Tasear's Tree House: eso

Former Class Rep and Community Ambassador

Showing posts with label eso. Show all posts
Showing posts with label eso. Show all posts

Friday, November 5, 2021

Dungeon Sorcerer Healer: The Witch

November 05, 2021 0
Dungeon Sorcerer Healer: The Witch
Dungeon Sorcerer Healer: The Witch
Last Updated: Deadlands

Never has there been a dungeon healer like this with more support skills than you can imagine. It's almost like they got three bars instead of two.

Log
~ 11/5 - basics listed

~11/7 - added sets and information, bars, updated picture, gear information, skills and information, added special notes for skills and gears, added champion point information, added new champion point picture

~ 11/8 - Slight adjustments to build for more support, added master resto and empowered ward, added more information for crystal weapon, added potion area, added poison images, adjusted rotation, added potion information, added poison information


Support and Buffs provided for Group

* Minor Brittle 
* Minor Breach (64 percent chance)
* Minor Vulnerability
* Minor Protection
* Minor  Maim 
* Major Force
* Minor Magicka steal
* 1000 reduction in enemy amour. 
* Minor Berserk 
* Minor Resolve 
* Group Shields
* Major Berserk 
* Minor Prophecy 
* Major Courage
* Minor Courage
* 307 Magicka and Stamina Recovery to allies
* 307 Weapon Damage and Spell Damage to allies
* CC on chilled Enemies
* Resources via Orbs
* Magicka Recovery by 15% to allies and self
* Off balance
* Interrupt

Note: off balance and interrupt via bash which Bosmer race has no trouble sustaining when need be.

~ Additional Effects with selected Poisons and Champion Points

The Build




Sets

Friday, January 31, 2020

Update 5.3: Harrowstorm Healer Patch Notes

January 31, 2020 0
Update 5.3: Harrowstorm Healer Patch Notes


Pssh, I am alive or am I? This next update finally takes chisel instead of hammer, and lets us sigh in relief well unless you love group battlegrounds. Moving on, here's are my notes. Feel free to comment below.

Sets


Hiti’s Hearth – Light Armor
2 – Adds 129 Magicka Recovery
3 – Adds 129 Magicka Recovery
4 – Adds 1096 Maximum Magicka
5 – When you heal yourself or an ally with an ability, gain a Warming Aura for 10 seconds. While in the Warming Aura, you and group members restore 1020 Health every 1 second and reduce the cost of Sprint, Block, and Roll Dodge by 5%. This effect can occur once every 12 seconds.

Curse Eater:
Fixed an issue where this set would fail to proc off Ultimates or Mend Wounds.
This set now has an 8 second cooldown per target, rather than overall.
Increased the Magicka Restore to 678, up from 600.
Fixed an issue where this set shared a cooldown with Stendarr’s Embrace.

Infernal Guardian:
This set now procs when you apply a damage shield ability on yourself or an ally.
Updated the tooltip to better reflect the proc conditions for this set, and fixed numerous issues where it would not obey its listed and intended proc conditions.

Draugr’s Rest: Fixed an issue where this set wasn’t triggering off its stated requirements.

Notes:


The new addition of set for healers this patch is nice. First of all it actually has something to do with healing, but most importantly adds a new group support aspect into the mist. Not sure, where anyone would use it in particular outside of pvp, but overall a solid set to save.

The fix on curse eater makes me cringe.... cause I know more then once... I tried using both sets at same time O.O. At last now, the set is nice where you need extra support with purges, and such. Also There's a fix to draugr rest that makes me wonder if I can do something with overload with it.

Last thing, while not a healer set per say, Infernal Guardian will now work a better in healer style gameplay. This is because self procing shields like on dk and sorc will blend better with this set and conjuction with other more healer shield style sets.


Classes


Necromancer

Skeletal Mage and Spirit Mender and their morphs’ corpses will now last 10 seconds, rather than 5 seconds.
Improved the targeting areas from all tether abilities, and will now link to the corpse closest to your reticle from a much larger radius.


Bone Totem:
Agony Totem: Fixed an issue where visual effects for the synergy of Pure Agony’s cooldown indicator would appear to allies who were still on cooldown. The beam of necromantic light will now only show itself when you can activate the synergy.

Dragon Knight

Stonefist: The base ability no longer has the Stagger mechanic, but instead the final charge will stun the enemy hit upon dealing damage.



Nightblade

Consuming Darkness: Fixed an issue where the synergy granted from this ability and its morphs could only be activated when at a certain health threshold, which was not previously communicated. It can now be activated any time when you meet the listed requirements and are not on cooldown

Sorcerer

Overload: Fixed an issue where toggling this ability would dismount you, and updated many sets to properly key off Overload and its morphs where they stated they required Heavy Attacks.

Templar

Sacred Ground: This passive no longer snares enemies in the area. Instead, it increases your Block Mitigation by an additional 10% while standing in one of the mentioned abilities.

Warden

Glacial Presence: This passive now also increases your Critical Damage against enemies, and Critical Healing against allies who have been recently afflicted with the Chilled status effect

Notes:


Not much to say here, overall there's a lot of bug fixes or let's called them makes prefect sense fixes. Templar gets a slight nerf in now that it doesn't have it's aoe snare. This is turns strongly highlights nightblades better in speed buffs and debuffs which overall seems fair, as templar can do a little of everything but not the best of any of buffs.  Lastly wardens... the OP healing class got a buff.

No class really heals like a warden from it's raw healing, to it's support buffs within it's class system. While already having a strong theme of nature, it now gets a buff to critical healing from chilled enemies. This will help tanks and dps more... but nevertheless a slight buff in theme or experience in class healing.

Other

Panacea
Life Giver (morph): Fixed an issue where casting this ability would fail to trigger events that required “when applying a damage shield” since the ability automatically casts a shield.


