7/11/2014

F.A.Q.About Wildstar Blighthaven New Map and Reputation Acquired

F.A.Q.About Wildstar Blighthaven New Map and Reputation Acquired





After the Wildstar Strain released, we finally can enter into the new
map Blighthaven.What’s new characteristic of this map? Now, we are glad
to introduce the new Blighthaven.





wildstar Blighthaven map





Frist Question: How could we enter into Blighthaven?


Before the map released, there is a big eye block the way on the
right of Western Grimvault. Now, we can directly enter into this map
through this way. As you can see in the picture.





Second Question: Is there any new something in Blighthaven?





New Wildstar Items and Mount 


wildstar Blighthaven map items


In the new map, there are lots of purple items you can purchase through wildstar gold
and all these items have excellent attributes! As for many players who
want to get purple items, it would be a great choice! While, you should
has 32000 reputations in this map to buy items.





If you are fond of these new mount,you can buy it from here, but the 100 Platinum for new mounts are extremely expensive!


wildstar Blighthaven map new mounts



Next, there are some Costume equipment. That’s all cool!





wildstar Blighthaven map
In the new Blighthaven, all thing you want to buy need your reputation meet the requirement. How could we acquire Reputation?


In this map, there are some Group’s quest and Event quest. After you finished all, you can get Reputation.





wildstar Blighthaven map



Although the official released new map in this update, we still
feel there is no much new content. Hope next month there will be more
amazing and attractive thing waiting for us!

 

4/15/2014

ESO lvl 15 Dungeon Tank guide

Hi everyone, Phazius here with an article that is intended to be a primer for tanking mechanics in The Elder Scrolls Online, covering everything from mechanics and stats to gearing and core skills. I get a lot of requests to make a guide for this so, here it is! First though, I would like to point out that the ZeniMax article “Inside ESO Dungeons” is remarkably accurate on how things still work, despite the fact that it is one of the older news pieces on the official site.

Core Mechanics

There are a ton of things going on with each pull in the instanced dungeons, where pack sizes range between 8-10 enemies at a time. This may be overwhelming for an average tank, coming from other MMOs where they are expected to grab everything and hold aggro. ESO’s mechanics don’t support this and will probably get you killed, however there are ways of dealing with large groups. Lets start with a break down of a pull.
banished-cells-pull1
Here is the first pull of Veteran Banished Cells. There are 6 skeletons that are a mix of bow and melee, and that Flame Atronach in the back. How I approach this pack is to apply some AoE CC to the center group of skeletons, and move on to taunt the Atronach, which I view as the largest threat here. This is one of the core things that is different about Tanking in ESO, and is probably one the first things that will seperate the good from the bad; identifying the threats of each pack. Lets take a look at 2 other great examples from Banished Cells.
banished-cells-pull2
This hallway is a good example of how packs can be split to give you a bit of extra time before everything engages, it all pulls eventually but you can stagger them. The big threats in this pack is the Atronach in the back but you do need to keep an eye on the 3 Dremora with staffs, they are casters that need to be bashed if they start casting. As an added bonus, after this pack is cleared, a large Clannfear comes charging in. I’m not sure if he is on a timer or part of the pack because we usually clear it pretty fast.
banished-cells-pull3
Another 7 mob pack and, again, there is a Flame Atronach here but he is not the largest threat, so I hit it and move on. The largest threat is the guy with the large axe in the very back by that crystal, and the 3 staff users just in-front of him which you should keep an eye on for bashing.
Ok Phaz, large targets are cool and all but what about the rest of the pack? Well, you can influence them through good positioning and CC. Something interesting I noticed is that just by standing next to an enemy, you generate some threat on it. How you can get the most out of this is by standing next to enemies that don’t have anyone hitting them, which makes you a threat. In addition to taking as little damage as possible, it is very much our job to bring CC to deal everything else, this is especially true when doing speed clears. AoE roots are probably the most powerful tool available, but not every class has one. CC also causes high amounts of threat, but I am currently unsure if CC skills will cause additional threat to enemies that are immune to CC like bosses, flying creatures or very large enemies.
If you are not a class that has an AoE root, you have a few reliable options looking outside class lines and weapon lines. This really leaves us with very few options. Well one, really, which is the Volcanic Rune morph of Fire Rune in the Mages Guild; a placed AoE that cause an AoE stun for 4 seconds, which is probably my go-to equivalent.
Ok, but what about bosses? Luckily, they made holding aggro on a boss fairly easy; you just need to keep a Taunt effect active, which frees up our attention span to deal with the action timer and mechanics. What is the Action Timer? It’s what I call the global timer on which bosses take actions. This generally is between 2-4 seconds, and unique boss actions also have their own timers, which means every 2 seconds a boss will take an action, which could be a basic attack, or a mechanic like a fire breath or something. How can we take advantage of this? You can pre-block “light attacks”, be ready for “heavy attacks” (some bosses only use heavy attacks) and always be prepared to react whenever something is happening, like a frontal cone or other effect. Another benefit of pre-blocking is that you can easily move into a bash, if needed.

