Imo the gear difference between VR's are marginal. If you are rolling in gear for the set bonus (PVP/PVE), I'd keep that until you can save up enough to replace it. Higher VR gear only makes it slightly easier to hit the softcaps (and beyond if that is what you want).Kinda pissed me off I'm only just getting my vr10 template completed and they're releasing new gear. Hope it doesn't turn into a wow gear grind.
Difference is, you can get the PVP sets from simply PVPing. Albeit it is a bit randomZoS has gotten a lot of critics for not having enough endgame content (i.e. raiding) from certain camps (i.e. PvE raiders), and I guess Craglorn is their answer to that.
It's going to be a neverending struggle in the game - PvP'ers who doesn't want to grind for more gear, and PvE'ers who do.
One of the 1.1 patch notes described some AoE (area-of-effect) abilities having their maximum number of targets reduced. This led to some consternation among the community – our apologies for the confusion; we should have been more explicit in the patch notes. Here’s the information:
All AoE effect abilities in ESO have a max target limit of six, and always have. The exceptions to this are Alliance War-specific abilities, and several others, which are specifically noted (in tooltips) as having a higher or lower limit. So, if an AoE’s ability tooltip does not list it as having a special number (greater than or less than 6) of targets, it was designed to affect 6 targets, maximum.
Abilities that apply a buff to an ally (health regeneration) have a max target limit on cast, but can be applied to an infinite number of targets. For example, Regeneration has a max target limit of two, but it will always first try to hit allies that don't already have the buff. Two successive casts of Regeneration allow quick buffing of a four-person group. Please be aware that this is not the case for AoE debuffs, which apply to the nearest enemy targets or the center of the spell for ground-target AoE abilities.
Alliance War abilities generally hit a larger number of targets. We’ve designed them this way to better support their intended use in large-scale PvP. Each Alliance War ability’s max target cap, if they have one, is per ability (the morphs are the same as the base spells.) Siege Weapons have no max target – they will affect anyone who is in their target radius.
Changes/Pending Changes
- Assault
- Caltrops: Max target limit of 12
- Rapid Maneuvers: No max target limit
- War Horn: Max target limit of 24
- Support
- Barrier: Max target limit of 20
- Purge: No max target limit
- Siege Shield: Max target limit of 20
With that explanation, here are the changes that are being made in version 1.1 (subject to testing).
The following abilities had a higher max limit than six, and have been fixed to be in-line with all other area-of-effect abilities:
Also, we are currently investigating Dark Talons, Blood Altar, and Rite of Passage, which may not be obeying the max target limit.
- Consuming Darkness (Nightblade)
- Dragonknight Standard (Dragonknight)
- Negate Magic (Sorcerer)
- Scalding Rune (Fire Rune Morph - Mages Guild)
- Soul Shatter (Soul Magic)
It's kinda surprising how much hacking & bots are around for sub game with such a high box cost. Last week I in pvp I jumped a DK (he dropped banner and talons etc) who then bolt escaped (sorc ability) away when he low, tht was my first real wtf momentSo i've been playing my templar during my playtime (about 2 hours most evenings) up to 18 now. Finding the content i'd already doe on my NB not boring oddly, admittedly i'm not reading the quests, i did that the first time around, so i'm plowing through quests at a rapid rate. Finding the content significantly easier than with the NB. However untargeted heals have gotten me killed twice now. Was soloing the public dungeon in Stormhaven, some guy ended up standing infront of me behind the mobs i was fighting, failed to notice, my heals were going off but weren't healing me. So that was annoying
Got a long evening tonight as the misses is out, so i'll be taking my first foray into PvP as a out-n-out healer type.
I have noticed now on this time through, the sheer number of bots on every boss, 10-15 per boss per dungeon. Also the amount of speed hacking and teleporting going on now that i'm back in the lower level areas rather than vr zones is impressive. Its fairly difficult to get the radial menu up in time before they teleport off somewhere else again, but i've reported a few.
During the time i spent in PvP before the reroll, i noted a couple (between 5 and 10 actual characters) who were blatently speed hacking or teleporting away when they started losing a fight. The worst was when i started sniping EP 3 guys who were hanging around a farm DC owned. At first they ran in circles looking for me. Then two of them ported away (not sneak or stealth, they popped slightly up in the air and bloop...gone) leaving one guy. Killed him but was about 50% HP myself. The other two pop back into existence exactly where they vanished. Start zooming around looking for me. Other guys corpse vanishes...and after about 15 second he bloops back into existence in the same spot as the other pop back in.
They were fairly dumb so i was able to kill another one before they all just ported away and didn't come back. But still, so blatant and seemingly without recourse.
One morph of their ultimate hits hard and drains a lot of life. When you have ultimate reducing abilities on top of the stage 4 vampirism, this ability supposedly can be spammed for great annoyance.dont see the prob with vamps? do explain