Off Balance will now properly update its size against the varying Target Dummies.
Updated Off Balance to behave more consistently across content in the game.
Off Balance now lasts 7 seconds from player sourced abilities and sets.
Off Balance is no longer reapplied to a target for 15 seconds once the original source of Off Balance ends. This cooldown is displayed as a debuff on targets once they are affected.
Off Balance is no longer consumed on targets from Heavy Attacks or abilities.
Note these rules may be irrelevant in some areas, such as tutorials, where the core focus is teaching the behavior of what Off Balance does

Notes:


Sometimes I wonder if you are they are taking data from my failed attempts and some things... So apparently Panacea wasn't working with Blackrose resto, but it will next patch!

Now, off balance changes are a really good things for healers, especially in trials.  Off balance is no longer consumes heavy attacks  or abilities. This is important, because before it would on mob or trash. In addition now off balance lasts 7 secs with a 15 sec cooldown afterwards. So while off balanced can't be applied as often (only 2 secs longer) it will be more consistent in the fact that everyone can use it..

This will mean only need 1 person in applying off balance and doesn't necessarily have to be tank or healer. This is because in last year off balance has become a common effect on skills for many classes. 



Overall:

I really like that I don't have to stress over the patch for once....  My Healers can use this chance for finally catch up with all changes. I am thinking that next few months would really like to highlight nightblade and dragonknight. I sincerely think they are a good spot right now. Both Classes have very unique buffs with dk having 2 damage buffs is you really wanted, and nightblade having damage buff and debuff. At last, if there's any things that need polish maybe I can find out.

I like to complain necromancer is so very close... but needs polish.  In regards to Sorcerer... I certainly wonder why I play this class over every other class as it still doesn't have anything comparable to robust support abilities like other classes.

2- 10 - Fixed added for draugr's rest 

Saturday, October 19, 2019

Dear Dairy: Teamwork feels good

October 19, 2019 0
Dear Dairy: Teamwork feels good
Did a vCR today! Not too exicting as I have since enjoyed achievement myself... but leading felt like this time I truly lead it well.  I tried crappy meta tactics, and turned out for average group of misfits. There's something to be said for the best tatics that work for your group instead of forcing tatics on team. Still time to talk about good things!

Had a opps moment for first two bosses where I thought we were all super quiet and everyone was listening to me... found out my mouse was muted. I wonder what chat was like before then... Last boss... struggled a bit... >..> that one guy who bar swapped and wiped us out. Shh, it's such a shame for a sorc to die by electricity.  Got it on second round and then we were off to final boss.

This was the reason I was here. I had planned to analyse this fight on plus 0 to see what was going wrong on plus 1. In the end, I think it truly came down to teamwork and breaking down tasks... kite healer would remind people of orbs, and pizza slice coming for us. Off Tank would let people know to kill yarga after order or opperations was done (orbs, creepers, spider). In the end though, was a close call with most questionable exectue to ever be seen... We Derserved to die but didn't.

It was fun!

Monday, October 7, 2019

Sorcerer Healer * DragonHold Updated

October 07, 2019 0
 Sorcerer  Healer * DragonHold Updated

War Spirit


Change Log
10/5/2019 - Build Finalized
10/9/2019 - Filled in content
10/11/2019 - Added new information
10/21/2019 Finished Build Additions



Purpose: The build is designed for offensive Gameplay for Dungeons. It will provide most damage buffs for groups. This is done in a combination of set choices, skill choices, sustain buffs.

History: Do ever have this feeling in your gut for something? You don't know how it will be done... but it shall be done! Something along the lines, is what happened here, It took a lot of testing to make this new set to work. Part of the issues >..> was I had picked bosmer race... or so long ago, but other things was just getting accustomed to using it. I try roll dodging... and ending up killing my team mates while doing so... or sometimes myself. Bashing worked, but not in most circumstances, because unlike in trials... the hit boxes are truly not outrageously huge.  Then there was trying a few different skills... like really thought trapping webs would work... or circle of protection, but it just didn't flow right. Eventually though I found what I will be talking about below. This is what seemed to work best.

Gear


Way of Martial Knowledge

LEVEL 50   CHAMPION 160

(2 items) Adds 1096 Max Magicka
(3 items) Adds 129 Spell Damage
(4 items) Adds 129 Spell Damage
(5 items) While your Stamina is below 50%, your Light Attacks cause the enemy to take 8% additional damage for 5 seconds. This effect can occur once every 8 seconds.

Perfect Vestment of Olorime
LEVEL 50 - CP 160

Set bonus
(2 items) Adds 129 Magicka Recovery
(3 items) Gain Minor Aegis at all times, reducing your damage taken from Dungeon,Trial, and Arena Monsters by 5%.
(4 items) Adds 129 Magicka Recovery
(5 items) Adds 1096 Maximum Magicka, Casting abilities that leave an effect on the ground in combat will create a circle of might for 10 seconds. You and your allies standing in the circle gain Major Courage for 30 seconds, increasing your Weapon Damage and Spell Damage by 258. This effect can occur once every 10 seconds.

Spell Power Cure

LEVEL 50   CHAMPION 160

(2 items) Adds 1096 Max Magicka
(3 items) Adds 1096 Max Magicka
(4 items) Adds 129 Spell Damage
(5 items) When you heal a friendly target that is at 100% Health, you have a 50% chance to give them Major Courage for 10s which increase their Weapon and Spell Damage by 258.

Note: You can can use Olorime or Spell power cure. I would consider what kind of group and which dungeon you will be entering before picking which set.

Why these Gear Choices?

Major courage is standard choice of gear for any healer that give about raw buff in dps around 5% . Spell power cure for dungeons is my picked as you can use the buff, before the fight, and works better in less corindated groups along with out side stack and burn situations.  As noted there is another set that gives major courage if user prefers it.

