Me, a Warden Healer: *drops huge fucking circle on the ground that glows, flashes, and shoots out flowers and fireworks and also it heals you when you stand in it*
All the DPS. the tank, and Nuzhimeh the Merchant : *run everywhere except the fucking circle and die* yo wtf heals?
sometimes i want to choke out ppl. Like this idiot was standig right next to me, so my combat prayer wouldnât hit him, i reposition myself so iâm right behind him, and the bitch just moves to the other side of the room?! (also not to mention those who just run ahead and pull everything)
Lady LaLaâs Tank Killer (Warden Buffer/Debuffer)
Welcome to another Build Thursday :) And may I just say that with PAX approaching, I am psyched cuz I got tickets <3 Zenimax had a good showing last year, talking about One Tamriel, so Iâve got my fingers crossed that theyâll be showing some Horns of the Reach content.
Buuut, onto todayâs build; a combination of buffer and debuffer with a healthy side of tankiness thrown in for good measure. I gravitated to a healer when I tried out the Warden (of course, what else is new, LaLa?) and I absolutely loved how tanky you can make yourself while still keeping everyone around you on their feet. Throw in their heal reduction AOE and I figured you could make a good debuffer, too. Add a couple skills from the Destro staff line, and you have a good combination to bring down all but the best tanks with a good team at your back.
ESO Skill Factory Skill CalculatorÂ
Picture this: You wouldnât say that your tank is bad at what he does, he can usually soak up damage without much problem, and your healer can usually power heal after that... Except today, you donât know why they both keep going down, and your self heals donât seem to be doing much either. What in Cyrodiil could the problem be? Meanwhile, your enemies are laughing.
Boon: The Apprentice, extra spell damage is life
Weapons: One bar, youâll want a resto staff for the buffs, the other will be a destro staff. Our 5 piece set is going to be Healing Mage (AOE heals reduce your enemiesâ weapon damage) and our 4 piece set is Motherâs Sorrow, make sure both your staves are from the same set and make sure both have the Powered trait.
Jewelry: All three pieces should be from the Motherâs Sorrow set.
Armor: Weâll want 5 pieces of light armor, with 2 pieces of heavy armor for the minor bonuses. If your staff is Motherâs Sorrow, all 5 can be from Healing Mage, if not, throw in that extra piece from Motherâs Sorrow. Our monster set is gonna be Sentinel of Rkugamz, both heavy
Overall Equipment: For Motherâs Sorrow, I like the unique jewelry pieces for their health bonuses which you can get from world bosses in Deshaan (necklace is at Short-Tusk's Hillock, ring is at Caravan Crest). I personally also like Motherâs Sorrow for our weapon, since itâs easier to grind delve bosses to find exactly what you want. Healing Mage can be found in the Aetherian Archive, so youâll want to make some friends who know what theyâre doing. Guilds, Iâm telling you, are the best resource for this, just let them know what youâre doing and you can usually find a group to help you. Motherâs Sorrow gives us big bonuses to spell crit (crits make the world go round) so super useful, while Healing Mage adds Magicka, Magicka Recovery and a flat 2% bonus to heals. Sentinel can be found in Darkshade Cavern I, but is worth it for the additional 2% heal bonus, plus our only real way to restore our allies stamina.
Attribute Points: 44 magicka and 20 health, with the changes to the way attribute points work, we can afford to throw some bonuses into our health, thus making it so much easier to stay up in a pitched battle.
Race: So I made this with Breton in mind, but of course, an Altmer could be used. You could substitute a Dunmer or Argonian, but those are the least optimal (and câmon, this is a frost mage, can you really see this as a Dunmer? lol)
Skill Bars
âJust an Innocent Healer... Right?â
Frost Cloak->Ice Fortress. This one is a nice one, a lbuff to your and your alliesâ Physical and Spell Resistance, with the morph giving you a flat bonus to damage resistance. Itâs very hard to go down with this up, and itâs one of the first skills you get in the Winterâs Embrace tree, so you have plenty of time to get the morph.
Necrotic Orb->Energy Orb. If your allies are on top of their synergies, this one is fun. It starts as a damage ability, but evolves into a fun little skill that heals and restores magicka.
Fungal Growth->Enchanted Growth. An AOE heal cast in front of you, with the morph adding additional stamina and magicka regeneration to everyone it hits. Itâs another one you get at the very beginning of the skill tree, so itâs one youâll get used to using often
Natureâs Grasp->Natures Embrace. Spot an ally getting ganked, but running would take too long? Just swing in like Tarzan, and start laying down the buffs. Itâs a good one to use, whether for travel, being a Big Damn Hero, or just goofing off.
Regeneration->Mutagen. I really canât enough about how much I love this skill. A HOT that gives an âOh Shit!â insurance if someone drops too low in health while itâs on them. It can keep you up just long enough to cast the rest of your heals and buffs
War Horn->Sturdy Horn. At least one person in every group should be running War Horn or one of its morphs, but this one is my favorite. It gives you and your allies even more Resistance while boosting your health, magicka and stamina for 36 seconds, plenty of time to get through a fight.
âNot so Much, Watch for Circlesâ
Arctic Wind->Arctic Blast. Heals you for 10% of your health, plus heals you by 2% of your health every 2 seconds and damages your enemies with the morph. Itâs pretty awesome
Weakness to Elements->Elemental Susceptibility. Something good: Making your enemies weaker to spell damage, when most people use spell damage anyway. Something even better: Itâs 21 seconds long, enough for most fights to be long over, and with the morph, refreshes every time you damage them. Itâs awesome
Impulse->Pulsar. So Impulse is kinda blah, if weâre honest. Itâs an AOE, but thereâs so many better AOEs. Pulsar, though, is pretty unique, lowering anyoneâs max health if theyâre hit by the attack by 10%.