Stats and Action Costs

Base Stats
  • Health: 150+20 per level gained (1130 at 50)+10 per VR gained (1220 at VR10)
  • Magicka: 100+20 per level gained (1080 at 50)+10 per VR gained (1170 at VR10)
  • Stamina: 100+20 per level gained (1080 at 50)+10 per VR gained (1170 at VR10)
  • Spell Resistance: 120+20 per level gained (1100 at 50)
Gain per point spent (49 total)
  • Health +15
  • Magicka +10
  • Stamina +10
Regeneration ticks every 2 seconds in combat
  • Health 35
  • Magicka 59
  • Stamina 59
Combat action costs
  • Dodge Roll: 420 Stamina (there is no additional cost for rolling out of a root.)
  • Blocking: 216 Stamina base cost
  • Blocking Damage Reduction: 50% base reduction
  • Bash: 216 Stamina base
  • Break Free: 560 Stamina
  • Sprint Cast: 55 Stamina per second*
  • Stealthing Cost: 11 Stamina per second while moving*
* Not affected by Cost Reduction effects.
Veteran Rank 10 Caps (Soft and Hard)
  • Max Health starts at 2550
  • Max Magicka starts at 1950
  • Max Stamina assuming starts at 1950
  • Mana Regen starts at 80
  • Stamina Regen starts at 80
  • Health Regens starts at 50
  • Armor starts at 1870 (35%) and DRs very very hard up to 2600 (50%) as a hard cap.
  • Assuming Spell Resistance is the same, it starts soft capping at the same point (1870).
  • Weapon Damage starts at 185
  • Crit chance does NOT soft cap
Ability Scaling
  • Stamina Skills scale with Stamina
  • Magicka Skills scale with Magicka
  • Weapon Skills only use weapon damage, they do not benefit from spell power
  • Everything else benefits from spell power
  • If it is a melee spell, like Searing Strike or Assassin’s Blade, it uses Melee crit, and mostly check against armor for some reason…
  • Bow uses Melee crit but does not count as a melee hit.
  • Melee and Bow light/heavy scale with Stamina.
  • Staves light/heavy scale with Stamina (evidence here https://farm8.staticflickr.com/7003/13320719244_39c1457ef0_o.png)
  • Light vs Heavy per weapon please reference this thread (http://tamrielfoundry.com/topic/light-attacks-vs-heavy-and-igneous-weapons)

tanking-armor-imperial

Gear and Equipment

I know its fun to mess around with different armor combinations and I know Light Armor tanking works, but it is not optimal. In terms of what a tank wants, Heavy Armor gives us the most; additional armor, health regen, healing recieved and most importantly reduced block cost. However, because a lot of encounters have mixed damage, it is best complemented by 2 Light Armor, resulting in the largest increase to our spell resistance and most builds rely heavily on magicka skills because our stamina is mostly taken up by blocking/bashing/Puncture. Something I haven’t played with is 2 Medium for the stamina regen and dodge cost reduction, which is something that could be considered, on top of Medium pieces just having more armor than light. In short, no less than 5 pieces of heavy and then 2 more of whatever is good for your build or the fight is the best way to go.
On top of what type of armor you are using, your enchants are also a key part of your gear. Whether you are stacking magicka or stamina, you need to make sure you always have enough stamina recovery to keep blocking. This can be done by using Block and Bash cost reducing glyphs on your jewelery. The other important consideration is set bonuses. I have included the ones that I know of that are good for tanking.
Crafted
  • Twilights Embrace – (3pc) 10% healing recieved
  • Hist Bark – (3pc) 200 Disease Resistanace,  (5pc) 20% dodge while blocking
  • Alessia’s Bulwark – (3pc) Adds 100 Armor, (5pc) Reduce being damaged by a melee attack has a 10% chance to reduce attacker’s power by 10% (needs testing)
  • Song of Lamae – (3 items) Adds 11 Health Recovery, (5 items) When Health drops below 30% deal 8 Magic Damage to the attacker and recover health equal to the damage dealt. 30 second cooldown.
Dropped
  • Dragon Guard – (3pc) Reduce Ultimate costs by 20% (Only comes on helmet, Chest, Sword, Shield VR1)
  • Warlock – (3pc) Once per minute, gain 33% of your maximum magicka, when you are below 33% of your magicka (Only comes on Helmet, Chest, Ring, Neck VR1)
  • Unassailable –  (3pc) 13 Health Recovery (5pc) While blocking, increase armor and spell resistance by 10% (Only comes in Helmet, Chest, Ring, Neck, Shield. Any VR)
  • Ebon Armory (3pc) Adds 75 Max Health (4pc) Adds 10 Healing Taken (5pc) Increases your group’s max health by 100. (I am unsure what pieces it comes in but presumably Helmet, Chest, Pants, Shoulders, Boots. VR5 or VR10)