There's nobody, but I debating spell power cure usage, but I will give a pro list of each one that people can make their own decision on, and not annoy me debate of it. It's about flexible vs effective in this case.  But here... it goes so not leading people astray.

SPC
* Works better in more mobile fights (Bloodroot, fang lair, frost vault...etc)
* Works better when stack and burn isn't really an option
* Works better when groups are more focused on understanding mechs
* Allows you to buff before the fight

Olorime
* Longer duration by far with 30 secs
* More Engaging then spc
* Easier to keep uptime with good groups


Material Knowledge is used, because Master Aritect doesn't work on Sorc class... >..> as overload isn't a real ultimate. Powerful Assault was exluded.... because it gives bad raw stats, and would take unnecessary bar slot. Infallible Aeather was excluded, because of the changes to set during course of scalebreaker that makes necessary to do a full heavy attack, and other options to provide this buff  and save a gear set option. With that in mind, along with the builds's purpose to buff to dps, this became the best choices for Sorc healer combination.

Skills


Bar 1 Enchantment: Weakening glyph with infused trait or minor fracture/minor breech poison combination. As the poison is slot able, it gives use a choice depending on group on which debuff to provide.

  • Bone Surge
    • This skill I debated long and hard on, but it I decided to go with it for a few reasons. First off it will provide another synergy in the group with makes it easy for looki users to continue forward. The group shield if used right can in a way prevent what could be a one shot. 
  • Combat Prayer
    • Standard group but that provides defensive and offensive buff to healers. No healer should be without it.
  • Twlight Maritach
    • Strangley buffed in dragonhold so does huge heal that should fill most up back to 100% now.
  • Illustrious Healing
    • Long last heal that is also quite powerful 
  • Radiating Regeneration
    • Use this before fights to give a prebuff

Bar 2 Enchantment: Shock glyph with a charged trait will eliminated the need for IA in . As it has a high chance to ally same buff (minor Vulnerability) it with light attack unlike IA which needs full heavy to apply it after scalebreaker patch. So save a set and get another buff instead.

  • Storm Plusar (flex)
    • In dungeons this is nice for extra minor maim on some common trash pulls. Also has a chance to proc arrane well. To use effectively must be used at start of fight. 
  • Energy Orb
    • Standard Heal over time for allies and sustain source
  • Twlight Maritch
    • Strangley buffed in dragonhold so does huge heal that should fill most up back to 100% now.
  • Storm Blockade
    • This is used to set enimies off balanced once every 20 secs and last for 7 secs while also giving double resources back from heavy attacks to allies. 
  • Elemental Drain
    • Standard debuff and buff still for healers to help with adds and sustain of allies and self. 





Thursday, September 19, 2019

Healer Changes for Dragonhold

September 19, 2019 0
Healer Changes for Dragonhold











Gear


Ancient Dragonguard (Note: this set is unavailable until the Dragonguard headquarters is sufficiently restored)
2 – 1206 Max Health
3 – 129 Weapon and Spell Damage
4 – 833 Weapon and Spell Critical
5 – Gain 300 Weapon and Spell Damage while health is over 50%. Gain 3460 bonus Physical and Spell Resistance while health is 50% or less.

New Moon Acolyte
2 – 833 Weapon and Spell Critical
3 – 129 Weapon and Spell Damage
4 – 1487 Physical and Spell Penetration
5 – Adds 481 Weapon and Spell Damage. Increase the cost of your active abilities by 5%.

Blessing of Potentates
NEW
2 – Reduce damage taken from Players by 5%
3 – Reduce the cost of Ultimates by 15%

Willpower
NEW
2 – 1752 Max Magicka
3 – 206 Spell Damage

Grand Rejuvenation: This item set will no longer grant 740 Stamina to allies hit by the initial heal of Grand Healing or its morphs. Instead, the initial heal of Grand Healing will restore 100 Magicka and Stamina to allies every second for 4 seconds.

Sentinel of Rkugamz: Reduced the amount of Stamina restored from this set to 115 per second, down from 500. This set now also returns Magicka per tick

Twilight Remedy: Fixed an issue where the visual effects for Minor Force were disappearing before the effect had ended.

Auras from abilities, such as Ebon Armory, will no longer fall off for allies when bar swapping from an active 5-piece bonus via weapons.

Summary

Overall there's nothing new to farm, but there's 2 sets related to healers coming out and 3 sets which changes that accommodate healers better.  The first set Ancient Dragonguard is powered by having health over 50% for a significant dps increase. Then there's new moon Acolyte, the set makes dps rely on healers for sustain while giving them power, this is a good set that brings the need for another party to help user sustain.

Now the following two sets have some direct relation to healers. Blessing of Potentates could be used to help with ultimate costs in pvp on healers. Next set, Willpower is a standard single piece power boost used by healers, before they acquire arena staves, but with change it might stay with healers who prepare raw power of supportive methods. Lastly, while not new Master resto staff change along with sustain needs across the board will make it necessary for healers to have this set collected for it will be used often. 


Combat

Dragon Knight
Obsidian Shard (morph):
This morph remains as a healer focused ability.
Increased the healing by 3.3%, since it was missing rank up progression.
This morph now deals Fire Damage instead of Magic Damage, and heals 2 friendly targets, up from

Fiery Breath:
This ability and its morphs now last 10 seconds at base, up from 8 seconds.
Increased base cost to 3510, up from 2808.
Reduced the damage per tick of the Damage over Time portion of this ability by approximately 47%.
Engulfing Flames (morph): This morph’s bonus Flame Damage taken now scales off your Spell Damage; 1% for every 333 Spell Damage you have, up to a maximum of the original 10%.

Molten Weapons: This ability and its morphs now grant Major Brutality and Sorcery at base.
Igneous Weapons (morph): This morph now increases the duration further to 42 seconds at Rank I, up from 32. It also increases the radius to 36 meters, up from 28 meters.

