menu, rather than needing to talk with them all individually.

I feel like this would solve two problems - one being the request to be able to tackle dungeons solo so we can easily play them at our own pace and finally pay attention to the story. And the second problem being one that will likely begin to arise as new companions are consistently added to the game, which is a need to unify their management and provide an overview of each of them from a good menu system, rather than through individual dialogue.
  • madrab73
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    Darkstorne wrote: »
    You could even add this "party" feature as a new tab/function of the new Armory workstation, using it to select your party loadout for when you enter dungeons solo. It could also serve as a unified companion management station, where you can modify the skills and equipment of all your companions from a single menu, rather than needing to talk with them all individually.

    I feel like this would solve two problems - one being the request to be able to tackle dungeons solo so we can easily play them at our own pace and finally pay attention to the story. And the second problem being one that will likely begin to arise as new companions are consistently added to the game, which is a need to unify their management and provide an overview of each of them from a good menu system, rather than through individual dialogue.

    All 3 would stand in boss AOE until they die though. Will you run as heals?
  • Jim_Pipp
    Jim_Pipp
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    Companions
    Increased the threshold for summoning Companions in some instanced gameplay spaces from 2 up to a maximum limit of 4 total player characters and Companions.
    Companion quests can now be accepted from locations where the Companion cannot be summoned.

    This has been mostly unnoticed in the latest pts. I wonder if this will be for dungeons and 4 man arena's... Could be fun.
    Edited by Jim_Pipp on February 2, 2022 10:50AM
    #1 tip (Re)check your graphics settings periodically - especially resolution.
  • pecheckler
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    No way the companion AI is smart enough. That said 2 players + 2 companions makes normal dungeons difficult enough to be fun.
    End the tedious inventory management game.
  • Smoky
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    As a solo player I would love the option at least, even if they aren't much use in there, 3 will still be better than 1 IMO
  • Jim_Pipp
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    madrab73 wrote: »

    All 3 would stand in boss AOE until they die though. Will you run as heals?

    Now that I've theorised this IS going to happen in High Isle, I'm excited by the theory-crafting. I hope there is a competitive scoreboard for only companion "groups".

    My early guess is that a healer or healer/dps or healer/off-tank is going to be the best way to run a group of just companions. Their sword and board tanking is fine, ranged dps is low but sufficient and relatively safe, but the healing is unreliable. There are some good skills that reduce dmg taken in an area, so a good strategy may be directing an all melee party onto a single mob.

    I'm increasingly excited for this. Could someone on the PTS with max-level companions test to see if they can summon 2 in a dungeon? If so, how do you manage their ultimate's?
    #1 tip (Re)check your graphics settings periodically - especially resolution.
  • Vaoh
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    Good idea for players who want to play alone :open_mouth:

    Allow it only in group content though.
  • ADarklore
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    Jim_Pipp wrote: »
    Companions
    Increased the threshold for summoning Companions in some instanced gameplay spaces from 2 up to a maximum limit of 4 total player characters and Companions.
    Companion quests can now be accepted from locations where the Companion cannot be summoned.

    This has been mostly unnoticed in the latest pts. I wonder if this will be for dungeons and 4 man arena's... Could be fun.

    I hate it when they say "in some instanced gameplay spaces" but don't actually state WHICH instances they mean. Currently we can only summon ONE Companion so the fact they say 'from 2...' tells me that one player character will not be able to summon THREE Companions by themselves... let alone two. Would be nice if they would allow solo players to have three Companions summoned so they could complete dungeons more easily by themselves. Heck, I'd be happy if they'd allow us to summon TWO Companions in an instanced dungeon when going solo. In FFXIV, they allow players to solo dungeons with three other NPC companions... why is ESO so against it?!?
    Edited by ADarklore on February 2, 2022 1:02PM
    CP: 2105 ** ESO+ ** ~~ ***** Strictly a solo PvE quester *****
    ~~Started Playing: May 2015 | Stopped Playing: July 2025 | Returned: March 2026~~
  • Darkstorne
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    Vaoh wrote: »
    Good idea for players who want to play alone :open_mouth:

    Allow it only in group content though.
    Yeah, for sure, I'd still like the limit for regular questing to be one, but have a tab in the armory station where you can slot companions into a party for group content situations you'd like to play solo.

