Elder Scrolls Online - Mages Guild Monday - Share Your ESO Knowledge, Ask Questions, Get Info If You're New!


Mages Guild Monday - Share Your ESO Knowledge, Ask Questions, Get Info If You're New!

Posted: 03 Apr 2017 04:02 AM PDT

Hey folks,

Welcome to Mages Guild Monday, a community-building, regularly occurring thread on the subreddit!

Mages Guild Monday is a thread aimed at sharing tips, tricks, knowledge and information about the game.

Know of a place that yields a particularly good reward? Got a tip about how to most efficiently accomplish quests? Have some good intel on good ways to serve your alliance in PvP? Let the community know!

In addition, if you're new to following the game, this thread is your chance to ask questions and get help from veteran players.

Please keep in mind the "no personal attacks" rule in our sidebar, disagree respectfully with others, and know that a repeated or seemingly obvious bit of knowledge may not be obvious to everyone.

We look forward to your contributions!

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Hitchhiker's guide to Cyrodiil: 'Surviving' your first six hours in PvP

Posted: 02 Apr 2017 11:20 AM PDT

Foreword:

PvP is fun. It is challenging, and it is a completely different experience from PvE. The average player who fails miserably at PvP and never looks back is most likely to fail because they have a play-style they developed in PvE zones and expect some degree of success in Cyrodiil. Their gear fails them, their skills fail to have the intended effects, their tactics are harmful to their health, and they come out of the experience frustrated and bewildered.

This guide does not go deep into PvP tactics, strategies, builds, or theory, but it aims to cover what an observant player might learn in the first six hours of their PvP experience. In that first six hours, it is possible to learn the basics of siege warfare, combat, movement, and social dynamics that are outlined in this guide. My previous work was enough to prepare an average player through their first hundred hours of PvE gameplay. If you pay attention during your first extended PvP session, you will soon find yourself beyond what this guide has to offer.

The reason that this guide is so limited in duration is because there are so few universals in PvP. Even what I have laid out in this guide is not a set of universals as they are "mostlys". Beyond this guide lie the intricate politics of coordinating armies and recruiting group members, optimizing for an enemy who is optimizing for you, adapting over time as your knowledge becomes outdated, and a combat environment where conditions can shift hourly and fortune can turn in a second.

Intro - Getting started

Many were increasingly of the opinion that they'd all made a big mistake in coming in from PVE areas in the first place. And some said that even the PVE zones had been a bad move, and that no one should ever have left the character creation screen.

~ Douglas Adams when asked what he thought of PVP

Within the land of Tamriel, there is a zone where normally civil gameplay breaks down. Instead of hitting poor, defenseless zombies, sentient plants, and chickens with sticks, you are given the chance to hit your fellow player with sticks. While this may seem rather straightforward, the average hitchhiker finds that there is quite a bit more to player vs player combat than meets the eye. The main source of complexity comes from the fact that as you are trying to hit your fellow player, he is trying to do the same to you. If you are struggling in your endeavors to fight sentient plants, please refer to the previous installation in this series.

There are guides written by former emperors and the greats of PvP. There are articles and builds written by people who are so well versed in PvP that they can predict what you will do before you fail to even do it. There are forum posts written by people with virtual lifetimes of experience spent on the front lines.

This is not one of those documents.

This guide is meant as a basic primer for anybody who wishes to get into Player vs Player (PvP) or Alliance vs Alliance (AvA) gameplay. It will not turn you into death incarnate, nor will it contain the secrets of being crowned emperor. It will instead give you enough information to have fun while taking in the scenic, relaxing, and often bloody sites of Cyrodiil.

As a note on bias, I play on PC NA. As the Player vs Player experience is by definition created and shaped by other players, the players you come across on any given platform in any given campaign from any given continent will vary. The experience you have will vary, but if you are persistent and are willing to give second chances, you may find that the lighthearted hobby of disemboweling your enemies may be enjoyable for you.

Setting Expectations

What if I am terrible?

Some people's concern that they may prove to be a detriment to their faction may prevent them from entering Cyrodiil. If you are terrible and die, then you respawn. There is no greater penalty. You are not depriving your faction of resources or otherwise preventing your side from winning. Your death will be a quick, neutral event that will only impact you.

However, this leads us to the real truth about Cyrodiil.

Everybody is terrible and you're probably going to be the most terrible

Congratulations on your decision to discover that no matter how competently you may menace the small furry creatures of Tamriel, you will ultimately be terrible at PvP. You will die a lot. You will run, flee, cower, or wander across vast expanses only to find that you are killed before you arrive. You will join massive groups who are attacking enemy fortresses only to die in new and interesting ways when you are singled out by the defenders. You may wander into delves, slay all the monsters, and then be killed by a player just as you are about to stand triumphant over the boss.

