Elder Scrolls Online Ability Primer

Debt of Knowledge

eso 2014-04-13 11-41-22-20 One of the things I have been encountering in Elder Scrolls Online is that the game has an extremely steep learning curve.  There are certain things I take for granted since several of us have literally been playing this game for well over a year.  We all had the same moments the newer players had, where we got our asses handed to us by a mudcrab or a wolf or encountered that first boss that we just could not push past.  Thing is the game has a set of skills that have to be mastered and pushed to almost muscle memory.  Most MMOs you can get by with simply swinging your weapon blindly at the target and hoping for the best.  This is not the case for Elder Scrolls Online, and this morning I am going to try and outline some of these abilities and some strategies I have developed to make sure they work as expected.  I had hoped to accompany each of these with a screenshot, but alas the servers are undergoing maintenance this morning.

Paying Attention to Combat

The most important tip I can give is to pay attention to everything that happens in combat.  All mobs have a “tell” when they are about to perform a specific kind of attack.  If you learn these tells you can figure out what they are about to do and set up accordingly.  This is a fundamentally different concept from say World of Warcraft where monsters tend to cycle through the same animations regardless of what they are going to do.  For example the crocodiles in the game have a pretty heinous tail swipe attack that you need to get out of range for.  Shortly before doing it every time they will scrunch up a bit, bending at the center of their body.  Knowing this gives you plenty of time to run out of the arc of the attack which has a very short cast timer.  This becomes extremely crucial when you start encountering packs of mobs that employ “group tactics” with healers and tanks and ranged dps.

Blocking Power Attacks

The most critical ability is blocking power attacks.  When a mob is about to set up for a power attack beige rays of light will start radiating around their body.  In addition they will be setting up some attack animation like performing a large weapon swing.  Generally speaking if you do not block a power attack you are going to die.  Maybe not immediately, but it will almost always take enough health that it puts you in a severely compromised state.  This means you need to block EVERY power attack to be successful.  In order to block the default control is to hold down your right mouse button until the animation has completed.  The trick here is that blocking takes stamina, so you have to make sure you have enough stamina in reserve to always be able to block a power attack.  If you successfully block the attack, and it is not a boss type encounter… you will place the mob in an “off balance” state that I will cover later on.

Interrupting Spell Casts

While you cannot interrupt a power attack, and simply have to block it… there are some abilities you can interrupt and you should as often as possible.  When a mob is casting an ability that is interruptible red rays of light will begin radiating from their body.  Often times this will be associated with a red telegraph on the ground, but I will cover those shortly.  Pressing both the right and left mouse buttons at the same time will interrupt the cast.  I however find it difficult to time pressing both at exactly the same time.  What I do instead that works so much better for me is to hold down my right mouse button like I am performing a block, and then simply tap my left mouse button while the right is held down.  This will correctly perform an interrupt move and stop whatever spell is being cast.  Successfully interrupting a spell cast will place the mob in an “off balance”state similar to blocking… if the mob is not a boss type encounter.

Moving Out of Red Stuff

Wildstar was the first game I had played that actively used the term “telegraph” to describe the various visual overlays that appear on the ground to indicate that the mob is just about to do something.  For lack of a better term for this visualization method… I am adopting it from this point on.  During various encounters when a mob is just about to do an ability a red telegraph will appear on the ground.  You should not be standing in this red field at all costs.  This means you either need to interrupt the cast if the mob has the red rays of light radiating from it… or simply move out of it.  There are lots of different versions of this telegraph mechanic, sometimes it is a cone shape, other times a long line, and more commonly a giant circle.  In all cases you should not be standing in whatever is about to happen.  Many of these you can block, but it is always best to simply move out of the red until you know for certain which mobs abilities can be reliably blocked.