    It would give us a good reason to collect, level, gear up, and build rapport with multiple different companions. And it provides a genuine solution to the request for a solo mode for dungeons without actually having to introduce a brand new difficulty balance for every dungeon in the game, past present and future.
    madrab73 wrote: »
    All 3 would stand in boss AOE until they die though. Will you run as heals?
    Probably a tanky/healy hybrid character, yeah, and spec companions mostly for damage. And while I'd love to see ZOS work on the companion AI a bit more, normal difficulty in dungeons is usually forgiving enough that three dummies (AI or players :tongue:) should usually still be enough to power through without much issue.
    ADarklore wrote: »
    In FFXIV, they allow players to solo dungeons with three other NPC companions... why is ESO so against it?!?
    Yeah, this is really important to highlight. ESO is in a prime position to implement this, and thanks to how much broader and better implemented the companion system is in this game than FFXIV... it shouldn't even be that much extra work to implement (though I'm just guessing there).
    Edited by Darkstorne on February 2, 2022 1:05PM
  • Brrrofski
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    If you'd finish the dungeon with 3 companions, you'll be able to do it without them.

    They're absolutely useless and nothing but an RP thing.
  • ADarklore
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    Brrrofski wrote: »
    If you'd finish the dungeon with 3 companions, you'll be able to do it without them.

    They're absolutely useless and nothing but an RP thing.

    Sorry you feel that way, perhaps you're not using them right. I know I don't NEED Companions, but there are also several normal dungeons that I have been unable to complete solo and even with ONE companion still cannot complete it. With that being said, I've found that if you equip the Companion correctly and give them the proper skills, they are quite effective. I think most people that complain about them, don't understand, equip or spec them properly. It's always interesting when some people complain about their ineffectiveness while other people sing their praises. So how is it that one set of players find them useless while others find them useful... my only answer is that those finding them useless aren't bothering to spend the time understanding how to use them efficiently.
    CP: 2105 ** ESO+ ** ~~ ***** Strictly a solo PvE quester *****
    ~~Started Playing: May 2015 | Stopped Playing: July 2025 | Returned: March 2026~~
  • Darkstorne
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    Brrrofski wrote: »
    If you'd finish the dungeon with 3 companions, you'll be able to do it without them.

    They're absolutely useless and nothing but an RP thing.
    I'm sorry, is it 2020 again?

    I know not everyone likes them, and that's fine. You don't have to use them. But it's widely considered as a rule of thumb that companions contribute around 10k DPS. So a party of three of them adds 30k DPS. I wouldn't call that "useless" when we're just talking about normal mode dungeons.
  • peacenote
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    Jim_Pipp wrote: »
    Companions
    Increased the threshold for summoning Companions in some instanced gameplay spaces from 2 up to a maximum limit of 4 total player characters and Companions.
    Companion quests can now be accepted from locations where the Companion cannot be summoned.

    This has been mostly unnoticed in the latest pts. I wonder if this will be for dungeons and 4 man arena's... Could be fun.

    There are times when my friend and I are questing and we go into an instance of the quest where our companions are auto-dismissed. I assumed this was a fix for that... instances that were dismissing companions in a jarring way.
    My #1 wish for ESO Today: Decouple achievements from character progress and tracking.
    • Advocate for this HERE.
    • Want the history of this issue? It's HERE.
  • Onyx_Werewolf_Gnome
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    Oh please make it happen!!!!!!!!!!!!!!!!!!!
  • NoxiousBlight
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    This would actually be awesome. Would give good incentive to grind them up, anyway. I would enjoy the challenge of completing dungeons like that.
  • Dolphinsgal
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    Why play an mmo if you want to do things made for groups solo? I understand wanting to solo at times but eso is an mmo meaning multiplayer is the idea behind it. Yes, some dungeons and content made for groups can be solo'd but that's not the idea behind group content.
    The basis of having different areas is so you engage in different parts of the game differently. I'm tired of pve wanting to not pvp in pvp zones but have the same rewards, pvp not wanting to switch how they go about pve and not want to pve but want pve rewards, now solo players want the same content and rewards that we've had to work as a group for and not have to group. Enough is enough is enough you have companions to choose from that make things even easier there is no need to have more than 1 out at a time.
  • Jim_Pipp
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    Why play an mmo if you want to do things made for groups solo? I understand wanting to solo at times but eso is an mmo meaning multiplayer is the idea behind it. Yes, some dungeons and content made for groups can be solo'd but that's not the idea behind group content.
    The basis of having different areas is so you engage in different parts of the game differently. I'm tired of pve wanting to not pvp in pvp zones but have the same rewards, pvp not wanting to switch how they go about pve and not want to pve but want pve rewards, now solo players want the same content and rewards that we've had to work as a group for and not have to group. Enough is enough is enough you have companions to choose from that make things even easier there is no need to have more than 1 out at a time.

    @Dolphinsgal I don't think anyone is saying 3 companions would make a group dungeon easier than running it with other humans, and we are just speculating about instanced group area's like dungeons and 4-player arena's.

    I imagine this would be a different kind of solo content, and as you say, it would require a different way of engaging; different builds, and thinking about the synergies between companion builds. It's not about getting an easier way to grind gear, it appeals because it is a different kind of challenge.