This is okay. You are being killed not by players who are smarter, faster, or better than you. You are being killed by players who know more than you, have appropriate gear, and have found tactics that work for them. If you persist, you will eventually get better at every aspect of PvP. Ideally, this guide will help point out areas that you can direct your learning towards in order to make yourself slightly less terrible.

There are several reasons why you will be terrible, but even anticipating those and preparing properly is still only half the battle. The first is that players do not behave like monsters or bosses. Sure there might be that one mob in delves who does a fancy ninja flip over your head, but compared to players, monsters are downright well behaved and polite. Players are not quite so willing to stand in your area of effect spells, nor do they telegraph their attacks and suggest that it would be a marvelous idea to block. Another is that they deal a different kind of damage. Right now, unless you are wearing armor with a high critical resistance, you may as well be naked. Unless you are pepared to penetrate armor, you may as well be swinging a bag of marshmallows at the U.S.S Missouri.

If everyone is so terrible, why do they go into PVP?

Everyone has their own reasons. Some people like the challenge, other people strive for fame and glory, and yet others just want to see what the big fuss is about.

  • The Challenge - Other players offer a challenge not seen in normal PvE. They aren't constrained by paths, they move to defend, they can spot you from a distance, they anticipate your moves, and they very rarely tell you when to block. You are not testing yourself against numbers on a leaderboard, you are not acquiring virtual wealth, but you are proving your skills, gear, and ability with every fight you enter.

  • The Glory - If you are the highest scoring person on the campaign leaderboard and you lead a small army to capture all six keeps surrounding the imperial city, you will be crowned Emperor. As Emperor, you become the single most hated individual in your campaign and your mere presence can turn the tide of battle. Sieges have been broken by the appearance of the emperor and groups have been run off. To a lesser extent, you can claim keeps for the glory of your guild.

  • The Gear - There are some pieces of gear that you can only get by spending alliance currency. This gear is most helpful to those who continue to PvP, but there is a gold vendor who appears every weekend and sells legendary items that benefit both PvP and PvE builds for both gold and Alliance Points.

  • The Skillpoints - There are 45 skyshards and 49 Alliance Rank Promotions in Cyrodiil, meaning that a character can pick up 64 skillpoints through PvP and exploration in PvP Areas alone, not counting the skyshards in the Imperial City DLC.

  • The Skills - Currently, even if you only wish to do PvE content, there are several skills picked up via the Assault and Support skill lines that can benefit every role. Aggressive Warhorn is a must for tanks in the current meta. Stamina DPS characters will benefit from caltrops and vigor. Magicka users will benefit from magicka detonation, and non-templar healers can pick up cleanse.

  • The Comradery - Many players enjoy overcoming long odds as a group to achieve the nearly impossible. Battles and sieges can rage for hours and instead of frustrating, those experiences can be crucibles that bear friendships. Even if you do not acquire a new chum, helping your group achieve a goal any way you can is incredibly fulfilling.

When should I start?

Going into PvP is a personal choice. Some dive right in as soon as they are eligible and are forged by the experience, others wait until they have mastered PvE, and yet others never join. The best time to join PvP is when you can meet the following:

  • Some free time - It takes time to get into PvP. Finding a group, moving to keeps, capturing and defending can take up a larger block of time than you may be used to. Be prepared to devote at least an hour to any meaningful experience, but if you find the right group, you may wish you had six hours to give.

  • An open mind - PvP can be frustrating. In order for you to win, the other side must lose. Sometimes, the other side starts winning, which means that you have to lose. Your ability to regroup and rebuild focus after a defeat will define the very core of your PvP experience. Different groups have different tactics. Listen to what the group leader has to say and follow directions.

  • Appropriately geared - It helps to have a crafting character who can make Cyrodiil appropriate gear. What works in PvE will not work in PvP. It is possible to complete the main quest using gear that you have extracted from skeever posteriors and found in barrels floating in sewer water. In PvE, if you have access to a crafter, your armor will ideally be infused or divines. In Cyrodiil, infused and divines gear generally provides as much protection as you would expect a chainmail bikini to. If you wish for your chainmail bikini to present any sort of challenge, the trait you are looking for is "Impenetrable" or "impen". A good set of impen gear will take the amount of whacks that you can withstand from three clear up to five.