Skill Progression (Leveling)

I was asked to include a guide on what to do while leveling as a Tank. My best suggestion, really, is to always make sure you are using 1 class skill from each line. You probably want to be wearing 5 pieces of Heavy, 1 piece of Light and 1 piece of Medium just to level up those skill lines. This leaves you with 1-2 slots to rank up extra skills that you will or may want once you are max level.

from: http://tamrielfoundry.com/2014/03/tanking-primer/

3/25/2014

The Elder Scrolls Online beta Patch v0.18 Notes

The new beta patch notes, v0.18 of The Elder Scrolls Online introduces the new traits including many fixes, developments to current content depending on the tester feedback. It concentrates on the stability at higher peak user load while dealing with prep on the releasing day. The players that like to buy eso gold online can visit at  to place their order. Gold is the in-game currency in The Elder Scrolls Online. There are many options of grinding gold in TESO. However, the novice along with the seasoned players can face the difficulties in grinding gold. It is apparent that grinding gold is repetitive in nature and it consumes huge time. Playing game is for amusement and enjoyment. Saving the precious time is crucial for each and every player. So, the gamers around the world can prefer to buy ESO gold online now. 



The general indication 

The v0.18 of The Elder Scrolls Online introduces the new aspects. There are the streamlined, modifications towards the tutorial. It is to be now faster to finish and seize more interesting encounters. As the tutorial is completed, the new characters are to move directly towards the first coalition city in which you will have the selection to move to the beginning islands. The beginning leveling is slightly faster while the higher-level comes out slowly. The accomplishment of the newest threat of Molag Bal includes the dark fissures, tinier edition of Dark Anchors. There is the player to NPC smashing. There is the developed server performance in Cyrodiil. There are the thousands of fixes for the issues of quests all through the whole game. Many orchestral pieces of music all through the zones are available. This patch also includes many gameplay developments. It integrates the harmonization and polishing to class and weapon abilities. There are many updates and developments towards the UI. The areas that are included in the v0.18 beta patch are Khenarthi’s Roost, Auridon, Grahtwood, Stros M’Kai, Betnikh, Glenumbra, Stormhaven, Bleakrock Isle, Bal Foyen, Stonefalls, Deshaan and Cyrodiil. The players can buy eso gold online to make level up their characters fast. 

Providing more liberties to the new characters, there is a change in a way as the characters can move from one early zone to early zone. Based on this alteration, after finishing the tutorial, the players can flee from Coldharbor. The player is to come at the beginning city of the coalition. The players are to seize the opportunity to take a visit at the original beginning areas. The players need to go out and begin the adventure right away. Around each of these cities, the content has been regulated to be more simply executed by the characters at the level of three to six. Buy Cheap ESO gold and get into The Elder Scrolls Online to unveil all these happenings with your vigor.

3/17/2014

How to Level Up Crafting Professions in the Elder Scrolls Online?

Just like in Skyrim and the other Elder Scroll games in the series, crafting professions are important for every eso classes in creating gear and crafting strong enchantments. In order to unlock the strongest elements in the game, you need to be able to level up your crafting abilities in the Elder Scrolls Online. Here is a guide to get you started.
Gathering
All crafting items need materials in order to create them, which can be gather in several ways. Monsters will often drop items that can be useful, such as soul gems or hides. You can also gather items from the ground, such as herbs that are found in open areas or alongside mountains, or ore that is most often found in dungeons and caves.
Depending on exactly the items you need for crafting, you’ll typically want to look in specific areas to mass gather what you need. Try to gather as much of an item as you can so that you can mass produce, instead of just gaining a crafting level every now and then off of the few materials you find.
gathering in eso
Crafting Points
By crafting items, you will receive what is known as crafting points. These are points that you can use in each profession to unlock new crafting abilities. You gain these points from crafting items, and each point down a certain tree will allow you to unlock the next tier of items afterwards. By following down your desired path in a certain profession, you’ll unlock the ability to craft the highest tier of items.
You cannot receive an unlimited amount of crafting points, which limits your ability to unlock certain abilities in each crafting trees. This gives you the option of being able to craft a wide variety of medium tier items, or just a few of the top tier items.
alchemist
Recipes
Not only can you unlock recipes through the crafting trees, but you can get some by finding them in the game. These can be found in dungeons, as monster loots, or even in barrels along the street it towns. Finding these recipes not only helps you get a wider range of items that you can craft, but they also give you the potential of finding an easy crafting item that can help you earn crafting points. Easy crafting items are items that don’t require a lot of materials. These are the recipes you want to focus on.
elder scrolls screenshot

3/11/2014

Best Guild for the ESO Nightblade Class



Like all of the four classes in Elder Scrolls Online, Nightblades will be able to choose from four faction-based guilds. These four guilds are the Mages Guild, the Fighters Guild, the Werewolves Guild and the Vampires Guild. More guilds will be added to the game in later updates.