Stonefist: Updated the visual effects for this ability and the Stone Giant morph. As noted in last week’s PTS patch, we will continue working on this ability’s visual and gameplay elements for a future update.


Nightblade
Lotus Fan (morph):
This morph now applies Minor Vulnerability to all enemies hit, rather than the original.
Increased the duration to 10 seconds, up from 8.
Decreased the damage per tick by approximately 47%.

Power Extraction (morph): This morph now also reduces enemies’ Spell Damage.

Teleport Strike: Updated the duration of the Minor Vulnerability for this ability to 10 seconds, to match its morph’s duration.

Sorcerer

Summon Winged Twilight: Increased the heal of this ability and the Twilight Matriarch morph to be closer to the heal power of Rushed Ceremony. This will result in approximately 87% increase for the base, and approximately 55% increase for the Matriarch. Note that these abilities will continue to scale exclusively with Max Magicka.

Ball of Lightning (morph): This morph now ranks up in duration of the summoned ball of lightning, which now lasts 3 seconds at Rank IV, up from 2. This morph also adds 2 seconds of snare and immobilization immunity after teleporting.

Streak (morph): This ability now creates a cone behind you after casting that damage and stuns enemies inside of it. The length is now 17 meters with a 40 degree arc, rather than being a 4 x 15 meter rectangle. This means the ability will require more precise aiming when attempting to land on top of an enemy, but will require less precise aiming when attempting to cast near an enemy.


Warden
Betty Netch:
This ability and its morphs now grant Major Brutality and Sorcery at base, but the base ability no longer restores Magicka every second while active.
These abilities now remove 1 negative effect from you every 5 seconds.
Reduced the duration to 19 seconds from 22 seconds on the base ability.

Blue Betty Netch (morph):
This morph reinstates the Magicka restore functionality.
Reduced the final duration to 25 seconds, down from 27 seconds.

Dive: This ability has received new functionality to help it stand alone as a spammable, but has received some reductions to the base functionality that were in place to make up for the fact that it lacked any gameplay altering effects.
Reduced the damage of these abilities by 10%, and increased their base cost to 2700 from 2430.
If you are at least 12 meters from the target upon dealing damage with these abilities, you now set them Off Balance.

Swarm:
Increased the cost of this ability and its morphs to 2970 to encapsulate their new functionalities.
These abilities now apply Minor Vulnerability to the target for the duration of the DoT.


Northern Storm (morph):
The Max Magicka granted from this morph is no longer enabled passively by slotting. Instead, it is granted for 30 seconds after activating the Ultimate.
Increased the amount of Magicka granted to 9% from 8%.
This morph now ranks up in 2% Max Magicka granted per rank, up to 15% at Rank I, rather than 1.1% damage done per rank.

Dive: This ability and its morphs now set the target off-balance if you are 7 meters or further, rather than 12 meters.

Templar

Backlash:

This ability and its morphs will now only store damage dealt from the caster of the ability, rather than anyone who hits the afflicted target. This was done to offset some of the staggering power (of the Light) the ability could bring in group situations, where low damage builds could apply the ability and generate free real estate from their allies’ contribution. Now, you have to put in the fervor to get the full power of these abilities. 

Fixed an issue where these abilities would conflict with one another if more than one player cast the same morph of the ability on a target.

Cleansing Ritual
Ritual of Retribution (morph): This morph’s damage now once again deals damage equal to the healing coefficient.

Necromancer 

Frozen Colossus: The Major Vulnerability from this ability and its morphs now last 8 seconds after dealing any damage, rather than 3 seconds after the final smash. Enemies hit by Major Vulnerability cannot be affected again for 20 seconds after it applies, to prevent situations where this debuff could be kept up indefinitely by rotating an army of Necromancers. 

Reusable Parts: Increased the cost reduction granted from this passive to 25/50%, up from 12/25%.

Summary

Dragon Knights have an indirect sustain boost to their gameplay that they been asking for years. This is result of the change of the skill from magic to flame damage. This indirectly gives a high chance at burning status effect, to proc combustion passive, that gives which is even better on a charged staff. While not as optimal as it could be on a magdk dragon knight healers are now better then tanks with fiery breath. This indirectly takes zen's group buff set, and puts it on dps (magdk) and away from healers as rightful should.  Dragon Knight Healers, will now be best class to process. 

The changes for nightblades feels like some intuitive fixes. I mean you would think it would apply aoe version of minor vulnerability no? Spell damage and Weapon damage to power extraction, just makes this skill seem right. I think nightblades healer will be in a better place next patch. 

Personally I find the Sorc changes weird, but they will overall help it in pvp situation I think. The pet will have a bigger burst heal. Steak will either provide more defensive mobility or offensive mobility. It will make it easier for healer to escape or help allies escape. 

Warden changes will truly knock Inflable Aether aka IA out of the top healer sets. The reason is swarm will provide the buff on a dps or healer (cough with nasty zens set). Not as functional as it would be on a dps, but healer can potentially provide off balance in a different way from traditional elemental blockade. Also for wardens they have passive purge every 5 secs. This will mostly help in pvp, but in pve situations like halls of fabrication it will be a life saver for the healer themselves.  A later patch took away passive magicka stat boss for slotting northern storm which means a slight reduction in heals.

Templar had some power of light adjustments related to giving stamina templar more usage of power of light, but it reminds to be seen if this will work. Will likely still be a popular choice on templar healers. 

Necromancers... poor necormancers they had their chance but they don't see atro nerf doing them any favors. Still


Overall, class wise I see nightblades truly have their chance now. Dragon Knights will feel less chucky. Sorcs will feel more mobile at least in pvp. Wardens will feel like top dogs. Templars will forever be most abundant healer class, among the population. 

