Necrotech_Master wrote: »Necrotech_Master wrote: »
a bit of background from me is that whenever i make a new character nowadays (which isnt too often), i never craft gear for them, i immediately port into public dungeons at lvl 3 (i skip the tutorial too) and run around with no gear until i get drops in the public dungeon, i basically port to public dungeons for the skyshard and group boss at a minimum and repeat this until about level 10
at which point i go to imperial city and farm from lvl 10 until 50
the most challenging thing i did on a low lvl character was solo kill a banner boss in IC on my lvl 14 arcanist using a mishmash of generic non-set gear, some of it a bit underleveled
i know a lot of this is because ive been playing the game since launch and have experienced virtually all content the game has to offer (at least cleared everything on vet), and i still have the reflexes to deal with the faster combat
How many CPs do you activate on those characters?
one of the things i do when i make a new toon before i actually go adventuring is various unlocks (guild skill lines: mages, fighters, undaunted, psijic (to unlock psijic portals), dark brotherhood (unlock blade of woe), thieves guild (unlock thieves troves), and bag upgrades
i dont do mount upgrades because i cant do them all at once, i dont do crafting certification because i dont like daily writs, and i level up my crafts by deconning junk i pick up
if i have the cp im going to use it, its part of making the character to me
even with that though it still takes skill to solo a boss like that, and knowledge of said bosses mechanics
I'm not raising the question of CPs in any critical way, I quite understand that if you have CPs you'll want to use them. I only asked the question (still unanswered) because when people talk about completing advanced content on naked new characters they always forget to mention the CPs!
As for your last point, I couldn't agree more. When taking on advanced content with new characters it's easy to strip off the gear and leave the CPs disabled etc, but you can never strip away the skill, reflexes and knowledge that come with the player's previous experience.
Necrotech_Master wrote: »Necrotech_Master wrote: »Necrotech_Master wrote: »
a bit of background from me is that whenever i make a new character nowadays (which isnt too often), i never craft gear for them, i immediately port into public dungeons at lvl 3 (i skip the tutorial too) and run around with no gear until i get drops in the public dungeon, i basically port to public dungeons for the skyshard and group boss at a minimum and repeat this until about level 10
at which point i go to imperial city and farm from lvl 10 until 50
the most challenging thing i did on a low lvl character was solo kill a banner boss in IC on my lvl 14 arcanist using a mishmash of generic non-set gear, some of it a bit underleveled
i know a lot of this is because ive been playing the game since launch and have experienced virtually all content the game has to offer (at least cleared everything on vet), and i still have the reflexes to deal with the faster combat
How many CPs do you activate on those characters?
one of the things i do when i make a new toon before i actually go adventuring is various unlocks (guild skill lines: mages, fighters, undaunted, psijic (to unlock psijic portals), dark brotherhood (unlock blade of woe), thieves guild (unlock thieves troves), and bag upgrades
i dont do mount upgrades because i cant do them all at once, i dont do crafting certification because i dont like daily writs, and i level up my crafts by deconning junk i pick up
if i have the cp im going to use it, its part of making the character to me
even with that though it still takes skill to solo a boss like that, and knowledge of said bosses mechanics
I'm not raising the question of CPs in any critical way, I quite understand that if you have CPs you'll want to use them. I only asked the question (still unanswered) because when people talk about completing advanced content on naked new characters they always forget to mention the CPs!
As for your last point, I couldn't agree more. When taking on advanced content with new characters it's easy to strip off the gear and leave the CPs disabled etc, but you can never strip away the skill, reflexes and knowledge that come with the player's previous experience.
it can be a mix, as you noted you dont lose the skills and experience
ive completed vet maelstrom on a character i forgot to even apply a mundus stone too, and was wondering why it felt much more difficult lol
even something as simple as a missing mundus stone can help a lot more than one expects, but if a player has really mastered a game, they dont need a lot of the extra bonuses (gear, cp, mundus) to be effective
Necrotech_Master wrote: »Necrotech_Master wrote: »Necrotech_Master wrote: »
a bit of background from me is that whenever i make a new character nowadays (which isnt too often), i never craft gear for them, i immediately port into public dungeons at lvl 3 (i skip the tutorial too) and run around with no gear until i get drops in the public dungeon, i basically port to public dungeons for the skyshard and group boss at a minimum and repeat this until about level 10
at which point i go to imperial city and farm from lvl 10 until 50
the most challenging thing i did on a low lvl character was solo kill a banner boss in IC on my lvl 14 arcanist using a mishmash of generic non-set gear, some of it a bit underleveled
i know a lot of this is because ive been playing the game since launch and have experienced virtually all content the game has to offer (at least cleared everything on vet), and i still have the reflexes to deal with the faster combat
How many CPs do you activate on those characters?
one of the things i do when i make a new toon before i actually go adventuring is various unlocks (guild skill lines: mages, fighters, undaunted, psijic (to unlock psijic portals), dark brotherhood (unlock blade of woe), thieves guild (unlock thieves troves), and bag upgrades
i dont do mount upgrades because i cant do them all at once, i dont do crafting certification because i dont like daily writs, and i level up my crafts by deconning junk i pick up
if i have the cp im going to use it, its part of making the character to me
even with that though it still takes skill to solo a boss like that, and knowledge of said bosses mechanics
I'm not raising the question of CPs in any critical way, I quite understand that if you have CPs you'll want to use them. I only asked the question (still unanswered) because when people talk about completing advanced content on naked new characters they always forget to mention the CPs!