Healing Seed->Corrupting Pollen. Weâve got heals, weâve got heals for DAYS, this is more than just another heal. Major Defile is a pain in the ass to other healers, and sucks for tanks and DPS, too.Â
Purge->Cleanse. Inevitably, youâre gonna get notice, and who knows, you might even run into another debuffer. This will help; it removes negative effects, and the morph heals for 15% of the targetâs health if it removes even one.
Secluded Grove->Healing Thicket. We could go damage, but I really love this one. Say me and my group is taking a keep; I can usually drop this 3-4 times from the time we break down the front door to the time the flags flip, because itâs so cheap, and yet can be the difference between getting wiped on a flag and chasing off defenders.
I like this one, I like this one a lot. Lots of self buffs, lots of group buffs, plus a little extra to make your enemies hurt even more when you hit them. DPS here is minimal, but even at low levels, following this build has let me hold off 2 gankers from Bruma to Dragon Claw, right into my group. This has led to chuckles from my comrades, since itâs pretty funny to have them chase me for miles, only to have them squashed like bugs once I rejoin my group.
Fun Fact: LaLa has a terrible sense of timing and is going to be spacing these out to every two weeks. Another Fun Fact: A friend of mine pointed out that most of my builds arenât geared towards beginners to PvP, so Iâm going to fix that. Hereâs one of the most straightforward builds, perfect for getting your feet wet in PvP while still doing decent damage.
Picture this: Itâs early in your Cyrodiil career. Maybe youâve found a decent group to run with, maybe you just throw âLFGâ in zone chat and meet new faces every time. You know enough to be able to navigate the map, to know when you should use a fire ballista or firepot treb. Youâre with a group or running solo, but your alliance is sieging an outpost. One defender keeps rushing out and attacking with their group so you smack him down with a combo youâve heard works well and holy moly, it works. He rezes and rushes again and you smack him down again. Rinse and repeat until it's flagged. Cue the rage mail, and laugh at it.
ESO Skill Factory Build Calculator
So everyone knows that StamDKs are a pain in the ass, add 2H swords and itâs even worse. Not only do they do a lot of damage very quickly (Crit Rush, Dizzying Swing, Noxious Breath, Executioner), they also can buff themselves to do even more damage (Rally)Â and have one of the most overpowered heals over time combos in the game (Green Dragon Blood, Resolving Vigor, Rally). This one is very straightforward, which isnât to say that thereâs no skill involved, but itâs good for those who just want to obliterate everyone on the opposing teams.
So now for the fun part: The sets
Monster Set: Weâre gonna go damage here, as much as possible. Iâd suggest Kraâgh. The physical penetration is nice, add in that nasty aoe in front of you and you have another way to hit like a truck.
Full Set: Toothrow. You can find this one in the Wayrest Sewers, and itâs great for a DPS. We get a little bit of max stamina, which is always nice, but it gives us a BIG boost to critical chance. Crits make DPS work better, and a crit on one of your big damage abilities can drop another DPS with ease.
Partial Set: Weâve got another 4 spots not taken up by either Toothrow or Kraâgh. We want to stay up in a fight, so personally I like the tankiness of Hatchlingâs Shell. We donât have a lot of health without food buffs or enchantments (Iâd switch out some of your enchantments for added health, otherwise youâll be a target when people figure out how squishy you are) HS adds to your resistances and also gives you some extra healing, buffing your back bar.
Now, if youâre going to be in PvP before level 50 (and why not?) then youâll want a couple sets to train yourself up to 50. Night Motherâs Gaze is good to have a complete set, with Kvatch Gladiator to fill in the rest of the pieces. Donât be afraid to switch out pieces if you get them from chests or mail, but these will keep you with a high crit chance even from early on.
On to our skills! Weâre going to have a 2h sword on each bar for damage. Pure and simple damage... plus that way it makes it hard for your enemies to know when youâre on your buff bar and when youâre on your damage bar.
1st Bar: Damage for DAYS
Critical Charge->Crit Rush: Our gap closer, one thatâs always a critical hit and does more damage the further away they are from you when you start. Thereâs little more terrifying than an enemy flying across the battlefield to smack you down with a critical hit, especially when you didnât see them coming.
Uppercut->Dizzying Swing: Follow up a Crit Rush with a Dizzying Swing and youâll stun and knock back your target. If it just so happens to knock your target into Crit Rush range, who are you to argue? People are going to hate you for this simple combo, but w/e.
Reverse Slash->Executioner: Your finishing move right here, unless your attack is blocked, your target will be going down after a smack or two of this if you hit while theyâre under 50% health. If you hit while theyâre above, tho, people will make fun of you, tâs just not worth it.
Searing Strike->Venomous Claw: A nasty little DoT that you want to weave in when youâre melting a target, especially against tanks. DoTs hurt, and this one gets worse the longer it lasts, setting you up for a good Executioner strike.
Fiery Breath->Noxious Breath: This is what happens when you feed a DK too much garlic. Not only is this a good DoT, it also lowers your enemyâs physical resistance, so theyâre that much easier to melt.
Dawnbreaker->Dawnbreaker of Smiting: A stun, a DoT, an AoE, and relatively cheap when it comes to ults, DoS is nasty in both PvP and PvE. Werewolves suck, this makes them suck less.