  • Appropriate skills - This is not a build guide, but combat in PvP uses different skills in different ways. An AOE skill is not as effective as a skill that has a single target and so snipe and venom injection take precedence over endless volley. Crowd control skills are more important as are mobility skills that help you close the gap or chase after a fleeing enemy. In PvP, doing sustained damage over a long term is not as important as doing quite a bit of damage in a short period of time.

  • Appropriate equipment - In PvP, everyone, from solo gankers to the emperor, should have the following items in case they encounter a keep under siege. For attacking: Three trebuchets and a battering ram. For defense: Three flame ballistae and three flaming oil pots. You can buy your first piece of each with gold and use your newly gained Alliance Point (AP) currency to buy the rest, but never show up to a keep under siege empty-handed. Catapults are optional as they are situational. When you first enter a PvP area, you will be presented with an in-game tutorial on how to use the equipment and how to repair. Do not skip this tutorial, it is one of the most important in the game.

Note that I did not specify a level. It is possible to be just as effective at level 10 or 15 as it is at CP600. This is because there are several different campaigns to choose from.

Which Campaign?

When opening the PvP menu, one is faced with four options. The choice of which is both a question of character station and personal taste.

  • Under 50 - If your character has not yet reached level 50, they will be most competitive in the Blackwater Blade campaign. Champion points do not apply and every character is only as good as their gear, skills, and reaction time. There are some players who stay in the under-50 campaign by creating new, low-level toons and playing with those before they level out.

  • Under 600 champion points - If your character is not yet at the max level, or you want to try fighting opponents who have to keep resource management as a consideration, Azuras Star may be for you. This campaign is populated both by CP characters and characters under level 50. I personally play on this campaign.

  • At Max Level - There are two CP campaigns and currently, having 500-600 champion points is a material advantage over not having any or only having a few hundred. In my experience, the types of builds seen in the 7 and 30 day CP campaigns deviate from everywhere else in the game. What happens in those two campaigns is its own little world, build-wise. If that appeals to you, learn more about PvP than me (not a daunting task), and join.

Choosing a Build

If you have a preferred role in PvE, then it is possible to continue in that role in Cyrodiil. Cyrodiil needs healers, tanks, and DPS, but how they fill those roles can be slightly different. I personally use Tamriel Foundry for ideas on my builds, but there are other sites and resources for this. However, in general, you can expect to see builds take the following considerations into account:

  • Armor types - As mentioned above, while PvE centers on Infused, Sturdy, and Divines trait gear, PvP armor will most often be crafted with Impenetrable as the trait. Even if your build guide specifies a different armor type, you may be better served by a set of Impen gear which trades damage for survivability. In the CP Campaigns, you may find DPS characters running heavy armor.

  • Weapon types - The go-to weapon trait is going to be ones that have penetration. If everyone is running around in impenetrable armor, the way to overcome this is by having sharpened weapons. A Sharpened crafted item will do more damage than a non-sharpened dropped piece in most cases. If you will be hitting players with a stick, make sure it is a sharpened stick.

  • Sets - There are sets specifically for PvP and those tend to be PvP rewards. For example, if you wish to use a bow in PvP, you might be well served by the marksman set. However, finding a crafter who can craft some impen hundings, julianos, or other sets might be a good idea. Often times, build guides will have a crafted shopping list in case the dropped isn't available, make the effort to acquire those items if possible.

  • Skills - When it comes to skills, every build will have skills that serve the build's central theme and role. If you are ganking, then your skills will revolve around stealth and dealing high amounts of damage over a short time. If you are running a permablock tank, then your skills will gravitate towards a long cozy weekend of staying indoors with a good book and a comfortable pair of pajamas while you are being attacked by other players.

The builds will change, the skills will change, the gear will change, but this won't change: Pick your build that suits the role you wish to play. If you want to be a sneaky loner, find a build that makes that happen. If you want to be the support backbone of an assault group, there are builds for that. If you want to be part of a small cleanup crew that roves the country side in search of terrible players to lull to sleep, there are builds for that.

A build that works for you is better than the "best" build that someone else posts. Don't be afraid to make modifications as long as those help you better fit the role you wish to play.

Please don't ask me for build suggestions or critiques. My knowledge is limited to the characters and roles I play.

A quick note on stats

If you have not read my other post, please at least read this comment on what stats do what. The stats do the same things in PvP as they do in PvE and that post mostly applies. However, whenever I write "you want to shoot for..." those were PvE centric recommendations. In PvP, it is possible to stretch or buff stats beyond the point that they would be useful in a PvE setting.

For example, monsters have 18k armor and having more than 18k penetration would result in a condition known as "over penetration" where you are ignoring more damage than they have, and are doing no more damage at 20k than if you had 18k. However, players may stack armor higher than that and over-penning armor may not be possible in some settings.