Dodging

But you are saying to yourself… sometimes I can’t move fast enough to get out of the red stuff.  Thankfully Elder Scrolls has an answer for your.  They have implemented a dodge mechanic that many “action mmo” players will recognize.  Essentially this can be performed a few ways but the default action is to double tap one of your movement keys.  You will perform a short dodge in that direction.  While you are in the dodge animation you are immune to damage briefly.  This means you can use dodge to get through traps, and out of puddles even if the effect has landed.  Personally I find it damned near impossible to time a double tap of a movement key reliably.  Thankfully for someone like me Elder Scrolls also has an option to set a keybind.  I currently have dodge keybound to middle mouse button.  If I click it while standing still it will perform a backwards leap.  If I click it while moving in a direction, it will perform a dodging roll in the direction I was last moving.

Exploiting Off Balance States

So I talked about “Off Balance” states a bit earlier and said I would get into that later.  It is finally later.  Every so often you will perform an ability that places a mob in an “off balance” state.  You can tell this by the fact that the mob will have the standard Final Fantasy/Street Fighter “dizzy” animation with head slumped and swirly bits over its head.  This means a few things, firstly that mob will not be attacking you until it recovers, and secondly you can exploit its compromised state with a power attack.  While the mob is “dizzy” performing a power attack will knock it down.  How does one perform a power attack?  Skip down to the next bullet point for that one.

Power Attacks

Power Attacks are extremely useful, especially as a “from stealth” opener.  To execute a power attack you hold down your left mouse button as your character does an extended animation ending in a stronger attack.  How power attacks work greatly depends upon the weapon you are using.  Some of them are far more valuable than others, but remember in using a power attack there is always an opportunity cost associated with them.  Some builds will favor them greatly, and other builds will favor the faster light attacks.  Your mileage may vary.   I personally only really use them when the mob is in an “Off Balance” state to get the free knockdown effect.

Knockdowns

You can exploit and “off balance” state with a power attack to knock down the mob, but there are also lots of other abilities that have a knockdown effect.  As a Dragon Knight I have an ability Stonefist that will knock whatever mob down it hits.  Why this is useful is that it is the only way to actually stop a mob from firing a power attack.  Additionally if you time it just right you can use a knockdown to interrupt a spell cast.  Stonefist for example has a slightly longer than melee cast range, which means I can use it to interrupt casts on mobs that are not within the range of my normal interrupt ability.  The big warning with knockdowns, is that in general boss type encounters are immune to them.  Some of them will not be, and in those cases I highly suggest you exploit the hell out of that fact.

Breaking Crowd Control

One of the things you will encounter that is frustrating in Elder Scrolls Online is that the game has a lot of snares and crowd control… and that they are all very long.  The reason why it is “okay” for a game like this to have such long CC is that every player has a quick and easy way to break free.  You have two options at your disposal and I will cover both.  The first and probably quickest is to simply dodge.  Dodging frees you of crowd control effects and negates any snares that you might have on you, letting you go in a direction of your choosing away from the encounter.  The second option is the actual “CC Break” ability.  It functions just like interrupting a cast and you perform it by pressing down both mouse buttons at the same time.  Again like I said earlier I find this maneuver difficult to pull off with precision timing, so instead I employ the “hold right mouse button and tap left mouse button” alternate maneuver.  You should try both and see which is easier for you.

These Are the Basics

In most MMOs you can ignore the tutorial and just get straight into the combat and pretty much “figure it out” as you go along.  Elder Scrolls Online is not that type of game, and while you are running around Cold Harbor it makes attempts to teach you how these abilities work.  However there are a number of them that it doesn’t cover at all.  The problem is that the game expects you to be fluent in ALL of these techniques pretty much by the time you hit your first “guild quest” encounters.  Doshia and Gutsripper both completely wreck players that do not have ALL of these things firmly under their belt.  My hope in writing this little primer is to help bridge the ability gap that players coming from traditional MMOs have coming into the Elder Scrolls Online.  I am by no means a master at all of these, and I will occasionally screw up… and pay the consequences with a death.  However knowing all of these abilities will leave you better prepared for whatever the game has to throw at you.  Like I said above, after awhile all of these things become muscle memory and you just start performing the right thing at the right time without really thinking about it.