Bar 2: Buff It Up For Max Rage
Rapid Maneuver->Retreating Maneuver: Someone should always have this on their bar when youâre running through Cyrodiil, so it might as well be the stam build. It removes snares from you and makes it so they canât be reapplied for several seconds, you book it out of a sticky situation, or just use it to travel across the map.
Trapping Webs->Shadow Silk: An AOE snare with an extra surprise: It turns into an AOE attack after a few seconds, with a DOT against enemies if your allies are on point with their synergies. You can also trade this out for Ring of Preservation, boosting your stamina recovery and lowering the amount of damage you take and cutting the cost of roll dodge on top of that.
Vigor->Resolving Vigor: An emergency HoT to pop in the middle of a fight, especially if you get caught in the middle of a Silence bubble and your healer needs backup or if youâre rushing a breach and thereâs DoTs on the breach. Personally, I think most players should keep a skill like this on one of their bars
Dragon Blood->Green Dragon Blood: One of the better heals you can get as a stamDK, or really as a stam build in general. Not only does it give you heals, it buffs your health and stamina recovery and your healing received, making all your HoTs work even better.
Momentum->Rally: Major Brutality <3 20% weapon damage <33 a HoT that burst heals when it expires <333 Downside? None.
Berserker Strike->Onslaught: This damn attack. It ignores all a targetâs resistances and gives them to you for 8 seconds AND if you kill with it, it refunds the Ultimate cost. Combine that with some of our passives and we heal and get magicka and stamina back, too. Speaking of werewolves above, if you want to be one, feel free to switch this one out for werewolf transformation.
So how do we use this potential badass on a battlefield? Rally and Green Dragon Blood should already be up when you run into a fight, Rapid/Retreating Maneuver will close the gap enough for you to swap to Crit Rush. From Crit Rush, Dizzying Swing to stun them, then lay down Noxious Breath and Venomous Claw for the DoTs and debuff. Rinse and repeat from Crit Rush until theyâre under 50% health until you can use Executioner. If you start to get surrounded, donât panic, Dawnbreaker will make them think twice, Vigor will give another HoT, Dragon Blood will be your burst heal and trapping webs will be a nasty surprise. If you can swap bars to hit Onslaught, awesome, if not itâs not a big deal.
This one was fun to put together, and fun to run with. Itâs nothing fancy, but still melts enemies, so would be fun if you want to introduce a friend to ESO.
I just wanted to say that as an MMO player learning ESO and loving it's PVP that I tried out your Magplar build on my Argonian and loved it. I would love to see more build types and look forward to trying the ones already up.
So glad you like it :) Keep an eye out on Thursday for a new one, Iâm just play testing my latest in Cyrodiil (and boy is it fun)
LATE AF Build Thursday: Troll Leader (Magicka Healer/Debuffer Nightblade)
Oops, Lady La La has been slacking and I am so sorry guys. Had to take a break from a lot of stuff for my own sanity and sadly this got the axe :( BUT never fear, I am back and I will be posting a new build with lots more fun in honor of April Foolâs day: The Troll Leader (also, Iâm gonna be trying a new format)
Picture this: There's a zerg defending a fort, who have heals and DPS and tanks and are unusually well organized for such a big group. They have a strategy that includes rushing a single target at a time, identified by a Nightblade in their midst. You see the tell-tale beam from one of their healers casting Mutagen tho! You can take out one of their healers, maybe throw off their strategy! But their healer vanishes as soon as you focus on them, before popping back up at full health just nearby... and you are the one marked now, with your health reduced and your damage nerfed... Nightblade healer, one of my favorite combinations of all time, with some DPS and tankiness thrown in.
ESO Skill Factory Build Calculator
So something I've noticed about leading PVP groups is that if you go down, you're usually the priority to be picked up. This happens whether you ask it or not and can be a boon if you're the healer. At the same time, other players usually melt if they have a full group focusing on them. SO why not combine these two concepts to create a badass group leader that can keep their team on their feet and make it really easy for your team to pick out one person to beat down? At the same time, we want to have some survivability so that our team doesn't wipe because they're trying to get us. Credit goes to one of my friends (he'll know who he is once I share this :) You rock for giving me evil ideas for the armor setup)
What do our sets look like, you may ask. The Trolliest ever, I respond.
Monster set: Troll King, both pieces. +2% heal is great, but the 2nd effect is what will make us a truly superb healer while still staying up: "When you heal a friendly target, if they are still below 60% Health, their Health Recovery is increased by 1548 for 10 seconds." Think about that for a second. If your heals tick on someone whose health is below 60%, fairly common in Cyrodiil, their health recovery is increased drastically. This applies to you, too, and meshes well with our main heavy set.
Full Set: Juggernaut. This has a pretty nice 5 item bonus: "When you take damage while under 30% Health, heal for 18060. This effect can occur once every 1 minute." So if your enemies figure out who's healing your squad, this will provide a HUGE heal if they get you low. Not only that, but if your health is high enough (via glyphs and item bonuses) this could end up activating your Troll King set. That's just not fair to try and fight against, and makes you tanky as hell.
Partial Sets: So, we're left with 4 more item slots, and for this, we're going to go with more tankiness. Bastion of the Heartland gives us more health, healing received, and reduces the damage we take from other players. It's one of my favorites, I'll admit. Akaviri Dragonguard is a good one while you don't have the full BOTH (also my favorite acronym lol) giving us magicka recovery, health, and healing received.