Players will be able to join multiple guilds at once. However, since each guild grants players with unique skill lines with both active and passive abilities to choose from, it may be best for Nightblades to focus on one or two guilds in order to have the best skills available. For the Nightblade, this will generally mean the Fighters Guild, but the Mages Guild has some solid options as well.





Fighters Guild


The Fighters Guild is ideal for classes who fight in melee range as well as classes who plan on fighting a great deal of Undead and Daedric enemies. The active abilities and the ultimate ability in the Fighters Guild skill line all focus on dealing damage to Undead and Daedric enemies as well as dealing AoE damage and providing group utility. The passive abilities are also aimed toward Undead and Daedric enemies.


In addition to new skill lines, players will gain access to faction vendor items and unique storylines by joining the Fighters Guild. The vendor items may especially be worthwhile to Nightblades, depending on the types of items available.


Other Guild Options


While the idea of a stealthy, blood-thirsty Nightblade joining a guild for casters seems a little strange, the Mages Guildmay be a good fit for many Nightblades who use a great deal of Magicka. The skill line has some decent active and passive abilities. The active abilities feature two that deal damage over time as well as leech health.


One of the most useful passive abilities is one that increases maximum Magicka as well as Magicka regeneration for every Mages Guild ability slotted. A decent Nightblade soloing build might consist of a few actives from this line in order to take advantage of this passive. This would allow the Nightblade to spam abilities without having to worry about running out of Magicka.


Both the Vampires Guild and Werewolves Guild will likely have some solid skill options for Nightblades as well. It will be important to check both the skill lines as well as any possible reward vendors to know which guilds are worth pursuing. Upon joining a guild, a player gains immediate access to the skill line which makes it easy to decide.

ESO Rudrias’ Crafting Basics Guide

Greetings Foundry Members! I’m Rudrias, crafting guru and member of Entropy Rising! It is my pleasure to bring you this basic crafting guide to aid you through your adventures through Tamriel!
Crafting in The Elder Scrolls Online is quite different from other MMOs. In ESO, you are given the opportunity to make whatever you like with minimal restrictions. You may choose any crafting skills you like, level them up individually, create, and improve your items with little restriction of level. The only thing that is gating your ability to craft items of any kind and quality are skill points and time.
You earn skill points throughout the game by leveling, completing story content, completing dungeons, and earning ranks in PvP.  These skill points can be used in crafting just as they are used in your combat skills. Later in the guide, we take a look at the only skillset that restricts your crafting skills: Craft Proficiency. Each crafting skill line has its own Craft Proficiency skill that will allow you to create better, higher-level items as you progress the line. We will review this later.
You will be able to gather raw materials of any kind (with no additional restrictive skills) at level 1.  This will allow you to craft what you like as well as make a profession out of gathering if you prefer to be the raw-materials vendor, roaming around collecting materials and selling them to individuals or placing them into your guild store. Let’s get started!

Choosing a Profession

  • Alchemy - Used in the creation of Potions and Beneficial consumable items. These can raise stats, increase durations of positive effects, and give your character abilities it may not have had (such as increased invisibility)
  • Blacksmithing - Allows the creation of metal weapons such as swords, maces, daggers, and axes, as well as the creation of all Heavy Armor.
  • Clothing - The creation of magical robes and light armor, as well as leather medium armor are found in being a clothier.
  • Enchanting - Enchanters craft special items using runes that enhance gear and weapons.
  • Provisioning - Provisioners are the chefs of Elder Scrolls Online. Crafting food and beverages with many special properties to enhance stats for a specific duration of time.
  • Woodworking - Woodworkers craft staves and bows of various styles and stats, as well as the shields that we carry into battle.

Gathering

A player can harvest from any source for the materials they need to craft without first taking a gathering profession. This allows great flexibility in creating and leveling items for your chosen craft professions. Gathering spots for the following types are strewn throughout Tamriel and offer a plentiful range of items for use in crafting or on the market for selling.
Many materials can be found in containers, locked chests, and on slain enemies. Don’t forget to loot everything!
  • Fibrous Plants (Clothing): Fibrous plants can be woven into bolts of cloth and provide the player with materials for creating light armor.
  • Reagent Plants (Alchemy): Reagent Plants are ground into reagents and provides the player with materials for creating various potions.
  • Water Sources (Alchemy): Solvent water can be found in the lakes and rivers across Tamriel, as well as water skins in various humanoid camps and structures and is used in creating potions of various qualities.
  • Hides and Leather (Clothing): Taken from slain beasts and other enemies, Hides and Leather are used to craft Medium Armor with various properties.
  • Minerals (Blacksmithing): Found primarily near rocks or cliffs as well as in caves/mines, minerals are used to create metal items for blacksmithing.
  • Foodstuffs (Provisioning): Ingredients for provisioning are found throughout tamriel in various containers, at marketplaces, even in people’s homes! Loot crates, barrels, drawers, etc!
  • Wood (Woodworking): Found in wooded/lush areas, caves, as well as on beaches (driftwood), raw wood is used for woodworking in the creation of staves, shields, and bows.
  • Runes (Enchanting): Runes are small stones with glowing shards in them found mostly in ruins, temples, and along roads. Used in the creation of glyphs.
crafting-stations