#TES #ElderScrollsOnline #ESO

Big Dumb Broforce

Happy Friday

At the very least, Happy Friday to me!  This is the last day of my week as we have Good Friday off tomorrow.  I plan on spending the day in a near vegetative state playing Elder Scrolls Online and likely streaming quite a bit of it.  It seemed like today was going to be a day I could wrap up the loose ends.  I have a bunch of projects that each need a few hours of undivided attention to finish up the last bits of coding.  The problem is I am constantly getting interrupted at work by “fly bys” when some random person comes by to ask a question.  Looking at my calendar it was completely clear, so I thought I would be leisurely listening to the ESO soundtrack and working through the last bits of these projects.

WRONG! I generally check my work email a few times a night, and right before bedtime I noticed I had been invited to a meeting to discuss hopefully the technical details of a new project.  Then I panned down and noticed the time.  There is a special place in hell for people who schedule 12 am to 1 pm meetings.  Sure enough this damned vendor had done just that, so now I have to give up my lunch hour to listen to some vendor do a sloppy job of trying to explain the technical requirements of their product.  I hate vendors…  mostly because where I work the relationship of vendor and customer seems to be completely backwards.  We always end up having to jump through hoops to meet vendor needs… when it should be the other way around.

Big Dumb Broforce

Broforce_beta 2014-04-17 06-13-57-71 One of the things that I lament about modern video game design… is the attempt to make them feel like interactive movies.  While I can appreciate the craftsmanship of the Mass Effect series, it is not the type of game I want to play every single day.  I like blowing things up, gibbing bad guys and generally saving the day.  I have massive amounts of notalgia over the big dumb games of my childhood.  Nobody really gave a shit about the storyline in Double Dragon, because mostly it was completely incoherent.  However we did know the bad guys by name and enjoyed punching them repeatedly.  The name Abobo still sends an irrational amount of fear through me.

Broforce_beta 2014-04-17 06-16-34-23 Broforce is basically one of these games with a storyline that is basically an excuse to blow a bunch of stuff up.  The game is very reminiscent of Metal Slug, another title that I absolutely love, with a few significant tweaks.  The gameplay is very similar, go through the map rescuing prisoners of war.  The twist is each time you rescue another prisoner, you gain an extra life and then transform into that prisoner.  This gives the game a huge cast of characters, all of which have extremely unique abilities.  In the above shot I ended up playing as J from Men in Black… known in this game as “Bro in Black”.  All of the various characters have been given bro names like “Brobocop” or “B.A. Broracus”.

Broforce_beta 2014-04-17 06-18-41-32 At the end of each sequence of levels there is a boss fight, this one is a helicopter that alternates between dropping bombs and firing a chain gun at you.  What makes it difficult is that both NPC weapons and your weapons can destroy terrain.  Meaning pretty quickly you are running out of places to stand.  One nifty tip that I have noticed is that the platforms the flags spawn on are indestructible, meaning you can use them as a shield when the bomb phase starts.  All of this said the gameplay is just infectious.  I’ve played roughly an hour so far, and am really enjoying myself.  The only thing that I find frustrating is that not all of the “bros” are created equal.  Some of them like the MacGyver clone are extremely situational.  It reminds me of playing Castlevania and getting stuck with the wrong alternate attack right before a boss fight.

Broforce_beta 2014-04-17 06-14-48-16  The one thing that would greatly improve the experience for me is the ability to swap back and forth between the bros you have rescued.  That would make the gameplay feel more strategic and less random.  Even in the modern Castlevania games you got a second chance to swap back to the weapon you had before.  It is bad enough that if I get MacGyver I tend to just suicide out to swap to a new character.  Playing mad bomber is just not as fun as it seems… even though his bombed turkey attack is hilarious to watch.  The game is available through steam early release, but it feels pretty damned complete to me.  If you like mindless shoot-em-up game play, I highly suggest you give it a look.