Another stat that may be blown out of proportion is health. In PvE, most tanks shoot for 30k health, but there are builds in PvP that have 68k. Now, you may ask me "But how am I supposed to get my character from 17k health all the way up to 68k?". Now that is a good question.

Finally, I've spoken several times about what "Impen" does and that you want it on your gear. In PvE, monsters do not perform critical attacks. They hit you for a set amount of damage each time and all armor traits behave the same way (roughly). However, the Impenetrable trait increases critical resistance. A critical attack starts by doing 1.5x the damage of a normal hit and critical damage can be increased from there. The critical resistance provided by a set of impen gear can almost completely negate the 50% damage increase of a critical hit.

As a disclaimer about my strong impen recommendations: I don't always follow it. I do run divines on one of my PvP characters, but unfortunately that character is turned into a pink mist if another player finds or catches up with them.

Basic PVP Gameplay Experiences

When people think Player vs Player, they imagine epic duels on the open plains. They picture themselves testing themselves against others in the fields of battle. They hope to be ninjas taking enemy groups unawares and silently culling the enemy ranks without a sound. They imagine themselves to be all powerful mages, wading into battle, hurling thunderbolts and death in every direction.

Sadly, this will not be the experience of new players. Every player who strikes out on their own quickly realizes that other players band together for protection. While they may fall prey to solo players, those solo players have builds and experience in preying on new players who think they can run off on their own to become gods of war.

Even if one isn't the type to be social, finding a large group and following them may provide many of the benefits found with actually joining a group and will improve one's odds of success, but becoming a member of that group will provide for the best possible outcomes.

Running with a Large Group

Large groups are the primary movers within Cyrodiil. Large groups capture and take keeps from defenders, they capture scrolls, and they repel coordinated attacks. If you join and follow a large group, you can see the impact that you are having on the map of Cyrodiil.

Large groups are also the best place for a new player. They will have plenty of teachers to learn from and newbie's individual deficits can be covered by other group members. In fact in a large group, there is a way for everyone to be useful and even the newest players can contribute meaningfully.

For example, if you aren't the best at fighting other players, you may be able to resurrect others, or scout, or man siege equipment. Those are vital roles that enrich any group and don't require any particular talent.

If you want to extend this, join a PvP guild that advertises in zone chat or runs groups that you like. Most guilds come with no obligations or strings and you can quit at any time.

If you can join a voice chat server on PC, or want to unmute your voice chat on console, that will help coordination even if you can only listen.

Attacking Keeps

The overarching goal of PvP is the capture of walled castle-like fortifications that are known as keeps. Normally, the keep owner isn't too keen on having players from other factions just enter and exit as they please and so keep the gates and walls in good repair.

In order to capture a keep, a group has to use siege equipment to take down the walls, storm the defenders, take down the inner walls, and then stand on flags that magically knit themselves into your faction's logo.

This activity is why you should always have siege equipment on-hand. If you aren't attacking a keep, you may be called upon to defend one and will need siege equipment. As mentioned above, bring three trebuchets and a battering ram. It is also recommended to bring keep wall and keep door repair kits to repair said fortification components. I normally carry 10 of each at all times and find that their use is the best way to repeatedly turn 300 AP into 50 AP with a single key press.

You deploy siege equipment and repair kits by moving it to your potion slot and hitting the potion button. You buy them from siege vendors at every keep or in the home bases. Set it up, aim at the point where everyone else is aiming to focus fire, and fire.

Defending

For every keep that is attacked by a large group, there may be a keep that is defended by a large group. In my experience, if you are looking to farm the AP rewards and ranks of PvP, defending is one of the biggest bangs for your buck if your group is successful.

It is possible to gain AP at every turn in PvP, from killing enemies, to healing allies who kill enemies, to capturing resources, doing daily quests, and attacking or defending keeps. There is a term in MMO lingo called a 'tick'. A 'Tick' is the rate at which a server processes something. Movement ticks might happen several times a second as you run over the terrain, and AP ticks might take minutes when defending.

While defending, all of the AP gained on the keep grounds is tallied up and a fraction of it is given to defenders every tick after a conflict is resolved. This means that if you successfully defend a keep after a prolonged siege, you might get a defense tick in the thousands of AP. This AP is given to you on top of any AP that you may have earned from killing attackers, repairing walls, healing and resurrecting defenders, and doing the normal tasks that lead to a successful defense.