    This is all speculation right now, it could be as simple as one of the new companions recruitment quests lets you bring extra companions as a one-off gimmick, it could be a new companion only arena with leaderboards, or it could be nothing but a bug fix for rare times your companion gets desummoned. I like the idea of playing in a squad, so I like this idea.
    #1 tip (Re)check your graphics settings periodically - especially resolution.
  • Dolphinsgal
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    Jim_Pipp wrote: »
    Why play an mmo if you want to do things made for groups solo? I understand wanting to solo at times but eso is an mmo meaning multiplayer is the idea behind it. Yes, some dungeons and content made for groups can be solo'd but that's not the idea behind group content.
    The basis of having different areas is so you engage in different parts of the game differently. I'm tired of pve wanting to not pvp in pvp zones but have the same rewards, pvp not wanting to switch how they go about pve and not want to pve but want pve rewards, now solo players want the same content and rewards that we've had to work as a group for and not have to group. Enough is enough is enough you have companions to choose from that make things even easier there is no need to have more than 1 out at a time.

    @Dolphinsgal I don't think anyone is saying 3 companions would make a group dungeon easier than running it with other humans, and we are just speculating about instanced group area's like dungeons and 4-player arena's.

    I imagine this would be a different kind of solo content, and as you say, it would require a different way of engaging; different builds, and thinking about the synergies between companion builds. It's not about getting an easier way to grind gear, it appeals because it is a different kind of challenge.

    This is all speculation right now, it could be as simple as one of the new companions recruitment quests lets you bring extra companions as a one-off gimmick, it could be a new companion only arena with leaderboards, or it could be nothing but a bug fix for rare times your companion gets desummoned. I like the idea of playing in a squad, so I like this idea.

    I will give that I can kind of see the appeal, in other mmo's I've played a necro or necro type character that has the ability to have a mass of always active pets, so looking at companions in a way of they are another pet is probably the best way for me.
    I guess my biggest fear with the ability to have 3 out is that the game will slide even faster down the slippery slope it already is and lose it's identity of an mmo. I have a love of this game that I haven't had for an mmo since the original EQ and I don't want ESO to lose it's mmo appeal.
    I do like the idea of having one central place/menu to see what skills/gear/rep you have for all companions as each character is different.
  • Rogue_WolfESO
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    If they were able to control the AI a little bit better, as it is when I solo normal dungeons with just Mirri or Bastian, if companion is a ranged dps they will often times make the boss "chase" them far enough away to reset the boss' HP. Its annoying to say the least.
    Edited by Rogue_WolfESO on February 2, 2022 3:46PM
  • belial5221_ESO
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    With full agressive blue gear,my companions hit about 15k dps,and purple gear is too pricy for the small amount extra dps.It does help speed dungeons alot when soloing,and lately it's rare for them to reset bosses anymore.I'm guessing they'll allow companions in dungeons/arenas where all 4 ppl can have em out at once,instead of just like 2 ppl and 2 companions,we'll see though.
  • Artim_X
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    I wish ZOS made it so that when I'm locked down in a boss dungeon mechanic, making my character bash forces the companion to interrupt the mechanic. This would make all normal dungeons decent solo experiences besides the ones that have lever and plate mechanics, ICP and DK.

    Of course if we could get our companions to interact with things for us like levers and to stand in place, then these two would be soloable as well.
    (AD) Artim X/Xirtām/Måtrix |PC/NA| Casual staff wielding vampire sorcerer/templar/arcanist
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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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    • My Meme Tank Build that uses high resistance and variety of wards.
    • Gear: 5 Brands of Imperium (All body pieces except Head and Shoulders, with Divine trait, and with Prismatic Defense Enchants), full Iceheart (1 light and 1 medium. Divines and Prismatic Enchant), and Combat Physician jewelry (bloodthirsty with Prismatic Recovery Enchants), Combat Physician restoration staff (Infused with hardening enchant), and combat physician ice staff (Infused with crusher enchant).
    • Ability-Bar 1: Critical Surge, Bound Aegis, Deep Thoughts, Boundless Storm, Healing Ward, and Replenishing Barrier.
    • Ability-Bar 2: Silver Leash (Elemental Drain if healer isn't running it), Bound Aegis, Frost Clench, Blockade of Frost, Empowered Ward, and Temporal Guard.
    Electric-Vamp
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    • 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 (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.
    • Ability-Bar 2: Drain Vigor (Elemental Susceptibility), Race Against Time, Rune Cage, Radiant Magelight, Regenerative Ward, and Shatter Soul.
    Dawnfang
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    • 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
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    • 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
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    • 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
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    • 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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    • 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).
  • AlnilamE
    AlnilamE
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    Have you tried getting one other player that also wants to pay attention to the story and you can do with with 2 players and 2 companions?
    The Moot Councillor
  • etchedpixels
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    Brrrofski wrote: »
    If you'd finish the dungeon with 3 companions, you'll be able to do it without them.