At the Crafting Station

Finding a Crafting Station
Crafting stations are usually found in towns and cities and are marked with flags strewn over. These stations allow you to create, improve, extract, and research their respective craft types. Let’s get into the details!
Creation
crafting-improvementThe essential use of crafting. You are able to craft whatever you have the materials, skills, and time for. You can adjust these materials to increase the level, style, quality, and stats of the item.
Improvement
Using special improvement items that differ with each craft type, you can improve items from Common (white), Uncommon (green), Rare (blue), Epic (purple), and Legendary (gold). Improving a weapon will increase the stats and armor already on the weapon. Once a weapon is created or found, new stats cannot be added to an item except through Enchanting (Glyphs).
You can use up to 5 improvement materials to increase the chance of successful improvement by 20%, 40%, 60%, 80%, and 100%. If your improvement attempt fails, you lose the item and improvement materials. Certain perks reduce the number of improvements materials needed to successfully improve the item.
Extraction
crafting-extractionExtraction is the process of breaking down items of any quality into materials to be used in new crafting. Depending on the item, level, and quality the materials you receive will vary. Higher level/quality items will yield higher quality materials and you can get perks to increase the yield/quality of materials received as well!
Items must be extracted at their respective crafting stations they would normally be created from. Hang on to all of your gear that you find, you can break down everything from Common (white) items all the way to Legendary (gold) items.
Traits
Traits are learned through research and require a special trait item to be used in the crafting of the item. Traits vary from item to item thus allowing you to craft many combinations of items. You may choose only one trait to add to an item at creation. Let’s take a look at the traits.
Research
Research allows the crafter to examine (consume) weapons and armor from their inventory to learn it’s traits for use on crafted equipment.  To start researching a trait, have the item type in your bag/bank and head to a crafting station. Open up the research dialog and select the trait that you wish to research.
Research will take real time hours and increase in the time taken for each new research in that particular category. For example: you begin research on a trait for a sword that takes 6 real time hours. Once that research is complete, you begin research on another sword trait that takes say, 12 hours. This number increases each time and the time can be reduced with perks.
You can have one trait being researched from each profession at once. So, each crafting profession can be going at the same time, but not multiple research types in a single profession (until you get perks for that crafting type). Research times increase with each research in a given profession/category. For example, your first research into Clothing chestpiece will take 6 hours, your second will take 12 hours, etc. This is per piece.
crafting-researchSome things to keep in mind about research:
  • Researching a trait from an item will DESTROY the item. So be sure you don’t need to use it for anything else.
  • Once the trait is learned it is available for THAT ITEM TYPE, not every item type. For example, if you learn +Critical Strike on daggers, then it will not automatically be available for other weapons until researched for those weapons.
  • Research is in REAL TIME. So, if it says 6 hours, it’s 6 hours whether you are logged in or not. So keep an eye on your station to see how much time the research has left.
Finding Set Stations
Throughout the world you will find special crafting stations. These crafting stations allow you to create set items.  Set items can only be created if you have a certain amount of traits researched on that specific gear piece you are trying to create.