In order to defend, your primary weapon is going to be communication. A single player can alert the entire faction to an attack so that defenders may teleport there before the keep is cut off from the travel network. A keep is cut off from the network either when all three resources are taken, or if a single wall is taken below 50% health. A large attacking team can whittle that away in a minute and any defenders will have to ride in on horseback after that.

The second best weapon is anti-siege weaponry. Namely the ballista. The ballista fires every five seconds and deals significant damage to enemy siege weapons and players. If you place two ballistae on the keep walls, you can run between them and deal significant damage to an attacking force.

When the enemy uses a battering ram or is right against the walls, flaming oil pots are used. They drop their oil straight down and deal significant damage to players beneath. These are best used above keep doors when the attackers are using battering rams. A pair of flaming oils can destroy a battering ram before it breaches a keep door.

Once the keep is flagged, a term for when a yellow spark or star appears behind the icon on the map, players can no longer respawn and the use of a forward camp may be needed. They do cost 20,000 AP and require alliance rank 6, so they are not generally set up by newer players. However, setting one up in the proper spot can mean victory for your side, and hunting down the enemy's forward camp may break a siege in your favor.

Group Brawling in the Wilderness

Occasionally, two large groups may meet in the battlefield. These skirmishes tend to be short with the weaker group regrouping or being pushed back into keep defense. Be aware of your positioning at all times and never let the enemy surround you. If that requires a tactical retreat, do so.

Key Strategies

To find a group, ask the zone chat. There may not be a large group running at all times, but there are large groups that run every day. If no group is looking for members, return at a later time. Additionally, joining PvP guilds and finding groups via guild chat is another option.

Always have proper siege equipment on hand. Set up extra siege equipment and fire it yourself or encourage other group members to fire it for you. Trebuchets are best against a walls, battering rams are best against doors, ballistae are best against other siege, and catapults are best against other players. Additionally, both attackers and defenders should have wall and door repair kits in case they need to repair a wall or door and the siege merchant has not spawned yet or has been killed. When you are just entering Cyrodiil for the first time, having a single trebuchet or ballista should be enough until you gain AP from a keep attack or defense, then try to have 3 of each siege equipment and 10 of each repair kits on hand as you can.

Listen to orders. Being proactive in following orders, following the group leader (or 'Crown'), and reporting what you see in group chat will make you an effective and valued group member more than your ability to wipe the floor with enemy players.

Have a mount and spend the time and 250 gold each day to make it go faster. In Cyrodiil, speed is always of the essence and having a fast horse is essential.

Res your allies. Not just group members, but if you can resurrect someone without being killed yourself, do it. There is another human sitting at another keyboard hoping to get back into the fight.

Running with a Small Group

Small groups are the quick reaction forces of Cyrodiil. While large group leaders would wish that everyone in Cyrodiil would join up with them, small groups can be very strategically important. It is possible to hold a choke point such as a bridge or gate with a small group and give a large group time to move in to defend a keep on the other side of the chokepoint.

Small groups can also clear the way for assaults by capturing resources such as farms, mines, and lumber mills which provide defenders with NPC support and the ability to teleport into a keep. They can also move to defend keeps and a small force of four players can hold the outer walls of a keep long enough for reinforcements to arrive.

Your build will be more important in a small group as you will have to perform more roles and cover more responsibilities. In addition to manning siege equipment, the average small group experiences more true player vs player combat than large groups, or "zergs". While a zerg may overwhelm a small group, small groups can be very effective on the battlefield.

The smaller the group, the more intimate the impact though, but if a small group happens on an undefended keep, they may be enough to take it from a disorganized or distracted enemy faction.

Taking Resources

Each farm, mine, and lumber mill is defended by a group of 9 core NPCs who all aggro at once. They may overwhelm a single player but a group of 2-3 players can kill all of the NPCs and capture a resource for their faction. Siege equipment is not required for this, but the ability to live through a large amount of damage while taking down multiple strong NPCs is.

Taking resources can be a way to distract and confuse the enemy faction as resources often fall in advance of an attack on a keep. Small groups that wish to attempt to capture a keep should skip capturing resources to aid in surprise, while large groups may wish to capture resources to make it easier.

Additionally, if a small group is coordinating with a larger group, then they may clear the way for the efficient capture of a keep by capturing all three resources just as the large group finishes capturing another keep.

Assisting Keep Captures and Defenses

Defenders are given the advantage in Cyrodiil. They have the high ground, walls, and can ride out to attack an enemy at leisure. A small group of reinforcements can turn the tide of a siege either by attacking the players manning siege equipment or by bringing extra siege equipment to fire from the walls. Each keep can only have 20 pieces of siege equipment and each player can man 2-3 pieces of siege, which means that no matter how many attackers there are, about 7-10 players can repel them with siege equipment.