As for your last point, I couldn't agree more. When taking on advanced content with new characters it's easy to strip off the gear and leave the CPs disabled etc, but you can never strip away the skill, reflexes and knowledge that come with the player's previous experience.
it can be a mix, as you noted you dont lose the skills and experience
ive completed vet maelstrom on a character i forgot to even apply a mundus stone too, and was wondering why it felt much more difficult lol
even something as simple as a missing mundus stone can help a lot more than one expects, but if a player has really mastered a game, they dont need a lot of the extra bonuses (gear, cp, mundus) to be effective
I agree about mundus stones, and it always frustrates me when ZOS release a new Chapter with the ability just to play the game through a lot of levels without leaving the new content, and yet they never include any mundus stones in that new content. As a result new players probably don't even get to know about mundus stones - just a single one that could work for anyone's build would be worth including in any chapter in my view.
I finished the quest with a tanky Oaken-Sorc using a shield instead of a pet and with the necrom arcanist companion. The character is wearing the usual Sergeant's Mail. The second set didn't matter. It was Siroria and he had to roll out of the circle quite a bit during last two boss fights. I have not yet finished this quest on my nightblade. I will need to update its gear for this to something a bit more durable. Now that the event is over, maybe I can work on the gear.
This glimmering carving is still imbued with the latent power of the Endless Archive. This is a small house item. When placed in your home, allows you to interact with the latent magic of the Archive.
Has anyone completed the "Vision of Mora" furnishing yet? It requires three gold quality leads to combine, and is interactable. I've only gotten one lead so far, when I completed the goat series quest. I'm curious what Archive benefit it grants.
Has anyone completed the "Vision of Mora" furnishing yet? It requires three gold quality leads to combine, and is interactable. I've only gotten one lead so far, when I completed the goat series quest. I'm curious what Archive benefit it grants.
I'll be the bearer of bad news, it doesn't. It just gives you a green glowy effect for your screen.
Has anyone completed the "Vision of Mora" furnishing yet? It requires three gold quality leads to combine, and is interactable. I've only gotten one lead so far, when I completed the goat series quest. I'm curious what Archive benefit it grants.This glimmering carving is still imbued with the latent power of the Endless Archive. This is a small house item. When placed in your home, allows you to interact with the latent magic of the Archive.
Necrotech_Master wrote: »(and the one bonus which is the 2 side quests)
Necrotech_Master wrote: »(and the one bonus which is the 2 side quests)
I finished the first quest rather easily, but I'm unable to find even one of theseven lockboxes so far. Any tips?
Arcanist just slays everything in EA. Arcanist is easy mode. Their toolkit is incredibly OP for the content when compared to any other class, and they're just as tanky as an Oakensoul build, but without being restricted to only one bar.
I run Oakensorc and it's pretty decent but nowhere near as strong as Arcanist builds are right now. Oaken Warden is another strong tanky build that still puts out awesome DPS. Oakensorc is somewhat handicapped in EA by the fact that Sorc pets are incredibly weak in group content - they die all the time without warning and tend to randomly despawn after taking portals or killing stage bosses. I can't keep mine alive for more than half a minute on any Tho'at Replicanum pulls.
I suspect this is because the functionality that grants Sorc pets a massive damage reduction to enemy AoE damage is not working correctly, along with the changes that made it so your pets no longer benefit from damage shields.
For Oakensorc nowadays I'd lose Storm Master and run Tzogvin's Warband or New Moon Acolyte. Sergeant + Slimecraw are still your two other sets. Other options (less good but still viable) are Deadly (great set for single target) and Order's Wrath (easily craftable if you can't access the other sets, and still a solid mid-tier option.)
Worth mentioning is that Oakensoul is still bugged. If you die, you need to remove it and re-equip it, or you will not have any of the buffs it provides.
boi_anachronism_ wrote: »I just dont think it makes any sense until level 10 when they have some skills to use. It wouldnt do them any favors. They wont even have a self heal. They wouldnt have a companion.
boi_anachronism_ wrote: »Literally nothing. I didnt even figure out how to start the main quest til lvl 10. I had no idea how to use pots in combat even at lvl 4. There is a reason you cant use dingeon finder until 10. You cant manage anything sustained of any kind beyond a delve which are short in starter zones. A public dungeon is out of the question. I wandered into the forgotten crypts on my first baby toon and got mowed down almost instantly. I think you forget what it was like to be brand spankin new. I came out of skyrim, like many players did. I remember well. If anything i think they would just be overwhelmed.
daemondamian wrote: »Do the Sweeter Deal and Filer Kor's Truesight upgrades last for only 1 stage or 1 cycle or 1 arc or until your threads run out?