Crafting Skills and Perks

Each crafting profession has a corresponding skill tree that is used to enhance and alter the craft. Here I will list all of the skills and perks for each craft and their respective ranks that you can place points in. All abilities are passives, meaning they are applied automatically.
Alchemy
  • Solvent Proficiency: Allows the Alchemist to use Natural Water to make Level X potions. (7 Ranks)
  • Keen Eye: Reagents: Reagents are easier to see when you are X, Y, Z meters or closer. (3 Ranks)
  • Medicinal Use: When using potions, resulting effects last X% longer (3 Ranks)
  • Chemistry: Produces 1 extra potion per crafting attempt. (3 Ranks)
  • Laboratory Use: Allows the use of up to 3 Reagents while mixing Potions.
  • Snakeblood: Reduces negative effects in potions by %50 (3 Ranks)
Blacksmithing
  • Metalworking: Allows the use of X Material. (9 Ranks)
  • Keen Eye: Ore: Ore in the world will be easier to see when you are X meters or closer. (3 Ranks)
  • Miner Hireling: A miner hireling will send you ore and possibly other items every day. (3 Ranks)
  • Metal Extraction: Improves the chances of extracting Blacksmithing ingredients. (3 Ranks)
  • Metallurgy: Reduces research times by 5% and allows the research of two items at once. (3 Ranks)
  • Temper Expertise: Increases the chances of improving items with tempers. (3 Ranks)
Clothing
  • Tailoring: Allows the use of X Materials. (9 Ranks)
  • Keen Eye: Cloth: Fibrous plants in the world will be easier to see when you are X meters or closer. (3 Ranks)
  • Trapper Hireling: A trapper and gatherer hireling will send you cloth or leather and possibly other items every day. (3 Ranks)
  • Unraveling: Improves the chances of extracting Clothing ingredients. (3 Ranks)
  • Stitching: Reduces research times by 5% and allows the research of two items at once. (3 Ranks)
  • Temper Expertise: Increases the chances of improving items with Tempers. (3 Ranks)
Enchanting
  • Aspect Improvement: Allows the use of X Quality aspect runes. (4 Ranks)
  • Potency Improvement: Allows the use of various Runestones to make glyphs of levels X-Y. (9 Ranks)
  • Keen Eye: Rune Stones: Runes in the world will be easier to see when you are X meters or closer. (3 Ranks)
  • Hireling: A Hireling will send you Runestones and possibly other items every day. (3 Ranks)
  • Aspect Extraction: Increases the chances of extracting Aspect Runestones by X%. (3 Ranks)
Provisioning
  • Recipe Quality: Allows the use of X Quality recipes. (3 Ranks)
  • Recipe Improvement: Allows the making of up to level X recipes. (6 Ranks)
  • Gourmand: Adds x Minutes to the duration of any eaten food. (3 Ranks)
  • Connoisseur: Adds X Minutes to the duration of and consumed drink. (3 Ranks)
  • Chef: Creates 1 extra serving for each food recipe made. (3 Ranks)
  • Brewer: Creates 1 extra serving for each drink recipe made. (3 Ranks)
  • Hireling: A Hireling will send you provisioning items and possibly other items every day. (3 Ranks)
Woodworking
  • Woodworking: Allows the use of X Material wood. (9 Ranks)
  • Keen Eye: Wood Wood in the world will be easier to see when you are X Meters or closer. (3 Ranks)
  • Lumberjack Hireling: A lumberjack hireling will send you wood and possibly other items every day. (3 Ranks)
  • Wood Extraction: Improves the chances of extracting Woodworking ingredients. (3 Ranks)
  • Carpentry: Reduces research times by X% and allows the research of two items at once. (3 Ranks)
  • Resin Expertise: Increases the chances of improving items with resin.

Additional Learning

  • Styles: The various styles of crafting are learned through “Racial Motif” books found throughout Tamriel. These tomes teach you the racial style for all items. These books are also NOT bound to the player and may be traded or sold and some are quite rare. Once the book is used it is consumed.
  • Looking at bookshelves in the game can grant you levels in crafting as well! Don’t forget to examine bookshelves around Tamriel!

Dragonknight Class Impressions Guide

Races, Racials & Stats

Dragonknights definitely know how to make a dramatic entrance.
Dragonknights definitely know how to make a dramatic entrance.
While this is about the Dragonknight class, your character starts with which race you choose. In most of my time with the class I have been a Khajiit, which I chose for the Health Regeneration on Aldmeri but that was before the pre-order bonus, and how knowledge of how soft-capping works. Though it does work really well with Crit based builds. I would much rather have a race that helps address the Dragonknight’s lack of Magicka return skills, but that’s just me since I don’t DPS often. Other strong race choices are Altmer, who have good mana regen and increased fire damage, and Dunmer for similar reasons. Personally I will be playing a Breton on release for the cost reduction and increased spell resistance which are preferable for me as a tank while remaining flexible for other situations.
In terms of attributes points, all characters start off with the same base attributes (150 Health, 100 Magicka, 100 Stamina) regardless of race. Each level you gain 20 in all three and 1 attribute point to spend in an attribute of your choice. 1 point gets you either 10 Stamina, 10 Magicka, or 20 Health. While leveling more Magicka is great for lowering down time but with more Health per point, it is much more efficient to put a lot of points there and get gear that increases your Magicka and Stamina.

Weapons & Armor

For armor, I went with 5 Heavy/2 Light, opting to trade some defensiveness, which the Dragonknight has in droves, to make up for the weakness of low Magicka recovery as well as just giving us more spell resistance. While leveling its reasonable enough to use 7 of one type just to hit a certain level quickly, like the level you gain the active for that armor line.
For weapons, I’ve gone with One Hand and Shield, though I have added Dual Wielding and Destruction Staff to my list of preferred weapons. Shields are a hefty source of armor but with Inner Fire from The Undaunted skill line, are not required to being able to taunt things, though the morphs for Puncture give some nice bonuses. Ransack gives us some additional armor to play with, while Pierce Armor adds a reduction to spell resistance in addition to the armor reduction. Defensive Posture brings us a very reliable way of dealing with spell casters while also improving your ability to block, its cheap and has a nice set of morphs, Defensive Stance adds a stun to what ever spell you have reflected turning it into a very reliable stun against some enemies. Absorb Magic is a rather interesting option where instead of reflecting the spell, you heal for the damage you would have taken instead.