    They're absolutely useless and nothing but an RP thing.

    They are incredibly powerful for some dungeons because the mechanics don't work on them. Wayrest II for example is easier to run with a companion than a PUG group because you just let the companion do the chain down fight and heal them from the very edge of healing range.

    In general as well for easier dungeons they stay alive and also do more dps than many PUGs

    Too many toons not enough time
  • Jusey1
    Jusey1
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    madrab73 wrote: »

    All 3 would stand in boss AOE until they die though. Will you run as heals?

    Actually, companions are immune to a lot of passive AOEs I found out. There's only a few dungeons which will have confirmed companion deaths (like Black Rose Prison due to that fire mage boss).
  • phaneub17_ESO
    phaneub17_ESO
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    Let's say you could take 3 companions with you, you're going to be the one healing because their heals are limited to who they can target. Most companion healing spells can only target players and themselves, they ignore pets that includes other companions. So even if you set one of the companions to be a dedicated healer, they can only heal themselves and you while completely ignoring the other two companions by your side because they are not a target priority, so they each need their own personal heals or you are the designated healer.
  • etchedpixels
    etchedpixels
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    Let's say you could take 3 companions with you, you're going to be the one healing because their heals are limited to who they can target. Most companion healing spells can only target players and themselves, they ignore pets that includes other companions. So even if you set one of the companions to be a dedicated healer, they can only heal themselves and you while completely ignoring the other two companions by your side because they are not a target priority, so they each need their own personal heals or you are the designated healer.

    They don't seem to be subject to a lot of buffs and heals are insanely overpowered in PvE anyway so most classes will be able to do that whilst doing other stuff - it's not like an actual "healer", aka buff-bot.

    Too many toons not enough time
  • Darkstorne
    Darkstorne
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    Let's say you could take 3 companions with you, you're going to be the one healing because their heals are limited to who they can target. Most companion healing spells can only target players and themselves, they ignore pets that includes other companions. So even if you set one of the companions to be a dedicated healer, they can only heal themselves and you while completely ignoring the other two companions by your side because they are not a target priority, so they each need their own personal heals or you are the designated healer.
    Sure, but I'm talking normal mode dungeons, not vet mode. The need for a dedicated healer is pretty low, as is the need for a dedicated tank. So long as you and every companion have a healing skill slotted, you'll probably have very few issues completing the content.

    I'm not asking for a companion party to be as operational, fast, and efficient as a player party. I just want it to be fun and viable so I don't have to choose between running a dungeon solo to enjoy the story but with a lot of pain, or in a party for a blazingly fast run but no time to stop and admire the art design, read the dialogue properly, or observe the NPCs.

    If this system gets added, I'd likely only use it once per dungeon. When a new dungeon is added to the game I'd play through with companions first to soak it all in, then if I wanted to grind gear in repeat runs I'd queue for PUGs.
  • kojou
    kojou
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    So I could queue for random dungeon finder with 3 companions? Sign me up... :smile:
    Playing since beta...
  • AlnilamE
    AlnilamE
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    Darkstorne wrote: »
    Let's say you could take 3 companions with you, you're going to be the one healing because their heals are limited to who they can target. Most companion healing spells can only target players and themselves, they ignore pets that includes other companions. So even if you set one of the companions to be a dedicated healer, they can only heal themselves and you while completely ignoring the other two companions by your side because they are not a target priority, so they each need their own personal heals or you are the designated healer.
    Sure, but I'm talking normal mode dungeons, not vet mode. The need for a dedicated healer is pretty low, as is the need for a dedicated tank. So long as you and every companion have a healing skill slotted, you'll probably have very few issues completing the content.

    I'm not asking for a companion party to be as operational, fast, and efficient as a player party. I just want it to be fun and viable so I don't have to choose between running a dungeon solo to enjoy the story but with a lot of pain, or in a party for a blazingly fast run but no time to stop and admire the art design, read the dialogue properly, or observe the NPCs.

    If this system gets added, I'd likely only use it once per dungeon. When a new dungeon is added to the game I'd play through with companions first to soak it all in, then if I wanted to grind gear in repeat runs I'd queue for PUGs.

    Again, you could find one player that also wants to enjoy the story and run with them and their companion.
    The Moot Councillor
  • Eric_Prince
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    AlnilamE wrote: »
    Again, you could find one player that also wants to enjoy the story and run with them and their companion.

    Actually SPEAK to other people?! Even worse - finding someone?! Not on my watch! Give us companion parties please!

    To be the Chosen One really sounds like lots of fun,
    But in the end you'll just be someone's lunch
    (c)
  • Cireous
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    Haha, this would be a lot of fun.
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