Sometimes, in an evenly matched keep assault, a small group can be enough to turn the tide and kill the defenders. They can scout around and kill enemy defenders, or situate themselves between the nearest keep that defenders are respawning at and hold the enemy long enough for a capture.

Holding Choke Points

There are a series of choke points and boundaries throughout Cyrodiil that make it easier for a faction to hold their home keeps. Players are forced through these chokepoints either by slaughterfish infested rivers or impenetrable mountains. A small group can effectively hold a large group at a chokepoint long enough to allow for a proper defense to be set up. It not uncommon for a small group to hold the alessia bridge and respawn at alessia to defend when they get overwhelmed by a larger group.

Key Strategies

Quick movement. A small group cannot hope to take on a larger group and they have to maneuver around zergs. Be on the move, hit an objective and move on. Static engagements benefit larger groups. A small group can crash into the side of a large group and disengage, breaking the larger group's momentum without taking heavy losses themselves.

Stealth Ressing. When faced with a large group, a small group may take heavy casualties, but if there is a player who can disengage and hide long enough for the large group to move on to their objective, they can resurrect the small group and keep moving.

Cooperation. Small groups have limited effect by themselves, but can be very influential on the map when they are actively coordinating with their faction.

Running Solo

Yes, there are players who run solo. This is a gameplay style either known as 1vX or Ganking, depending on whether you can hope to survive attacks from multiple players, or hope to kill unsuspecting enemies through the use of stealth and surprise.

This is a harder style to master as you cannot merely ride out to the enemy and expect victory. Solo players have to pick their fights and can quickly get overwhelmed when the numbers are against them, and as a group of 1, the numbers are almost always against them.

Ganking

Nightblades excel at this. There are very few arenas in ESO where nightblades can claim to be 'The Best', but moving in and attacking from stealth is one of them. With their high burst damage, loads of buffs and debuffs, and fear based crowd control, a victim of a nightblade gank will be dead before they can recover from the initial stun.

There are builds for this, but situational awareness, picking fights, movement, and surprise are essential.

1vXing

Other builds can take damage and deal damage to such an extent that they can take a pummeling from multiple uncoordinated, inexperienced players. A 1vX player specializes in charging into masses of distracted players and breaking momentum. They will die in the end if faced with enough numbers, but small groups can lose to a 1vX if they aren't coordinating their debuffs, attacks, and movement.

This is advanced gameplay, and it exists, but it may be out of the reach of the average player who is not familiar with player vs player combat.

Key Strategies

Don't die.

Be a dick. Seriously, there is no honor on the battlefield, if you don't kill them, they will kill you. teabagging may be frowned upon, but it is a valid means of discouraging players from lingering and reporting enemy actions after their deaths (spies).

PVE

While primarily a PvP zone, Cyrodiil does have PvE sights and sounds. It is worth exploring for the character and story rewards that it offers.

Skyshards

There are 45 skyshards in Cyrodiil. Six are behind faction gates and are only accessible when your faction has pushed the enemy back so far that the gates are open. Often times, the best way to get those skyshards is being part of a party that is capturing an enemy scroll. Others are located in delves and above land. As always, move smart and be aware while capturing.

Delves

Yes, Cyrodiil has its fair share of delves and bosses. Each delve has a skyshard in it and is worth clearing at least once. Interesting character interactions happen while clearing delves. I have stories from both sides of the fence and have cleared delves with enemy players, and have had pitched battles we clashed with the enemy. Explore at your own risk.

Dolmens

Again, there are dolmens in Cyrodiil, and they work just like everywhere else. However, you are less likely to see player cooperation here as large groups may run dolmens for cold fire siege equipment and are less likely to play nice with other factions.

Exploration

I love the stories that the NPCs tell in Cyrodiil. If you want to explore the varied and beautiful scenery, you can.

Quests

There are Dailies given from the towns and home bases of each faction. Do these for experience and AP. The gear is good for PvP too.

Key Strategies

Make your own way.

Move smart, try not to barrel headlong into the enemy and avoid points where enemy gankers might set a trap.

Follow the fortunes of your faction. You are far more likely to not have interference from PvE areas that are not near or on the way to the front lines. When players can teleport past you, they are less likely to encounter you.