Wandering Rivenspire

Screenshot_20140416_220811 The rest of the night I ended up working on the various quests in Rivenspire.  This zone might be my nemesis, not because I don’t like it… but maybe that I like it too much.  I find it nearly impossible to focus while wandering around a landscape full of vampires.  I end up falling into vampire hunter mode and spending large amounts of time slaughtering the undead without really knowing I have done it again.  I desperately tried to stay focused last night and follow the quest chains.  I managed to ding 32 and at this point I am no longer getting drops from most of the encounters around me.  It seems like if you are not within five levels of the encounter it becomes trivial and stops dropping anything meaningful.

I am however using the opportunity to loot everything I see, and feed the cooking mats to Kodra and Sylladora depending on the level of the material.  I hit a lucky streak last night and managed to get both the Breton and Argonian racial motif books.  The Argonian one is still looking for a home by the way if any of my guildies need or want it.  A few days ago I managed to get an Imperial motif book, so they do apparently exist for everyone concerned the only way to get imperial gear was through the collectors edition.  I managed to find a buyer for it and got 10,000g… which I figured was pretty damned good considering that the other motif books started out around 2,000 and have quickly dropped to 500 as the market has become flooded.

For awhile I was trying to broker a trade for either the Barbarian or Primal racial motif, however I have heard they are pretty common drops in the veteran levels.  That ancient elves and daedra are far more difficult to find.  I figure getting the gold while I can for the imperial book was the best course of order.  Like always I am in a relative state of poor in this game, but I need to begin saving up for my fast pony.  I might have to give up on deconstructing everything I see and just start selling it to make a profit.  My biggest concern right now is that I am several levels ahead of the zone I am in… and this just seems to keep getting worse as I move upwards.  I just find it impossible to move on past a zone until I think I have gotten everything out of it.

Interesting Footnote

It seems as though I am going to be on two podcasts this weekend.  I will of course be recording the second episode of AggroChat… which I am looking forward to.  We have several topics that we may or may not get around to discussing.  It should be a fun time for me at least either way.  The second however is that I will be guesting on the Multplaying.net podcast.  So keep watching their site for the file because I am sure it will be a fun time.

#ElderScrollsOnline #ESO #BroForce #AggroChat #Multiplaying

Groupcraft Revisited

Dusting Off Skills

One of the very first features that got my blog noticed years ago was a series I called Groupcraft.  In it I outlined the general theory I take when trying to make a group happen out of thin air.  This was a process I had streamlined since when I first started trying to make groups happen back in Burning Crusade, and still continue to do this today.  This advice predates the existence of the dungeon finder tools, and even in a world where you can push a button and get a group… I still find most of it extremely useful.  Based on a discussion over on twitter yesterday, I feel like it might be time to dust off this topic and revisit it.  The Elder Scrolls online has grouping tools, but once again I find that a custom built group is far more successful as the queue times seem to be pretty extreme for anyone who is not a tank or a healer.

Taking Responsibility

Screenshot_20140404_220734 The very first step in the process is to take responsibility for your own happiness.  You can sit around in guild chat hoping a group will happen upon you and whisk you away to a dream land of epic loot…  or you can make one happen yourself.  Massively Multiplayer games are the refuge of introverts, and since I believe it or not am one of them…  this was a hard step for me to move past.  In other games I have hung out hoping things would evolve into a group… and then wound up disappointed when I pissed my night away waiting for it to happen.  In games like Everquest it was easier, simply going to a specific place in the world meant it was pretty easy for you to get into a group.  However in the post wow world this is just not something that works.

Be Specific

Screenshot_20140407_183815 It is simply unrealistic for you to expect that someone will form a group for you.  As a result you need to be the catalyst that makes sure the groups happen, and it really isn’t as hard as you might think.  Once you’ve decided you are going to step up to the plate and form a group…  you need to know what you intend to do.  This can be a pretty flexible mission of “run a dungeon”, but in doing so you need to know which one and what the requirements for that dungeon are.  The first dungeon you are likely to run in the Daggerfall Covenant is Spindleclutch.  It requires some kind of sturdy tank, some form of a healer, and then the rest of the party is pretty flexible.  By healer and tank, there are many different things that can work but they need to be able to take some damage and heal some damage.  Simply throwing a few points into healing staff is generally sufficient at least for the first tier of dungeons.