What about before you hit 50CR160? There's a nifty little set called Whitestrake's Retribution. Max Health, Health Recovery, and Spell Resistance is great, but it's 5 piece bonus is pretty similar to Juggernaut. Instead of actual health, however, it gives us a damage shield. Not quite as good, but it can happen every 15 seconds, as opposed to 1 minute. If you can find someone to craft it all in training (and there's no reason why you can't, srsly, most good PvP guilds have crafters who'll do it for the materials only) even better. We want to level as fast as possible, and as fun as non-vet PvP can be, Troll King <3.
On to the fun part: Our skill bars.
Bar 1: Focus on the glowing one!
Destro Staff: Lightning. There's some passives on the Destruction tree that increase the effectiveness of our AOEs, we may only have 2, but there's only 1 direct single damage attack we use, and I have to admit I just like the Lightning heavy attack better than the Flame heavy attack, which would be our second choice.
Piercing Mark: This will make it easier for your team to focus down one enemy, and is also great against Nightblades since it helps you find them even if they try to stealth. That would be great by itself, but it also lowers their resistances and heals you for 40% if the target dies, so there's no downside.
Pulsar: A tidy little AOE, with an extra special "Oh Shit!" for your enemies; it lowers their max health for 30 seconds. Combine that with Piercing Mark and your enemies will vanish.
Funnel Health: Such an easy one to spam, drops a nice little HoT on you and one member of your squad. Straightforward, keeps your team up and can activate Troll King.
Sap Essence: Another goldie from the Siphoning tree, ups your spell damage if you hit even one enemy, but really shines vs zergs. Pops a heal for you and your allies that increases for every enemy you hit with it and is a decent sized AOE on top of that.
Dark Shades: Why have one leader when you can have 3? Your two shades not only damage enemies, they also reduce the damage your enemies do by 15%. 4 seconds might not seem like a long time, but it can seem like forever when 10 or more people are melting your health. You can swap this out for Impale if you want a little extra DPS against low health enemies, or prefer a flame staff to a lightning staff.
Ult: Sturdy Horn: War Horn is great as is (+10% to all resources, everyone should run with this if they can), but throw in added time and extra resistances and it can make all the difference in taking a keep. Hopefully, you have several people with this on their bar so you can stagger it out, but if not, you should be able to pop it pretty frequently anyway (at least once or twice a siege, when rushing a breach or when a breach is getting rushed)
Bar 2: Letâs stick together
Restoration Staff: You're a healer. This is how you heal, but I'd think that goes without saying :)
Blessing of Restoration: A burst heal, albeit a minor one, but it hits a large area and increases everyone's resistances. If  your group is running tight, you can hit even a large group pretty easily with only one or two casts.
Efficient Purge: Purge is expensive, but it's our only real way to get rid of negative effects on our team. Efficient Purge lowers the cost by about 1/3rd. You can swap in the other morph if you want some extra healing, but Troll King should take care of that for you.
Illustrious Healing: An AOE Heal, great for rushing/defending a breach, and another way for Troll King to proc. It's relatively cheap while covering a pretty large area.
Dark Cloak: When things get too hot, this helps you duck out to fight another day. Other uses: Burning a forward camp, ambushing at gates, surprising enemy forces when you arrive just too late to stop them from starting to flip flags, AND SO MUCH MORE. While sweeping for people hiding in a keep, this can be swapped out for Radiant Magelight. Anyone who's spent even a little bit of time in PvP should know how useful this is, but for those who aren't familiar with what stealthed enemies can do: two Nightblades and 6 ballista can drop a wall from inside a keep in only a couple minutes, and be a pain in the ass for defenders IF they manage to show up on time. You'll want someone to have this as one of their skills in any group, so it might as well be you.
Mutagen: A cheap HoT that gives a burst heal when someone falls too low on health while taking off a harmful effect. That might not sound like much, but if your buddy who insisted on bringing a vampire to PvP catches fire, that'll remove the fire and heal his goth butt enough for you to swoop in with some real heals. (And Troll King ftw)
Ult: Soul Siphon: Take a great skill for damage, take away the damage and add super heals to you and your allies AND make you and your allies take more healing makes this one of your best burst heals. It's cheap to cast and can make all the difference when you're getting swarmed.
So, how do our skills all fit together?
As a leader, communication is key. Piercing Mark gives a visual aid to your team, to help them know who to go for next, Pulsar and Dark Shades will do passive damage to your enemiesâ effectiveness, while Sap Essence and Funnel Health will keep your own forces up. The way Iâd fire them off goes: Dark Shades (lasts 15 seconds, gives you some passive DPS) Sap Essence (increase your spell power) Piercing Mark (signal your team) Pulsar (lowers enemy health, plus DPS) Funnel Health (HoT, especially useful if we have high critical chance) If we forwent Dark Shades, hit Impale once your target is below 25% health for an almost instant kill. Weave in Light and Heavy attacks for extra damage and to restore magicka as needed, rinse and repeat as needed.
Our second bar comes up more defense than anything else. Youâll want Mutagen to be up pretty much all the time, Blessing of Restoration helps if your team is getting too low on health and can hit a large portion of your group if youâre good, Illustrious Healing can be thrown down where most of your team is standing, and can proc Troll King if anyone runs into trouble, Purge comes in handy if youâre getting hit by siege or any kind of DoT. Dark Cloak doesnât need any more explanation, I think, nor does Radiant Magelight.
Our Ults have different purposes: War Horn is good to pop before anyone needs heavy healing, Soul Siphon is heavy healing. Pop War Horn as you run into a group, hit Soul Siphon as youâre fighting to keep people from going down. Easy enough to remember, I think :)
Itâs never easy to level up a healer, especially if you have to be creative with your skills to pull it off (eg: NOT a Templar) but to be a Nightblade healer is definitely worth it. As with any role, mind your resources. It shouldnât be a major problem, but it can still help to keep an eye on your magicka and not neglect your heavy attacks. Have fun with it, tho, get into PvP early to get Purge quickly, and to build your reputation and learn how to lead. The more you can find good people to play with, the more fun youâll have running with this build.