Ardent Flame

Searing Strike is a vicious fire damage over time.
Searing Strike is a vicious fire damage over time.
Ardent Flame does one thing very well, burn things. It has a good mix of Area of Effect and Single-target but its all fairly close range. The best skill in this line is very easily the Ultimate (Dragonknight Standard) but we’ll get to that. The skills in the line synergize with each other very well once you start getting the morphs, Lava Whip can add even more fire damage, Fiery Breath can make then vulnerable to more fire damage, and Inferno can add more critical strike chance.
Lets discuss the passives real quick before we get into the meat of this line. Normally burning is a relatively small dot that can be applied by fire damage, the Kindling passive increases it by 66% which is huge, as a Dragonknight your almost always gonna have burning applied to at least one enemy. Warmth is ok but its not that strong of a snare, it would be reasonable to skip it initially. Searing Heat increases the duration and damage of all Ardent Flames skills, it is incredibly strong because it adds duration to your Standard, which we will get to in a bit. Lastly we have World in Flame which is rather uninteresting but still pretty good, giving you increased damage with fire AoE abilities.
Fiery Reach (Active)
While this skill has gone through a few names it’s purpose has stayed the same, bringing targets in range. Unlike the other classes Dragonknight lacks some sort of movement skill or charge, however this also gives us the unique ability to bring things to us which can be safer than us to them, particularly in PvP. The morphs are split on usefulness, Extended Chain increases the range at which it can be used which is fantastic, Empowering Chains is pretty lackluster, increasing the damage of your next attack, which could be good but I have yet to be impressed by it. Personally it is just a stepping stone to Searing Strike and Dragonknight Standard.
Searing Strike (Active)
Searing Strike is a melee attack that is very very cheap, does a good amount of base damage, and has a very strong Damage over Time component as well being more than twice as strong as the initial hit. The real strength of the skill comes from its morphs which, like Fiery Reach, are good and bad. Burning Ember makes it a decent self heal if your in a fight that is long enough to have the effect end. When it ends you are healed for 30% of the damage the DoT did which is ok for how cheap the skill is. The real power is from Unstable Flame which cause the DoT component to tick 12% harder than the previous tick, this stacks up to where the last tick is twice as hard as the first.
Dragonkight Standard (Ultimate)
This is pretty much the best skill in all of the Dragonknight skill lines, it creates an area that deals damage every second to things standing in its area, and also decreases the healing they receive by 50%. This skill gets even better with the morphs. Shifting Standard which I personally don’t like does allow you to refresh it a second time a new location. Standard of Might is what makes this skill almost too good, it increases the damage you do and reduces the damage you take by 30% while you are standing in the area of the Standard. The damage increase also applies to the Standard, which makes it completely over the top. In addition to all this, all 3 versions of the skill have the Shackle synergy which roots people in the effective area, meaning they are stuck taking large amounts of damage and less healing.

Draconic Might

Spike armor is a bread-and-butter skill in the DK tank arsenal.
Spike Armor is a bread-and-butter skill in the DK tank arsenal.
Draconic Might is a fairly defensive skill line, which gives the Dragonknight a lot of inherent tankiness, the passives all give some sort of defensive bonus, and the actives net you 2 of my favorite skills. Spike Armor gives you, well, armor and has a small damage reflect because its spiky, Dark Talon is a very strong AoE root that does some physical damage and has a synergy, Dragon Blood is a very strong self heal, Reflective Scales is similar to Defensive Posture though it lasts for 4 seconds instead of 1 spell, Inhale deals damage to enemies and heals the amount of damage done as well. Passives wise, you gain a nice amount of defensiveness, with Iron Skin increasing your Block amount, Scales Armor increases your spell resistance, and Burning Heart and Elder Dragon increases your healing received and Health regen respectively, based on how many Draconic Power skills you have slotted.
Spike Armor (Active)
Spike Armor is the single largest increase you can get to your armor from a single skill, its not that expensive, and the “thorns” effect isn’t a negligible amount of damage. I like using this skill in my Destruction Staff build, which uses mostly light armor, to off set the low armor value. The morphs are interesting but not great, Razor Armor increases the armor granted by the skill by 25% but only for a few seconds, Volatile Armor cause you to shoot out spikes in a small area dealing some physical damage, when you cast the skill.
Dark Talons (Active)
This is one of the best skills a Dragonknight has, it is an AoE root that lasts 4 seconds and deals physical damage, its great when tanking for keeping large groups of enemies locked down, or soloing so you only have to deal with a few enemies at a time. It is a bit expensive so you must be aware of your positioning when casting because it is centered around you. The morphs are the real strength of the skill, Choking Talons causes effected enemies to deal 15% less damage which is nice when dealing with quite a few casters or PvP.. The other morph turns it into a monster of an AoE, Burning Talons adds fire damage equal to the physical damage over 4 seconds, effectively doubling the amount you deal and is my personal favorite for all situations. In addition to all this, all 3 versions of Dark Talons have the Impale synergy which allows allies to explode the talons for a good amount of damage.
Dragon Leap (Ultimate)
Probably the flashiest skill the Dragonknight gets, you sprout wings and leap forward dealing a large amount of damage and knocking enemies down for 4 seconds, I think I would like it more if the cost was a bit lower than it is. The morphs provide both offensive and defensive options, Take Flight increases the damage and range, while Ferocious Leap grants you a lot of spell resistance for 8 seconds.