Surveying the Scene

Screenshot_20140416_060055 Now that you know what you want to do you need to lock down some people.  With the goal being Spindleclutch the sweet spot seems to be around level 14 with it technically being able to support people in the 12-18 range generally speaking.  While I took this screenshot from my own guild this morning when nobody much was on, you would hopefully see some names lit up and available.  What we are focusing on is the 12-17 section of the screen.  For example in Stalwart we have an entire screen worth of people to choose from.  If you can find at least four people on in the list then bam you likely have the makings of a group.  If you can find two or more, then you can shift focus and go do a public dungeon since those tend to be design for two or more players and are loaded with all sorts of goodies similar to instanced dungeons.

Communication

Screenshot_20140405_224903 This step is absolutely key to making your group work.  So many people simply broadcast to guild a message similar to “anyone want to do something?”.  These are NEVER successful, or moreso are only successful if the person on the other end is also trying to build a group.  Saying “I need one more person for Spindleclutch” is a bit more successful, but that still requires that someone is watching guild chat and comfortable in their own abilities to speak up and sign up for your mission.  What I find instead works so much better is to directly message players.  So if I were to be building this hypothetical group I would start pinging folks in the sweet spot with something like this. “Hey noticed you were in the level range for Spindle Clutch, going to be pulling together a group.  What roles can you fill?”.

At this point the player is going to do one of two things either say they cannot go, which is perfectly cool… or respond back with a list of roles they can provide.  You are already one step closer to a group than you were a few minutes ago.  I tend to just assume players want to run dungeons, and I skip the step of even asking if they want to go.  It might seem presumptuous but over the years I have come to realize that most players are waiting for something interesting to happen.  If you give them the opportunity, they more than likely will jump at the chance… unless they simply do not have the time to do “whatever” that night.

Lock Down the Required Roles

Screenshot_20140405_210040 Now comes the trickiest part.  We know that we need players between the levels of 12 to 18 with a sweet spot being around 14.  We know that we need a tank of some sort and a healer of some sort.  If you are yourself a tank or healer, it becomes a lot easier… as you need to only find the other half of the required roles.  As a more dpsy player you need to find two people before you have a viable group.  An instanced dungeon group cannot really happy before you’ve found both a tank and a healer, so those are the slots I tend to fill first.  Once you have locked down both positions, you have a viable dungeon group and can fill the last slots.  If you cannot find a tank or a healer remember you still have a perfectly viable public dungeon group.  Public dungeons are pretty awesome, and every one I have gone too has been a loot bonanza quickly filling my inventory.

Start Up the Group

Screenshot_20140408_195314 So at this point you’ve locked down the required roles, and identified a three other players who are ready to dungeon together.  One of the nice things about Elder Scrolls Online is that all that really needs to happen now is for a single player to zone into the dungeon.  At that point all of the other players can choose the “teleport to player” option which will pop them into the dungeon as well.  Hopefully your custom group will go smoothly.  However inevitably you will hit a snag, or a boss encounter you simply were not ready for.  I believe in a blame free dungeon environment, where you assess what is going wrong and try and fix it however you can.  Dungeons are hard, and they require complex skills.  Try and be open to assistance and provide blameless advise for what might be going on in the dungeon.  If you do all of these things, I think you are pretty much guaranteed an enjoyable night of dungeoning.

The fringe benefit of all of this is you begin to know more members of the guild, and what each player can bring to the table.  The more you do this, the easier it becomes to pull together groups on the spur of the moment.  You shift from feeling like you are forced to only solo, to being someone who has control over their own destiny.  The truth of multiplayer games is that the players generally would like to group up and do big things.  Not everyone has the time to do this all of the time, but folks come into this genre with at least the intent to do things larger than they can do on their own.  You just have to be willing to take your fate into your own hands and start the ball rolling.  Even today I get super self conscious at times when I step out into a new social environment that I did not bring with me a ton of familiar faces.  But this basic framework for making groups happen has never failed me.