If you are feeling bad vibes about a guild, don't force yourself to stay.
The moment a guild makes you feel that logging on is a chore, itâs time to think about leaving. Iâve made this mistake twice, and I bit my own ass because of it.
This is so very true. Some guilds are great, they're there to connect players and make the game more fun for everyone. Others have poisonous people and bullies. You're not required to stay in any guild if you don't want to, or if it hurts your enjoyment of the game
"The vendors in Imperial City have had their wares updated! The Tel Var Greater Lockbox Merchant is now known as the "Tel Var Equipment Lockbox Merchant". These boxes now contain armor, weapons, and jewelry for every Imperial City set in all traits except Impenetrable and Nirnhoned. Their prices have also been reduced. The Tel Var Lockbox Merchant is now known as the "Tel Var Jewelry Lockbox Merchant". They now sell Jewelry Boxes for each Imperial City item set; these boxes contain a gold-quality piece of random jewelry from that item set. These jewelry pieces can possess the Healthy, Robust, or Arcane item trait depending on the item set. The Tel Var Armorer and Greater Armorer are now known as the "Tel Var First Armorer" and "Tel Var Second Armorer". The First Armorer sells the item sets Black Rose, Meritorious Service, Phoenix, Powerful Assault, Reactive Armor, and Shield Breaker. The Second Armorer sells the item sets Galerion's Revenge, Imperial Physique, Thews of the Harbinger, and Vicecanon of Venom. They both sell armor for the item sets available in Imperial City in Impenetrable directly to you (with no intermediate container item). In addition to the satchels of Alchemical reagents introduced in a previous update, the Tel Var General Merchant now sells the Superb Imperial Reward box, which has been reduced in price. This vendor now also sells Alkahest, as well." So updates to what some of the vendors are called, I'll try to throw the updated names into my builds, but if you're looking for something in particular, here it is :) I kind of like this change, it makes it easier to keep track of where you can find each set.
Strong, powerful, natural leaders on the battlefield, yet aggressive and boastful. Damns the weak.
Taurus - Zenithar/Clavicus Vile
Competitive, diligent, committed, and efficient, yet has tunnel vision. Seeks to get what they desire before they help others.Â
Gemini - Julianos/Mephala
Curious and complex, yet cryptic and manipulative. A sewer of discord.
Cancer - Mara/Molag Bal
Loving, quick to compassion and loyalty, yet selfish. Those they love are theirs alone.Â
Leo - Akatosh/Sanguine
Larger than life, decisive, honorable, yet loves to revisit their darkest desires. Sensual to a fault.Â
Virgo - Vivec/Jygalaag
Desires to master any challenge that comes their way, yet obsessive. Disorder is not tolerated.
Libra - Stendarr/Mehrunes Dagon
Value justice, graceful, and non-violent, yet retain selfishness and vanity. Driven by strong ambition and may seek revolution if they do not agree.Â
Scorpio - Arkay/Nocturnal
Innovators, eager, inquisitive, yet prone to sting first before asking questions. Joy, yet sorrow. Vast wealth of secrets, and very obsessive.Â
Ophiuchus - Kynareth/Boethiah
Unity, impulsiveness, clever, yet defiant of authority. Whispers deceit when it suits them, and may found unity on lies.Â
Sagittarius - Julianos/Hermaeus Mora
Wisdom, mental wealth, brave, yet may strive for too great a goal. The search of knowledge may consume them for eternity.Â
Capricorn - Kynareth/Hircine
Nature, the natural order, patient, yet arrogant. Sometimes cannot see beyond strength, speed, or cunning.Â
Aquarius - Dibella/Meridia
Sincerity, love for humanity, determined, yet their understanding may cloud their reality. Hope for tomorrow that may be seen as heresy.
Pisces - Almalexia/Sheogorath
Selfless, faithful and intuitive. Their intentions may be lost in translation, or come about in very cryptic way. What you behold may not always be reality.Â
Reblog this if your blog is a safe haven for ALL non-white, disabled, trans, queer, and/or women, and your ask box is open to anyone who needs it tonight, or anytime, for the next few years.
Lady La Laâs Mobile Khajiit AKAÂ âKing Julianâ
Soooo itâs Build Thursday! Cookie for whoever gets the reference in the title lol.
Since my Gank Squad is out, hereâs one of my not so ganky-siege leaders
ESO Skill Factory Skill Calculator
Imagine: Youâre at a breach in the keep wall, trying to throw back the attackers, but this one cat WONâT sit still. He ults down one of your allies and then another, so you focus him, only to get knocked down yourself, even though you almost had him. Dammit.
Boon: The Thief (Critical Strike Chance)
Weapons: A pair of two handed swords to increase your base damage from the Glorious Defender set
Jewelry: All pieces from the Glorious Defender set, for a 4 item bonus
Armor: Head and Shoulders should be both pieces of the Mighty Chudan monster set, one piece medium, one piece light, the rest a set of heavy Song of Lamae, all pieces with the Impenetrable traitâ
Overall Equipment: The partial set bonus from Glorious Defender will give you extra health and weapon damage, Mighty Chudan will give you some really great damage resistance and Song of Lamae is a craftable set that heals you and damages anyone who drops you under 30% health, while also boosting your damage resistance and health.