Other


Psijic Order
Mend Wounds: Fixed many issues with the animation of the Heavy Attack of this ability and its morphs. You can no longer attempt and fail to heal the wildlife (critters) of Tamriel with the Heavy Attack from these abilities, for their frail bodies cannot handle the power you wield. This also fixes an issue where your character would erratically convulse when attempting to channel these abilities on a target you couldn’t actually target.

Trapping Webs:
This ability and its morphs now last 10 seconds, rather than 5.

Support
Cleanse: Reduced the healing per negative effect of this morph to 5% at Rank IV from 10%

Assault
Warhorn: This ability will now only apply to group members rather than allies.

Synergizer: This passive now displays a visual effect when triggered.

Potions that increase your Physical or Spell Resistance no longer grant Major Resolve or Ward, but instead grant a unique value of Resistances.

Summary

I have yet to test the changes to mend wounds, but bug fixes are nice...maybe one day it will be used by healers more then once a blue moon.  Trapping webs change makes it worthwhile synergy for healers to supply to either stamina or magicka damage allies. 

The alliance war changes are things I hope they reconsider as they feel like bad changes for healer gameplay. The cleanse change feels to far with it doing about the same amount of healing as healing springs, but without high cost. I advise healers to swap to other morph for this coming patch and leave this one as trash morph once again. In regards to war horn change it will be nice organized situations, but will now require healers to be in a group to provide this buff. So don't use this zerg surfing or dolmen farming. 

Some oddity changes where the champion passive. Allies will now see when they get that 2 ultimate with visual cue from using a synergy. Also, design wise it will make new players notice the effect of synergies. Lastly, potion change makes for another way to tank heal without using different sets. 



Conclusion

Scalebreaker brought us some healer changes in gameplay, and dragonhold attempts to support our gameplay by adding extra costs to skills for dps which reinforces need for healer to help with sustain. Also, reinforces synergies in gameplay with visual cues or rewards. Also it, indirectly helps healers with some dps sets that need healers to use it properly. As healer will keep allies above 50 percent health or help migrate cost increase of new set power. Lastly patch helps balance out the sustain healers  can give to allies with master resto giving magicka and stamina resources to allies. 

The current concerns are will lower dps make 3 dps more important to have to skip mechics then a healer? Will cleanse still be a worthwhile morph to take? Solo play with war horn is broken as you can't apply it to allies outside of a group. Warden it's leading the pack greatly under the new competitive conditions.  

Update 9/20: Mentioned base changes to netch skill for warden.

Updated 9/26: Fiery Breath, and Molten Armaments Change for Dragon Knight Healers. Also mentioned Zen set.

Updated 10/1 : Templar Power of Light changes added, Warden Northern Storm Changes

Updated 10/15 : Minor adjustments for damage healing things, and Necromancer Atro nerf, Nightblade buff


Friday, August 23, 2019

Sorcerer Healer for Dungeons

August 23, 2019 0
Sorcerer Healer for Dungeons

Speed Spirit


Updated: Scalebreaker
View Build Editor Here

Purpose:

This build is optimized for dungeon gameplay with the style of reaction, and response speed.  In addition, this build has full line of supportive buffs with priority towards damage buffs. 

Gear: Spell Power Cure, Shalks


In some cases you can find one dps on left, while the other one on right and moving just as you place olorime down on either of them. In such cases, the lowest possible uptime is higher with spell power cure. Also while the healer isn't paying attention to circle of olorime, they can focus on helping allies when they make mistakes in mechanics. 

On point, Major courage is a standard set for any healer in ESO. It is required, because most dungeons have damage requirements, over anything else in the game.  Next, with implementation of Transmutation I fell in love with the Shalks set for it offers Healer the ability to respond better to situations that may happen to allies via with Ultimate.

Race: Bosmer

While Bosmer is an unconventional choice, for a healer, it works in the build for extra speed, extra penetration (note this is somewhat nice to have for essence drain passive from resto staff line) and how it indirectly gives 10% more magicka regain (via the wind sprinting champion passive that in a way exchanges stamina for magicka and health regain) along with the extra stamina that makes it easier to break free, dodge roll, and proc the tactician passive from champion stars. 

Altmer is a preferred alternative that will be easier to use for most players with the max magicka and spell damage providing extra raw heals to allies and increasing your dps slightly. It will also help with stamina sustain for when you need to roll dodge and break free




Bar 1

  • Boundless Storm
    • This is used to give healer more movement to respond to gameplay situations, such as needed to bash, or target ally with buff. Also it pro
  • Power Surge
    • This skill synergies with the style of free movement speed time for gameplay situations. It will ideally provide greater aoe heal then springs in situations that need heal test, but must be within 18 meters of allies. 
      • Note this skill is lacking in reliable of 3 secs, visual cue, and uniqueness for class and range compared to springs. 
  • Twilight Matriarch
    • Best smart heal in game with easy targeting to lowest health allies within 28 meters with 360 scope. 
  • Combat Prayer
    • Easy offensive and defensive buff that is considered a staple of healing in ESO. Also a very strong burst heal for any class to use.
  • Radiating Regeneration
    • Both moprhs have a weird targeting system, and hard to keep up, but use this as a pre-buff, before fights. This morphed is picked over the other, because the single target heal is unrealistic uptime for all 3 allies. If needed a situation that requires other morph I would use healing ward that gives a shield and about same amount of heal but longer duration.

Bar 2
  • Crushing Shock
    • This is skilled is picked to give a high chance at not 1 but 3 status effects. This works because the staff is charged and increases the chances for status effects. Note due to the enchant of shock, concussion has the highest chance of procing. Also this skill is an interrupt that healers more and more find themselves using.
  • Energy Orb
    • A bit harder for allies to use but skill should be used early on or at close ranges in dungeons so allies can use it.
  • Twilight Matriarch
    • Best smart heal in game with easy targeting to lowest health allies within 28 meters with 360 scope. 
  • Blockade of Storms
    • This is used for easier off balance and aoe off balance chance. Note: Enmies that are off balance allow allies double resources from light attacks for 4 secs (referenced in clockwork update)
  • Elemental Drain
    • Used to help with penetration in dungeons (that typically have more mobs), and give allies magicka steal. 