Earthen Heart

Earthen Heart offers excellent group utility, like Molten Weapons.
Earthen Heart offers excellent group utility, like Molten Weapons.
Earthen Heart is the Dragonknight’s support and CC tree, but also bring us some of our best passives. We get 2 group buff spells, Molten Weapons and Obsidian Shield, 2 very hard CCs in the form of Stonefist and Petrify. Ash Cloud sits more on the CC side being a very strong slow covering an area. Magma Armor is a great tanking ultimate, being able to cap incoming damage and it does decent damage.
Passives wise we get Eternal Mountain which increases the duration of Earthen Heart skills by 20% which is very useful for our group buffs and CCs, we get Battle Roar which restores Health, Magicka, and stamina by 100% of the ultimate’s costs, its freaking strong. Mountain’s Blessing nets us some free Ultimate resource every time we use a Earthen Heart skill, which is great cause these all get refreshed quite often, Helping Hands is similar to Mountain’s Blessing, giving us 5% of our Stamina back.
Stonefist (Active)
Stonefist is a short range stun that does a small amount of damage as well, the cost isn’t too high so you can use it a few times to keep something locked down. The morphs are both pretty useful, Stone Giant gives you armor when you cast it for 4 seconds, while not good for 1 target its great for soloing where most fights are 2-3 enemies. Obsidian Shard brings us a bit more safety by increasing the range at which the skill can be used, it is normally pretty short but this morph brings it up to a more mid-range.
Molten Weapons (Active)
One of the Dragonknight’s two group buffs Molten Weapons increases you and your parties weapon damage and is doubly effective on your self, its very cheap on magicka, and lasts a long time. The morphs bring further damage increases with Molten Armaments which give everyone a short burst of increased critical strike chance, while my preferred morph, Igneous Weapons, adds additional fire damage to every light and heavy attack. I like Igneous more because I feel like you don’t want to refresh the buff often enough to make the extra Crit worth it. Your better off getting more passive Crit from other places like medium armor.
Magma Armor (Ultimate)
My initial impressions of this ultimate were quite positive but I have come to not really need it and found Standard of Might to be significantly more useful in more situations, incoming damage is not quite high enough for me to use it all the time, maybe in future content like Adventure Zones I will fall back in love with it. It does last quite a while and deals a decent amount of damage every second, while capping your incoming damage, it looks great on paper but didn’t turn out that way in practice. Our morphs are nice for more of a support role in PvP, Magma Shell allows people to activate the Protective Shell synergy giving them a damage shield for 85% of their max Health, while Corrosive Armor reduces nearby enemies weapon damage by 30%. Both morphs help keep our group mates alive, while the skill itself keeps us alive.
There's no escaping a Dragonknight.
There’s no escaping a Dragonknight.

Other Skill Lines

Lets take a look at what could be useful from some of the other skill lines available. When you get to your factions first big zone (Glenumbra, Stonefalls, or Auridon) you can seek out the Fighters Guild, Mages Guild, and the Undaunted.
Silver Bolts from the Fighters Guild give us a Stamina-based ranged attack that isn’t tied to a weapon, that knocks down undead and daedra and has a very small chance of dealing a massive amount of extra damage. The Silver Shards morph allows it to splash onto 2 other targets for 50% of the base damage while Silver Leash gives us the ability to activate it a second time for an effect similar to Fiery Reach.
Do you like Crit? I like Crit. Mage Light from the Mages Guild is a toggle skill that while active lowers your max magicka by 5% but gives us 10% spell Crit and provides increased detection against stealth and invisible enemies. Inner Light doesn’t do much but it does give us another 10% for a total of 20% while active which is a massive amount of Crit in one spot. Radiant Light bring’s some protection from stealth attacks to your allies but this buff doesn’t apply to you, it maintains the 10% bonus to Crit though. Its useful when in group PvP but I would rather have the extra Crit.
Blood Altar from the Undaunted line is fairly underwhelming, it increases your health regen and allows allies to channel at the altar to heal, though the regen increase is pretty low and I felt that the synergy interrupted the flow of chaining synergies cause you have to sit there and channel, taking you out of the fight for a few seconds.
The last early available skill like is Soul Magic, which is earned by completing steps of the main story which is available every 5 levels. After completing the intro sequence and are thrown into your factions starting zone, you have access to Soul Trap which I’m sure many TES fans are familiar with. Its a small DoT that fills soul gems if you kill the target while it is still active. The morphs are nice for leveling, with Soul Splitting Trap filling 2 gems at the same time, while Consuming Trap restores 7% Health, Magicka, and Stamina when you kill an affected enemy.