Attribute Points: 25 Magicka and Stamina, 14 Health at level 50.Â
Race: This is one thatâs built for Khajiit, but Dunmer and Redguard can also rock this one
Skill Bars
âBring It On Suckersâ
Sunfire with Reflective Light morph. A quick little DOT that also slows down 3 enemies at a time, while giving you a boost to spell critical, very useful for getting people on walls to back off
Critical Charge with Stampede morph. An ouch, no matter who you hit; this automatically crits and slows your enemy, keeping them right where you want them for precious seconds and closing any gap they may have created.
Radiant Destruction with Radiant Glory morph. Another DOT that heals you for a portion of the damage done, AND it does extra damage to low health enemies. A win for you
Sun Shield with Radiant Ward morph. Pop this if youâre getting surrounded for a damage shield that damages your enemies and gets stronger for the enemies you hit with it. Youâre not going down with this up.
Solar Flare with Dark Flare morph. This one makes healers hate you, it hurts, reduces healing effectiveness by a whopping 30% and increases your damage done when you cast it. It takes a second to cast, but thatâs a fair trade.
Radial Sweep with Empowering Sweep morph. This is your âIâm not going downâ button. You hit in a circle and then take reduced damage thatâs increased for every enemy you hit.Â
So, we have range from Reflective Light, a scary ass gap closer with Stampede, and lots and lots of damage mitigation. The goal here is to be annoying and distract your enemies, popping off Radiant Ward and Empowering Sweep when things get too hot to handle.
âI Like To Move It Move Itâ
Rapid Maneuver with Retreating Maneuver morph. Getting hit by snares? Well, this will help. It removes snares and gives you immunity to them for several seconds until you attack, not to mention it makes running away when things get bad SO much easier.
Uppercut with Wrecking Blow morph. This is a popular one; it boosts your next attack within the next 5 seconds, so a lot of people spam this. I would say âdonât spam thisâ, but Iâm a ganking troll, so I wonât.
Cleansing Ritual with Ritual of Retribution morph. Heals you and your allies in a relatively big area while creating a zone of hurt for your enemies. With the right passives, this will also slow down any enemies caught within it, making it useful for crowd control
Puncturing Strikes with Biting Jabs morph. A basic, close range attack, slows the closest enemy near you on the last hit and boosts your weapon crit again. Crits are life, we like crits.
Momentum with Rally morph. This is one of my favorite self buffs in the game; gives a healthy boost to weapon crit and heals you over time
Berserkerstrike with Onslaught morph. Another fun ult; take away an opponentâs resistances for one attack, grants you a bonus to your mitigation for 8 seconds and refunds the cost if you kill them with it. Lots of fun, makes you damn hard to kill
So, when things get hot, this is what you use. Ritual of Retribution will remove status effects, Retreating Maneuver will remove the rest. Uppercut is annoying as piss, especially when combined with Biting Jabs and Rally will keep you up with Onslaught. Do this right and youâre not going down, especially with a good healer at your back.
Geddit now? :) So, at around 120 skill points, youâll have your build put together. Provisioning still rocks; try to find something with stamina and magicka bonuses. This build works great at the head of a charge, attract attention and keep it, and pick off your opponents one by one. Have fun!
So itâs BUILD THURSDAY and Iâve got another cooking, but I wanted to share the template I use in case anyone wants to make a build of their own and share it (send me a link if you do, I wanna see!)
Hereâs where I put in a little blurb about whatâs been going on and maybe the idea behind the build
ESO Skill Factory Skill Calculator (You  put a link here)
Another little blurb about how to use this build, usually from the POV of an enemy ;)
Boon: Cuz you need one
Weapons: Cuz you canât have skill bars without them, also talking a bit about the sets
Jewelry: More talking about sets
Armor: What kinds and how many of each set
Overall Equipment: Hereâs where we talk about what the sets actually do and how to find them
Attribute Points: What they are at level 50. Thereâs 64 in total
Race: I create the builds with one in mind, but thereâs others anyone can use. I try to recommend at least 1 from each alliance
Skill Bars
âGoofy Title Hereâ
Skill 1
Skill 2
Skill 3
Skill 4
Skill 5
Ult
Another blurb about how to use the skills effectively
âThe Second Barâs Goofy Titleâ
Skill 1
Skill 2
Skill 3
Skill 4
Skill 5
Ult
The last blurb about how to use these skills, usually with some references to the first bar; how to pull the build together
So, I just realized that this was scheduled for NEXT YEAR. Oops, thatâs a typo lol. Here's my gank squad's MVP, tho (or MVPs, having two healers is better than one). Â
ESO Skill Factory Skill Calculator
A Nightblade might not be a traditional pick, but nevertheless, it's effective. Imagine; you're up against the little gank squad, but they just won't die. Any you do manage to take down seem to be up when you turn around. You finally manage to pick out who their healer is and run in to bring them down... But they vanish. Those precious moments spent looking for them brings the rest of their team down on your head. Damn Nightblades. Having a healer in a gank squad can do wonders for taking down an enemy group; the more you can keep the people you have up, the easier fighting in enemy territory becomes.
Boon: The Ritual
Weapons: Two Restoration staves from the Wyrd Tree's Blessing set. Â
Jewelry: All three pieces should be from Wyrd Tree's Blessing.
Armor: Head and Shoulders should be one piece each of Wyrd Tree's Blessing and Sentinel of Rkugamz, the rest you want Healer's Habit. Your Sentinel of Rkugamz piece should be medium, for the bonuses.