Wednesday, July 31, 2019

August Daily Rewards

July 31, 2019 0
August Daily Rewards

A lot you can can do with 100k....so not a bad big reward, but lets talk about monthly rewards? Does ESO not have enough consumables in game? Whydo they feel the need to repeat like 19/30 items in month? Do they rewards actually make people want to login? I do wonder... as such here's a poll for it.

Do the Daily rewards this month make you want to login?


Essential list of add-ons for Trials in Elder Scrolls Online

July 31, 2019 0
Essential list of add-ons for Trials in Elder Scrolls Online



General


Raid Notifier

Need level: Essential
This add on is a standard requirement for PC Trial groups  It helps with leading trials as it will tell you when essential mechanics are on a certain player, but it also helps guide players to success in warnings when mechanics about to happen to you. 


Description
Originally created by Silentgecko this addon started out with a few alerts but has since grown to huge proportion. Ranging for alerts that let you know there's a certain effect on you to alerts that warn you about an incoming hit. It's almost as if you can see into the future! Now of course there are still things you will need to look out for yourself but hopefully Raid Notifier will ease some of the burden

Download Here


Bandit's User Interface

Need level: Essential
This Add-on is becoming essential for raids as all that it does for groups. It has features for tanks, healers and dps that they can use. For tanks their's untaunted and ultimate share. For healers, there's hps meter, and synergy tracker. It will track countdown for skills. It gives report for damage/healering real time along with a death counter.

Description
Based on FTC modules (thx to Atropos for permissions). Has low weight, high performance and huge functionality.
stable version - tested add-on version is here.
beta version - newest version with beta functionality.

Includes:
- Different UI styles, Themes
- Group and Raid frames, regrouper, death counter, ability to see group members stats, buffs
- Combat statistics, combat log, group statistics
- Buffs, Widgets, Ability timers
- Minimap (does not supports gamepad mode)
- Combat reticle and reticle timers
- Quick slots managar
- Custom bar
- Combat notifications
- Frames movement mode (default and add-on)
- Automation
- Healer helper
- Champion system helper

Download Here


Code's Combat Alerts

Need level: Mild
This add-on is more like an companion add on to Raid Notifier. It will provide you with essential things that could be causing group failures in raids. It also provides alerts for Arena aka 4 man trials. Lastly, a great companion to harder dungeons.

Description
Code's Combat Alerts provides notifications and alerts for a selection of PvE mechanics.

Download Here


Urich's Coffer Timer
Need level: Nice to Have
If you find yourself doing a lot of trials this is nice to have so you can track the timer between your characters.

Description
Are you tired of running trials and finding out at the very end that it's been less than a week since you last completed and collected a coffer for that particular trial and character? Do you wish there was a tool which would keep that kind of information in a handy display so that you can choose which character you need to run? Well look no further! Urich's Coffer Timer is a simple addon that records the time of completion for any trial quest and starts a seven day countdown timer so that you'll always know which of your characters is eligible for each trial quest reward coffer. You can show or hide the window by binding a hotkey or by entering the slash command. Slash command information is below.

Download Here


Open Glaza (Cloudrest Assistant) 
Need level: Situational
This add on is Essential for Cloudrest Progression and Raid leading of the Trial. It will help you with timing of portal groups, and other essential mechanics.


Description
Small addon which can get you some help with vCR. Now It can:
Track Roaring Flare, draw alert+timer+arrow to the debuffed Player (like a compass). On the 2nd stage, with shadow Z'Maja, addon send alerts like that: "@PLAYER1 <---- ----="" 5="" flare="" in=""> @PLAYER2" - and @player1 go to the left side, @player2 go to the right side. ATTENTION: for the successful split to the sides on the execution stage with that addon-helper all raid members should have it.
Track Portal group number and show alert with that number
Track Malevolent cores (spheres in the shadow realm) - show when you or anyone else found sphere and when drop sphere to spear.

HowToSunspire
Need level: Situational
This is an essential Addon for Groups doing veteran Sunpsire with consideration of varias tactics. This add on will show most important timers focusing on adds, and mechanical situations. This add on goes well with code's combat alerts as companion for other alerts it has missed.

Description
Trash / All Raid :
Tracks ALL heavies including bosses and the eternal servant.
Jode´s Fire-Fang Jump.
ALL Meteors and Comets including those dropping during bossfights or inside the portal.


Lokkestiiz (Ice Boss) :

  • Ice Tombs:
    • Tomb spawn and which tomb it is
    • Remaining time until you have to pick it up
  • Adds a countdown for the bosses beam attack during his flight.
  • Fire Spit during Lokke and Nahvin that will pop an AoE and then spawn an Atronach.


Yolnakiin (Fire Boss) :

  • Alerts you when fire atros spawn.


Nahvintaas (Gold Boss) :

  • Notifies you about the sweeping breath mechanic and its direction.
  • Alerts you when boss cast the Thrash mechanic.
  • Portal Notifications:
    • Portal spawn as well as well as the remaining time until it expires
    • When to bash the Eternal Servant and its cone attacks
    • How much time until the next pin
  • Notifies you about the fire storm mechanic, also working downstairs if you and one upstairs people are using optional libraries.
  • Show a countdown about the time remaining to finish the eternal servant before wipe (3 pins).


Halls of Fabrication (Veteran) Status Panel
Need level: Situational
This is Essential add on for veteran Halls of Fabrication. It gives mechanical alerts content as well as timers for mechanics.



Description
This addon provides a status panel with useful information for certain bosses in the Veteran version of Halls of Fabrication. This addon is particularly useful for tanks and raid leads.