Better than Dungeon Tools

Screenshot_20140414_195115 So I will throw out a final thought for the day before closing this up.  I first outlined my process for making groups happen in an era when we did not really have the grouping tools that exist today.  So this is the way you HAD to get groups, and relied heavily on social channels and guilds.  Now that we have role based dungeon tools… quite simply we have gotten lazy.  Building a group like this means you have to communicate with other players to make it happen.  The one thing that makes “pugging” so generally terrible is that players simply do not communicate freely.  How many times have you been in a pug and it is a silent train careening off the tracks?  No one is talking, and no one is trying to discuss what is going wrong.  The only time anything is said is when it is to curse out the tank or the healer for being “fail” at the game.  By talking to the players to form the group you have already broken down that crucial barrier to success…  communication.

Almost every game that has a “push a button, get a group” type tool also has other tools for you to try and build groups around.  So I always try and fill my groups the “old fashioned” way, and then if we are a single person short go ahead and queue us all together for the dungeon filling that last slot.  Even absolute assholes tend to behave better when they are out numbered in a guild group.  I feel like the modern grouping tools are best used to augment building a group from scratch.  Get as close as you possibly can to a full team, and then use the tool to fill the rest.  You can always pop into a public dungeon while you wait in the queue.  While I have mostly focused on Elder Scrolls Online, this general theory pretty much applies to every game I have played.  The most critical step is really telling yourself that you can do this.

#ElderScrollsOnline #ESO #GroupCraft #Dungeons

Crypt of Revenge

Cold Snap

badweatherbrewin The above photo is from this past Sunday evening, taken right before a massive line of storms blew in.  During the day on Sunday it was around 80* outside and Monday morning it was 35 out.  Over the night last night it dipped back down into freezing temperatures.  One of the problems with living in Oklahoma is the constant and ever changing weather patterns.  At this point I just wish it would realize we are in spring and not winter.  When I went out to lunch yesterday… it was snowing.  Not the occasional snowflake drifting down from above, but enough that I had to use my windshield wipers on a pretty high setting.  It was of course melting the moment it touched anything, but it was more than enough to be annoying.

Down the road from Tulsa in Porter they are extremely concerned about this years Peach harvest.  They had been talking on the news about planning on using helicopters to push warmer air down into the fields to keep the crops safe.  That didn’t seem terribly cost effective but I am sure it would at the very least be interesting to watch.  We actually had to turn on the heat again last night, and even this morning in my office that is normally the warmest part of the house it is really freaking chilly.  Can it be spring yet please?

Crypt of Revenge

Screenshot_20140414_200714 When I last stepped foot in the Crypt of Hearts I was level 26, and since then I have dinged 30 and upgraded a good chunk of my gear.  Similarly the healer that was also 26 is now 31 and during the day yesterday we plotted our revenge on the dungeon.  While it was enjoyable to get our asses handed to us the first time, this time around we wanted to wreck the place for taking our candy.  I have to say the levels and the gear helped massively.  In fact there were several moments last night where I ignored proper elder scrolls dungeon etiquette and just charged into the packs pulling everything at once.  For the most part we could mitigate the combat with the fact that we had a 37 and 38 dps with us.  The fights all still required us to pay attention to what was going on, and the mechanics were still very punishing, but they were not impassible.

Screenshot_20140414_202848 The boss encounter above was probably the most brutal thing we had experienced to date.  Even with the slightly overpowered damage it took us a few tries to get through it.  Essentially the skeletal juggernaut alternated between two attacks, the first being a linear charge across the room, and the second being quite possibly the largest AOE attack I have seen to date.  You have to avoid both successfully or you end up getting wrecked.  The area of effect is so large that you have to be running in the right direction AND then dodge out to clear it.  This means you have to save plenty of stamina in reserve to always have a dodge available.  The damage you take seemed to lessen depending on how close to the edge you managed to get before the attack fired off.  While punishing, it was still a really cool encounter to experience.