Overall Equipment: So, we have Healer's Habit, Wyrd Tree's Blessing and Sentinel of Rkugamz to work with. Wyrd Tree's 5 piece bonus is super useful; removing negative effects every 15 seconds. Healer's Habit gives you a constant 8% bonus to your healing, and Sentinel of Rkugamz's 1 item bonus gives you another 2% to healing. The other bonuses increase your spell damage, magicka, and magicka recovery, making it easier for you to last in a fight, and making you heal more. Wyrd Tree's Blessing is easy to get from Glenumbra; do Dolmens to get the jewelry, world bosses to get the weapons and helm, and public dungeons for the shoulders and weapons. Healer's Habit drops from the Dragonstar Arena, a little bit of grinding should let you find all you need. Sentinel of Rkugamz comes from Darkshade Caverns I, and Maj al-Ragath's Undaunted Chest. Â
Attribute Points: 40 Magicka, 24 Health at level 50
Race: I tailored this one to Argonian, but Breton, Altmer, or Dunmer can also be swapped.
Skill Bars
"In the Thick of It"
Strife with Funnel Health morph: Damage an enemy and heal yourself and one of your squad, it's a cheap, basic attack, but can add to your survivability in a battle.
Steadfast Ward with Ward Ally morph: Pops a damage shield over yourself and whichever ally is hurting the worst, giving you time to heal them; they won't go down and neither will you. A win-win.
Blood Altar with Overflowing Altar morph: Gives you and your allies lifesteal, and a synergy that allows your allies to heal for a whopping 62% of their max health. Drop this and if your allies are paying attention, they're not going down.Â
Regeneration with Mutagen morph: A heal over time that is consumed if your allies' health drops too low. It'll buy some time for the rest of your healing/shielding to hit them and keep them up.Â
Blessing of Protection with Blessing of Restoration morph: A quick, medium cost area heal that also buffs your group, raising your physical and spell resistance. In a fight, groups tend to bunch up anyway, so applying this is easy with a little practice.
Warhorn with Sturdy Horn morph: This is one of the more useful ults in the game, raises everyone's health AND stamina AND magicka by 10% for over half a minute. With the morph, it becomes another that raises your group's armor and spell resistance.
This bar is for when you come out of stealth and are on the attack. Blessing of Restoration will reduce the damage your allies take, Mutagen will keep them up, Funnel Health and Overflowing Altar provide another way to regenerate your alliesâ health. Warhorn is invaluable in any situation, but especially when youâre ganking. Your goal isnât necessarily to do damage, your focus with this bar is to stay up and keep your team up and buffed.
"Run Away!"
Path of Darkness with Refreshing Path morph: When the party is done and reinforcements are arriving. Drop this, anyone who tries to follow will start hurting, and your allies and you will heal and run away fast. Â
Drain Power with Sap Essence morph: A medium cost AOE, that also heals you and your allies and then gives you a bonus to spell damage, raising your healing done for 20 seconds
Shadow Cloak with Dark Cloak morph: Your panic button in this case, and the one reason why a Nightblade healer is so helpful as a ganker, as opposed to a Templar healer. You can duck out of a fight if things go sour and come back to rez your team. WARNING: This will make your enemies rage
Magelight with Radiant Magelight morph: This will keep the other Nightblades off your back, and with the morph, it not just increases your critical rating for big heals, it reduces the damage you and your nearby allies take from stealthed enemies AND prevents that annoying stun every. Single. Nightblade takes advantage of (I'm no better, I know ;P)
Aspect of Terror with Mass Hysteria morph: Getting swarmed? This will get 3 of them off you, make it harder for them to run back, and then reduce the damage they do by 15% for a few seconds, giving you time to get out of the way.
Consuming Darkness with Bolstering Darkness morph: Yet another to pop off when things get too nasty, reduces all damage you and your allies take, slows nearby enemies to a crawl, and any allies with low health can activate a synergy to go invisible and heal themselves. If you're dropping this, it's time to, as the ancients say, "bitch out."
So, the time inevitably comes where itâs time to make a hasty exit. Mass Hysteria will take care of the ones surrounding you, Bolstering Darkness will slow the rest and help your allies escape, Shadow Cloak makes you harder to find, especially if you dash right into the enemyâs midst with enough magicka to keep hidden for several seconds. This is funny as hell and I would recommend every Nightblade try this at least a few times. Radiant Magelight will help if another Nightblade manages to find you and can save your life in a pinch. Sap Essence is a quick heal before you run away; fire that off before Path of Darkness, and youâll have little trouble running off faster than they can catch you.
So, with all the buffs and speccing into Provisioning (cuz food buffs mark the difference between good players and average players), youâll hit around 150 Skill Points. Anything that buffs your magicka, magicka regen, health, or health regen, and youâll find that youâre having an easier time in fights. Healing isnât easy, AT ALL, but I find itâs one of the more fun ways to play with the right group. Avoid assholes and have fun ;P Thatâs all it takes.
It's Build Thursday again! Sorry for the lack of activity over the last couple of days, between real life and my guild making an emp push, I've been crazy crazy busy. So to make up for it, I'm gonna be releasing two builds this week; one today and one on Monday to level out my gank squad.
ESO Skill Factory Skill Calculator
So, you're being ambushed by that gank squad when you get CC'd. No big deal, you'll just break free or cleanse, right? Well, it happens again... and again... and your health is steadily being melted by flame attacks. Heaven help you if you're a vampire, but either way, you're not gonna get past this beast of a Dragon Knight. If you run this build, your primary function is to keep the enemy in place while the rest of your team rips them apart, and do flame damage to really bring down your targets quickly.
Boon: The Apprentice, Spell Damage
Weapons: Two Flame staves, both Wrath of the Imperium. You'll want the spell damage and critical that this set gives you.