Conclusion

I hope that I have enlightened and inspired you to join PvP and hone your skills before the release of battlegrounds.

submitted by /u/hugemuffin
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Paid to lose. Ganker took my bucket :(

Posted: 02 Apr 2017 05:44 PM PDT

[media] Goblin Disguise + Jester Personality + Guar = Best Glitch Ever

Posted: 02 Apr 2017 10:40 AM PDT

:: Finally beat vMA ::

Posted: 03 Apr 2017 01:24 AM PDT

Ran a magsorc with 5 julianos 4 BSW. I experimented with every monster set I could get my hands on but the tides really turned when I put on the Infernal Guardian set.

http://elderscrollsonline.wiki.fextralife.com/Infernal+Guardian+Set

Adds kept walking out of Illambris or out of range of grothar and Engine guardian never gave me the stat I needed.

But when I put on infernal guardian things started to go in my favor. I turned my defensive shields to the offensive and that really helped.

This set doesn't help everyone but as a magsorc with hardened ward and harness magicka on my front bar, it really came in handy.

Sure it does miss a few times, but it really helps with those pesky ranged adds and keeping some dps output up while being defensive.

So anyone out there struggling to get it done and playing magsorc, give Infernal guardian a try.

I got a decisive greatsword if anyone cares, but already back at it. Thank god the second time through is much easier, just hoping I stop fighting in the arena in my dreams.... something tells me it never ends...

Oh well, Good hunting all!

submitted by /u/EnvusMaven
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NA PC Server down

Posted: 02 Apr 2017 09:00 PM PDT

RIP

EDIT: It's back up folks you should be able to get on

submitted by /u/blakjesus420
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[PC] When something goes very wrong in trial [Media]

Posted: 02 Apr 2017 11:35 PM PDT

I swear we didn't plan our outfits!

Posted: 02 Apr 2017 06:00 PM PDT

How in the world did maw make it into the game on Xbox?

Posted: 02 Apr 2017 11:27 PM PDT

Seriously ran this for the first time tonight and oh my god I crashed 5 times before the first boss then crashed 7 times in the last boss fight like this is unplayable. This should be zoses priority until fixed and should have been fixed moths ago. Any tips for people that need gear out of it to deal with the freezing

submitted by /u/Kill4meeeeee
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Watching my friends cat for the weekend...I was screaming and yelling because of VMA and he basically decided to say calm your tits and pet me, you're too stressed out. ��❤

Posted: 02 Apr 2017 01:16 PM PDT

Xbox NA down...?

Posted: 02 Apr 2017 09:00 PM PDT

Everyone crashed in Mournhold, can anyone get in?

submitted by /u/essentrik
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[PC] Does anyone know when Morrowind will hit PTS?

Posted: 03 Apr 2017 03:45 AM PDT

Title ^

submitted by /u/scratchtv
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A BiS Templar Healer Question

Posted: 03 Apr 2017 02:16 AM PDT

My first question is about infused vs divines. I see some popular build creators running infused, but I see a lot of people running divines. Divines would give you a higher critting potential, for your HoTs and Healing Springs, which is good. Infused would give me better flat damage, and help with resource management, which will become a bigger thing next patch. To any veteran healers, which one do you prefer? The next question is on sets, I'm wanting a 5 piece SPC, and Sanctuary/Worm set up, some people are recommending a VMA lightning staff to buff dps, and another Masters resto staff. For how potentially difficult this set up could be, I also believe that if I was to instead run a chokethorn one piece (I'm an Argonian so I believe it would be better than a one piece Troll King), I could get better sustain, but I would obviously lose some DPS, not running a VMA staff. Any help is appreciated.

submitted by /u/Half-Lizard-Half-Man
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[News] PC/Mac Patch Notes v2.7.11 Readable

Posted: 03 Apr 2017 04:26 AM PDT

In terms of Narrative and quests, would you be interested in a joinable Empire faction?

Posted: 03 Apr 2017 04:22 AM PDT

We were mulling this over in the guild earlier and I thought I would open this to a wider forum, if the rump Imperial State were a joinable faction like the three alliances, would you be interested in their questline etc etc ?

submitted by /u/Ormus1
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Help. I bought this mace from a trader. It had this lock on it from the beginning. Nothing I do makes it unlock.

Posted: 03 Apr 2017 04:20 AM PDT

Warden addressing ranged stamina builds?

Posted: 02 Apr 2017 05:23 PM PDT

Seems to me like they are trying to address this by using a tree from a class rather than a new weapon. Based on what I've seen so far I'm not certain it will be enough but it sure does seem to me like they're trying.

submitted by /u/kajidourden
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Why is the community here so nice?