Boss #1:

  • Displays the current health percentages of both bosses, so that players don't need to install one of those bulky combat UI overhaul addons in order to keep track of the relative health of the bosses.

Boss #2:

  • Displays the severity of the Scalded healing debuff, and if the debuff is active, the time remaining on the debuff.
  • The Scalded healing debuff increases in strength based on how long you were in the steam and can range from 10% to 100% (at which point you cannot be healed at all). This feature will let you know the current strength of the debuff on you.
  • Displays the amount of time that last elapsed since the previous Simulacra (split) mechanic.
  • Splits happen approximately once every 45 seconds, but the timing can vary; in particular, overlap of mechanics can cause a significant delay in the split mechanic.
  • Notifies a player if it detects that a Simulacra and Centurion Hammer strike are about to strike that player at around the same time.
  • Unfortunately, the amount of warning given is usually less than a second before it becomes too late to react, and there is no way to know and to warn of this any earlier.

Boss #4:

  • Displays the current health percentages of all three bosses, so that players don't need to install one of those bulky combat UI overhaul addons in order to keep track of the relative health of the bosses.
  • Displays the amount of time that has elapsed since the start of the previous Overload/Overheat channels.
  • The Overload/Overheat channels (aka, the boss 4 tank swap mechanic) happens approximately once every 30s. The exact timing varies slightly (more so if it happens to coincide with a boss stun).
  • The timer is reset to 0s at the start of the swap mechanic. So seeing that the timer has reset means that the swap mechanic is currently underway, which can be helpful for the times when the visual effect is obscured by other ongoing combat effects.
  • Knowing that swaps happen approximately every 30s, players can also watch the timer to know when the bosses are nearing the start of the next swap mechanic.
  • By default, the timer is visible only if you have the tank role selected and/or if you are the group leader. This can be overridden by typing the /hofntimer timer into chat, which will show the timer even if you are not a tank or group leader.
  • Displays the amount of time that has elapsed since the start of the previous trap spawn channel by the Reactor.
  • Traps spawn approximately every 30s, but the timing is variable and can vary in either direction by a few seconds.
  • This should help groups better coordinate when to bring the bosses in for a stun.
  • By default, the timer is visible only if you have the tank role selected and/or if you are the group leader. This can be overridden by typing the /hofntimer timer into chat, which will show the timer even if you are not a tank or group leader.

Boss #5:

  • Notifies of the start of the Exhaustion debuff in execute and displays the current stage of the debuff and the number of seconds spent at the current stage.
  • This debuff is the cause of the increased incoming damage late in execute, and once it is applied to the group, it will increase in strength every 15 seconds.
  • Since each stage of the debuff lasts 15 seconds, if, for example, you see that you are 13 seconds into the second stage of the debuff, you will know that the third stage will hit imminently.
  • This may help groups that use mitigation ultimates to better plan and time their use.


Download Here


Asylum Sanctorium Status Panel
Need level: Situational
This is Essential add on for veteran Asylum Sanctorium. It gives mechanical alerts content as well as when to focus on minis.

Description
Status panel guide:
Saint Llothis the Pious (only when engaged with Olms)

  • Number of seconds since the last Defiled Blast (green mini-timer) The time between this mechanic is approximately 22±2s
  • Number of seconds since the last Oppressive Bolts channel (orange mini-timer) The time between his channels is variable, but there is a minimum of 12s between channels. This can be used to help identify windows where it is safe for interrupters to briefly turn their attention elsewhere.
  • Number of seconds since the last Pernicious Transmission (teleport)The time between this mechanic is approximately 30±5s
  • Enragement timing
  • When the mini-boss is active, this timer counts up and tracks how long the boss has been active. Enragement starts when the boss has been active for 3 minutes.
  • When the mini-boss is inactive, this timer counts down and tracks how long it will be before the mini-boss reactivates.
  • Enragement status
  • If the mini-boss is enraged, a number will appear here showing the degree of enragement. Every 20s, enragement increases in intensity, up to a maximum of 6 stacks.

Saint Felms the Bold (only when engaged with Olms)

  • Number of seconds remaining on the teleport cooldown
    • After Felms' third Teleport Strike, there is a 20s cooldown before he will teleport again. This timer counts down the number of seconds remaining in this cooldown.
  • Enragement timing (same as above)
  • Enragement status (same as above)

Storm the Heavens

  • This timer tracks the number of seconds since the last Storm the Heavens (i.e., Olms' "lightning rain") mechanic.
  • This mechanic is scheduled to happen every 35s, but can be delayed by other mechanics that are in progress or queued. In particular, it would appear that both the steam breath and the execute-phase fire mechanics take precedence over the storm.
    • For example, if the main tank sees that the timer is at 34s and Olms is starting a steam breath, they might call to the group, "Lightning after Olms finishes this steam breath".
    • Note: During execute, the addition of the fire mechanic competing for scheduling means you will sometimes see Storm the Heavens happen as late as 50s.

Ordinated Protector

  1. When a Protector is active, the timer will be white (<75s or="" orange="">75s) and will count the number of seconds since the Protector's spawn. Protectors must be killed within 90s of spawning to avoid the spawning of an additional penalty Protector.
  2. After a Protector dies, the timer will turn green and will count the number of seconds since the Protector's death; the next Protector will spawn 10±2s after the previous Protector's death.
  3. Penalty Protectors are not tracked since they do not spawn additional Protectors upon death.

Maim

  • This will appear if you are affected by Felms' Maim and will count down the number of seconds remaining.
  • The purpose of this is to give better feedback to the player of when they are maimed, in hopes that it will make it easier for the player to learn to avoid the things that can maim them.


On-screen notifications:
Oppressive Bolts (Llothis)

  • This is a 2-part ability. Llothis will do a knockback with a 1-second cast time, followed by a 6-second channel. This notifies at the start of the 1s knockback ability. Ideally, if Llothis is interrupted during the 1s knockback ability, the 6s channel can be avoided entirely.