Jewelry: Â 2 pieces of Wrath of the Imperium, 1 of your choice. I go with magicka and magicka regen, to help with longer fights.
Armor: Â 5 pieces of Embershield or Rattlecage armor. Embershield gives you a 50% chance to increase your spell resistance and deal extra flame damage to enemies near you. Rattlecage increases your health and spell damage by a massive amount (over 20% with all pieces, with smaller bonuses from the rest of the set). The remaining pieces should come from the Grothdarr set; you'll get more magicka and a chance to deal even more massive damage every time you do damage.
Overall Equipment: By the time you've completed this build, you'll have 3 complete sets to work with. Running out of magicka can be deadly, so you'll want to buff that as much as you possibly can, with health as your secondary. Stamina is your dump stat, just putting your attributes into it will give you as much as you need. Wrath of the Imperium is a PvP set, you can get pieces in the mail or by rolling the dice with a vendor. Grothdarr and Rattlecage come from the Vaults of Madness (Veteran runs will net you better gear and the Grothdarr shoulders come from Gilirion the Redbeard's Undaunted Chest) while Rattlecage can come from City of Ash (either normal or vet runs, it only affects the quality of item you get)
Race: Go with Dunmer to really make this build a beast, but Altmer, Breton, and to a lesser extent, Argonian can all make this build work.
Skill Bars
"Crowd Control for DAYS"
Fiery Grip with Unrelenting Grip morph: Your gap closer, and an OH SHIT moment for whoever you target, the morph refunds the magicka cost if you can't pull them. It's very basic, but can get your team a few moments to melt an enemy's face before the rest of their group can come to the rescue.
Dark Talons with Burning Talons morph: Another basic CC move, with a bonus Synergy for your team AND a DOT. This is another way to make your enemies hurt; it'll either make them burn through part of their stamina (making it harder to sneak/sprint/dodge/block) or hold them in place long enough for you and your team to burn through their health.
Dragon Blood with Coagulating Blood morph: A quick self heal with a bonus to your health regen and healing received. Very straightforward, it'll let you last just that much longer in a fight.
Petrify with Fossilize morph: Another CC, keeps your enemy in place and from attacking while the effect lasts, THEN does damage and keeps them in one spot for another couple seconds.
Trapping Webs with Tangling Webs morph: Good for bigger groups of enemies, cuts their movement speed and has a nasty little synergy; activating it summons a pair of spider pets to attack your enemies and also fears enemies for several seconds. Personally, I think fear is one of the most annoying CC effects. It takes away control of your character and has a good chance to make you move in a direction you really don't want to go.
Dragon Leap with Ferocious Leap morph: Knocks back enemies, damages them, and gives you a damage shield equal to your health for 6 seconds. This can keep you alive in a pinch, and provides one more way to mess with your enemies.
This bar is going to be your openers. Unrelenting Grip will pull your enemy into the thick of an ambush. Burning Talons keeps their friends from rushing to the rescue. Coagulating Blood is what you'll hit if you get rushed too quickly, before switching to your other bar. Fossilize is simply great for holding one enemy in place while you deal with the rest of their group. Tangling Webs not only slows, but adds one of the most annoying CCs in the game. Ferocious Leap does good damage and is just one more way to keep your targets from getting away or reacting too quickly to your ambush.
"Light Up the Battlefield"
Ash Cloud with Cinder Storm morph: Another way to reduce your enemies' movement speed, as well as a DOT, the morph makes it so that the snare stays on your enemies even after they leave the AOE.
Obsidian Shield with Fragmented Shield morph: Gives you and your allies a damage shield with the basic skill, the morph makes it so that when your shield wears out, it damages nearby enemies. Â
Force Shock with Force Pulse morph: A relatively long range attack that deals a world of elemental hurt to your enemy, that can spread to some of their allies if they're already affected by an elemental effect. It's not fun to be on the receiving end of this
Weakness to Elements with Elemental Susceptibility morph: Reduces your enemies spell resistance to start (and with the rest of your team, this will hurt), then refreshes the duration whenever you attack them. The other morph is nearly as good, letting you regain magicka whenever you hit them with an elemental attack.
Inferno with Flames of Oblivion morph: Automatically flings fireballs at nearby enemies, and with the morph, gives you additional spell and weapon critical while it's slotted. If my other builds didn't make it obvious, criticals are awesome, and you should make them as likely as possible. You can also switch this one out with Fire Rune, and one of its morphs. It gives a nice one time damage plus the option of either a DOT or another knockback, if you really want to screw with your opponents.
Magma Armor with Magma Shell morph: This is basically your "I'm Not Dying" button. Incoming damage is capped at only 3% of your max health AND gives your allies another damage shield. Every build needs an "Oh Shit" button, and this is one of the better ones in the game.
So, after your enemies are good and CC'd, this bar is how you bring them down: Elemental Susceptibility means you'll hit harder, Force Pulse hurts like an SOB, Cinder Storm sucks to get caught in, and Fragmented Shield will keep you alive. If you start to get swarmed, pop Magma Shell and either try to fight it out or run like hell.
This one takes about 140 skill points with all the passives and morphs. I threw in some bonuses to using food, since a liqueur or savory can add to your survivability and ability to fire off spells long term. When you're running with a ganking group, you'll be a boon; holding targets in place can keep them from going after your squishier party members, and if your enemies haven't spec'd into spell or flame resistance, your attacks are going to hurt.
Now, just one more member of the gank squad to go, the one who keeps us all up during the fight, then has the best chance of picking us up after: The Healer ;) Stay tuned