Posted: 02 Apr 2017 05:25 AM PDT

I have been playing for about 3 weeks and have to say this game has the best community that I have ever been a part of. It's nice to play an mmo and not hear people talk about the "news of the day" and keep all chat to things about the game. The most off-topic chat has ever gotten was what add-ons to use and yes the broom in the market place, my guildies had a good laugh about that one. Some examples of how nice I have seen the community being is: Once I sold a kuta for 2k insisted of the going rate of 2.8k the person gave me a set of lvl 14 crafted gear. Another time I found a pattern and told my guild, someone in my guild wanted it but did not have the gold to cover the cost so another guildie told me to give it to them and that they would pay me for it (I could not give away for free since I only have about 12k but I did offer a guildie discount of 20% off).

Also a friend I made at a world boss 5 days ago sent me an expensive recipe for free so I'm trying to find out what to get her. Someone even offered to make the new drink from the event for me if I could find the mats needed, I sent them the mats and a 500g tip for 20 (I hope that is enough) Lastly the community always helps someone even with a simple question, such as "How do I get the x2 exp" I have never seen someone get trolled in chat for asking a legit question yet. There was only one bad encounter that I have had that was when I was at the wood mill in DC I seen someone getting attacked, his hp was about half so I decide to jump in and kill what was attacking him, because he seemed to be afk. I killed them and right when I finished he started to move around and he called me a "dic…" I'm not sure what I did wrong there.

I am even trying to do my part with helping those in the community, by answering questions that I know the answer to. I craft low lvl gear (up to lvl 14) for new players on the DC starter island and making sure to tip when I have someone craft something for me but I never know how much to tip is there a guideline for how much to tip?

So why is ESO's community so nice? I posted this because I just wanted to say thanks for being a great community ESO! I wish the community could have been as good as you in my other mmos. Thanks for reading!

submitted by /u/Vampireguy22
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(Question) help with nightblade

Posted: 02 Apr 2017 07:59 PM PDT

Hello everyone! Would really appreciate some help from more experienced players. I decided to make a nightblade this weekend and grind to level 50, i main as templar healer so ive gotten very used to self healing, so now im having trouble keeping myself sustained in solo gameplay. I can hold my own for the most part but its definitely harder. So my only question is what are the best self healing abilities for a nightblade? Im a woodelf dual wield/bow with 170 cp if that helps at all.

Thanks for any replies!

submitted by /u/4Arbor2Cruiser0
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Is it worth subbing?

Posted: 02 Apr 2017 11:31 PM PDT

Hey, I'm new to the game and enjoying it so far, I'm looking forward to all the good stuff to come since I'm only level 7.

I see there are 4 DLCs available, since I'm such a low level atm I'm in no rush to buy them, so I'm wondering what are peoples thoughts on subbing?

Is it worth subbing to get the sub benefits + the 4DLCS? Or would it be better to buy the DLCs as a one off with crowns?

Also, if I were to sub does that mean I would get marrowind at no extra cost when it is released? As on their sub page it says you get ALL DLCs if you sub? Which is a little confusing in my eyes.

Thanks.

submitted by /u/Perry3_XB1
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Did I just beat the game...? Pt. 2

Posted: 02 Apr 2017 05:29 PM PDT

How would build an immortal?

Posted: 03 Apr 2017 03:07 AM PDT

So this is just for shits and giggles, but if you were to build a character who's only job was to not die when surrounded by potentially dozens of other players(no intentional damage, no cc, no team heals, etc), what class and sets would you use?

EDIT: And what skills?

submitted by /u/Gradyleb
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Anyone know how long the server is down for?

Posted: 03 Apr 2017 03:03 AM PDT

Anniversary Event: Quickest Daily Quests

Posted: 02 Apr 2017 02:24 PM PDT

In preparation for the Anniversary event, I wanted to get a discussion going regarding the easiest and quickest to complete daily quests. Hopefully this can help others like me with limited time to play each day to get the most out of the event.

submitted by /u/Anumaril
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The Bucket and Broom are a scam, there are free methods to get these that Zenimax isn't telling you!

Posted: 02 Apr 2017 04:40 PM PDT

ESO's recent "Pay to Lose" feature is the most exploitable and over-powered inclusion into the game yet, and if it's not bad enough that it is breaking the entire combat system of the game, it's also ripping you off!

That's right, you don't even need to pay 100 crowns to get these items! For a free method, using the command "/sweep" will give you the broom for free, and using "/bucketsplash" will give you the bucket, at no extra cost! To top it all off, the bucket from this gives you complimentary water that you can throw at others, if Zenimax sold this feature it'd be 500 crowns, easily! Do not fall for ZOS' schemes fellow players!

submitted by /u/CyanPancake
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