City of Ash

Screenshot_20140414_203939 After defeating the Crypt we decided to continue our journey into the City of Ash.  This dungeon represents and entirely new kind of dungeon crawl from the other ones we had experienced in Elder Scrolls Online.  The back story for the dungeon is that you are trying to save a Bosmer city that is being assaulted by the forces of Mehunes Dagon.  For those not familiar with the name, he was the big baddie that you were fighting during the course of Elder Scrolls VI: Oblivion.  His plane of oblivion is one of fire and demons… and not surprisingly you end up fighting a lot of flame based Dremora inside the City of Ash.  What makes the encounters interesting is when you reach the city and start the quest proper… you are given the choice of a healer npc or an archer npc to guide you.

Screenshot_20140414_205238 We took the healer, because we assumed that any game that would offer you a healer… means you are just about to start taking massive amounts of damage.  We were for the most part right as the encounters mostly pulled themselves for large chunks of the dungeon.  I am not entirely certain if the mobs were actually linked, or if the healer bot was instead pulling for us.  In either way the crawl through the burning “Ewok Village” was fast paced and frenetic.  Bosmer architecture is really interesting, as they seem to be able to convince the trees to grow in shapes that support their city.  Considering how seriously they take the Green Pact the inhabitants had to be freaking out when the first started around them.

Screenshot_20140414_210056 This is probably going to go down as one of my favorite dungeons, in part because the zone looked amazing… but more importantly because there was a giant burning oblivion gate at the very end.  Oblivion is probably the Elder Scrolls game that I have spent the most hours playing, and gave us the amazing Shivering Isles campaign.  You could drop an oblivion gate in an otherwise boring dungeon and I would still have to go there just to defeat it.  Fortunately the City of Ash is not a boring dungeon, and had some of the more interesting boss fights I had experienced to date.  The games dungeons honestly just keep getting better.  Each of them has a very unique feel and vastly unique mechanics.  What I find amazing is how nothing really feels “recycled”.  The bosses do what you would expect them to do based on how they are and what their environment is.

Arx Corinium

Screenshot_20140414_211149 So during the course of the night, we had started in a skeletal crypt, moved to a burning bosmer city… and finished it in the Black Marsh.  At each tier so far the different dungeon environments have been extremely varied which is a good thing.  At this point in the evening I was starting to get a bit drowsy so might recount of the tales might be a bit spotty at best.  The main mission here at Arx Corinium is to help a Nereid save her sisters from the Naga that control the dungeon.  What this means to the players is that you are going to have to fight a ton of things at the same time.  One of the more interesting things is that there are also huge Lurchers lumbering about the dungeon.  These are not connected to the Naga packs and seem to be non-social.  It gives them the feeling of a Big Daddy from the original Bioshock.  Throughout the night we tried our best to either pull them before or after the rest of the pull.  At one point one of them just wandered up from somewhere unseen, so they seem to have pretty long paths.

Screenshot_20140414_213219 There are many of these “leap of faith” moments where you have to jump off cliffs and waterfalls hoping that you survive the drop.  While we managed to survive each, there definitely seems to be a high chance that you might bounce enough on the rocks to kill yourself.  There were fights in the dungeon that reminded me more than a little bit of Polaris from The Secret World… and not really in a good way.  I am sure that over time we would be able to adapt to the encounters, but there were a few fights that we only made it through because Shiana is 38… and really good at kiting.  On at least two of the encounters he was the last person standing and managed to drag us over the finish line.  I felt bad for Waren and Shiana… because they were essentially just along for the ride and the repair bill.  In Elder Scrolls Online you need to be within five levels of the encounters you are fighting or you no longer get loot.  That said Tam and I managed to walk away with a lot of nice things and I think it was a great night overall for all of us.

#ElderScrollsOnline #ESO #CryptofHearts #CityofAsh #ArxCorinium