Some runs I found 0 lockboxes, other runs I get two in a row. It's completely random. Just keep doing runs. Same goes for the pages.Necrotech_Master wrote: »(and the one bonus which is the 2 side quests)
I finished the first quest rather easily, but I'm unable to find even one of theseven lockboxes so far. Any tips?
Memento's always work, and are accountwide. This is why these upgrades are in the form of memento's.daemondamian wrote: »Do the Sweeter Deal and Filer Kor's Truesight upgrades last for only 1 stage or 1 cycle or 1 arc or until your threads run out?
daemondamian wrote: »Do the Sweeter Deal and Filer Kor's Truesight upgrades last for only 1 stage or 1 cycle or 1 arc or until your threads run out?
They're permanent and last forever, so far at least.
Memento's always work, and are accountwide. This is why these upgrades are in the form of memento's.daemondamian wrote: »Do the Sweeter Deal and Filer Kor's Truesight upgrades last for only 1 stage or 1 cycle or 1 arc or until your threads run out?
Someone said in this thread Arc 1 is "too easy".
I wonder, are you playing with a 'companion' or with another player ?
Because there is a big difference : a companion is really worthless form the Arc 1 boss onwards, whereas with another player Arc 1 is 'easy'.
It is slightly easier when you know when Tho'at is doing Tempered Strike with it's long a** windup but its still up to the player to do the dodge.Have been wondering: Do add-ons have any effect on the difficulty of the EA? As add-ons allow players to automate quite a few functions, like repairing/recharging or switching an entire build with one button or changing CP's with one button, etc. Not to mention telling boss mechanics and telling when to dodge/block/etc. While at the same time I noticed the armory assistant was unable to be summoned. Is it fair to have the EA(and any other arena) while still allowing add-ons inside of these? (to me this seems like a very unfair advantage, especially as it results in more completion rates and more progress while at the same time granting those players more rewards/currency)
Add-ons make a world of difference, and should warrant a discussion when talking about difficulty of content. Atleast in my opinion.
Warhawke_80 wrote: »I just wish they would have told us EA was for vets only....who knows maybe this is what's replacing Trials or it's Zos's answer to mythic plus.
I just don't feel like they were upfront with us on what EA was, or during testing they decided it was fun and gave it to Vet players.
Someone said in this thread Arc 1 is "too easy".
I wonder, are you playing with a 'companion' or with another player ?
Because there is a big difference : a companion is really worthless form the Arc 1 boss onwards, whereas with another player Arc 1 is 'easy'.
Arcanist just slays everything in EA. Arcanist is easy mode. Their toolkit is incredibly OP for the content when compared to any other class, and they're just as tanky as an Oakensoul build, but without being restricted to only one bar.
I run Oakensorc and it's pretty decent but nowhere near as strong as Arcanist builds are right now. Oaken Warden is another strong tanky build that still puts out awesome DPS. Oakensorc is somewhat handicapped in EA by the fact that Sorc pets are incredibly weak in group content - they die all the time without warning and tend to randomly despawn after taking portals or killing stage bosses. I can't keep mine alive for more than half a minute on any Tho'at Replicanum pulls.
I suspect this is because the functionality that grants Sorc pets a massive damage reduction to enemy AoE damage is not working correctly, along with the changes that made it so your pets no longer benefit from damage shields.
For Oakensorc nowadays I'd lose Storm Master and run Tzogvin's Warband or New Moon Acolyte. Sergeant + Slimecraw are still your two other sets. Other options (less good but still viable) are Deadly (great set for single target) and Order's Wrath (easily craftable if you can't access the other sets, and still a solid mid-tier option.)
Worth mentioning is that Oakensoul is still bugged. If you die, you need to remove it and re-equip it, or you will not have any of the buffs it provides.
Have been wondering: Do add-ons have any effect on the difficulty of the EA? As add-ons allow players to automate quite a few functions, like repairing/recharging or switching an entire build with one button or changing CP's with one button, etc. Not to mention telling boss mechanics and telling when to dodge/block/etc. While at the same time I noticed the armory assistant was unable to be summoned. Is it fair to have the EA(and any other arena) while still allowing add-ons inside of these? (to me this seems like a very unfair advantage, especially as it results in more completion rates and more progress while at the same time granting those players more rewards/currency)
Add-ons make a world of difference, and should warrant a discussion when talking about difficulty of content. Atleast in my opinion.Some runs I found 0 lockboxes, other runs I get two in a row. It's completely random. Just keep doing runs. Same goes for the pages.Necrotech_Master wrote: »(and the one bonus which is the 2 side quests)
I finished the first quest rather easily, but I'm unable to find even one of theseven lockboxes so far. Any tips?Memento's always work, and are accountwide. This is why these upgrades are in the form of memento's.daemondamian wrote: »Do the Sweeter Deal and Filer Kor's Truesight upgrades last for only 1 stage or 1 cycle or 1 arc or until your threads run out?