Teleport Strike (Felms)

  • This notifies the players who are targeted by Felms' Teleport Strike. Players who are assigned to kite the Teleport Strikes are advised to also keep an eye on the cooldown timer in the status panel.

Exhaustive Charges (Olms)

  • This notifies a player if they are targeted by Exhaustive Charges (i.e., "static lightning pool"). This notification differs from the notification in Raid Notifier in that this notification happens slightly later, once a target has been acquired. RN's notification will notify everyone, even if they are not targeted, because at the point RN notifies, targeting information is not yet available.

Add Spawns (Olms)

  • Notification of when a Protector or mini-boss has spawned.
    • Note: As of version 1.1.1, this notification is disabled by default, as it is made redundant by the new Protector timer.

Healer


Purge Tracker 

Need level: Situational
This add on is essential for healers in vMol on twins and in hof with lots of need for purges.

Description:
Purge Tracker tracks who in your group has an effect that must be purged. Most purgeable effects--e.g., snares--are not tracked; this addon only tracks a specific set of pre-defined effects that are generally considered to be purge priorities.

Which effects are tracked?

The list of "must-purge" effects in this game is rather short; healers and tanks are required to slot a purge ability for only a few specific instances in PvE. As a result, this addon will enable itself only if it detects that the player is in one of the instances listed here.

Spindleclutch II
  • Enervating Seal
Cradle of Shadows
  • Sickening Poison
  • Delirium Poison
  • Enfeebling Poison
Maw of Lorkhaj
  • Ruthless Salvo Bleed
  • Lunar Flare
Halls of Fabrication
  • Shattered
  • Melting Point
  • Phlebotomize
  • Gaping Wound / Greater Defile
  • Venom Injection
Asylum Sanctorium
  • Overheated
  • Defiled
  • Trial by Fire
Blackrose Prison
  • Fire Gauntlet
  • Poisonbloom
  • Arrow Spray Poison
  • Venomous Spit

Major Courage Tracker

Description:
This add-on tracks the presence of the Major Courage buff in a group window frame by highlighting the users that have the buff present on them. The buff is tracked from the three item sets that provide Major Courage: Spell Power Cure, Vestment of Olorime, and Perfect Vestment of Olorime.

The window will only appear when in a trial instance (including vMA, vDSA, and vBRP) and can be re-positioned by clicking and dragging.

Download Here



Have any other add-ons you would use for Trials?

Tuesday, July 23, 2019

How each class heals differently from each other in ESO *Updated for Scale Breaker

July 23, 2019 0
How each class heals differently from each other in ESO *Updated for Scale Breaker
The vision of Elder Scrolls Online is to Play as you want. This is supported in game with offerings of in Skill adviser with a Build for each class. Still taking it a bit farther, I believe each class has something to offer. 


Elder Scrolls online offers many ways one can play any of it's offered classes, but I believe each class for healers has something unique to each other compared to other classes in that particular play style. As such first, I will mention Orthodox Healers which are most accepted healing classes in the game, while then going over the non traditional or Unorthodox Healers afterwards. 

Orthodox Healers 

Necromancer -  As noted by the developers this play style of healer will be more about positioning. Taking a look at the skills we notice that change effectiveness via position of allies or caster.
Warden - As noted by the developers this play style of healer is about rewarding players for good timing and prediction of skills. This play style is about timing skills to when allies take damage and protecting them with healing skills with things such as heal allies as they take damage.

Templar Healer - As noted by the developers this play style is about protecting the house. This class of healers uses skills to protect allies within it's field with various sets of skills.
Nightblade Healer - As they have a skill line of their own for healing there leaves no doubt they were build to do this role. In fact, besides Templar class they were the 2nd most recognized healers till wardens. In tradition they offered high healing over time and damage. With changes sometime last year, they offered less dps to split off very their dps counter parts, but in return got speed to give to allies while putting slow debuff on enimes. Now with Elsweyr they have options that offer more utility then templar counter parts. They have Major Fracture and Major Breech though can only be used on one target (also marks shows hidden enemies). Aoe Minor Vulnerability allows them to really give buffs to allies damage, though they share this buff with magicka and stamina dps depending on group compostion it could be asset, especially in smaller groups where the uptime won't be easily maintained. They also have snare immunity, and silence that gives them edge in pvp aspects as healers. They are only class with  major vitality and major protection which makes them one par with Warden and Templar utilities for support and ahead of necromancer. This along with ultimate generation gives and low cost ultimate gives this definite style. Issue with synergy need on healers is fixed with necromancer/warden offering 2 as healers or necro tank self synergizing. Now it's just a matter of testing them on and they will be official members of the orthodox healers. 
Unorthodox  Healers
Sorcerer - This play style is while recognized by the developers as existing with the skill adviser, it has lost some identity in how it compares to other healer classes since Murkmire changes. Grasping the potential of the class, I think it's key features of play style is flexibility. While lacking in traditional support, it has skills to adapt to teams and change the field for the benefit of the team. Some skills really could use some reworks (encase) and touch ups ( negate) though for this play styles really to shine for the community.

Dragon Knight Healer - I think of the all the Classes of healers these are the black Sheep of the developers right now. The play style is recognized with developers, but they have a lot of functionally issues. Still focusing on their play style, I see this play style as slowing down enemy assault. This is done by shields that protect allies from damage even before it happens and slow debuff on approaching enemies. 

Tuesday, July 16, 2019

ESO Potato Computer Settings

July 16, 2019 0
ESO Potato Computer Settings
Just after performance... and ready to give taking any decent screenshots? Here's is optimized settings for eso super low settings! First get to usersettings hat is usually found in documents/Elder Scrolls Online/Live. Make a copy of that and put it somewhere save like the desktop. Then open original and replace information with what is below.

SET GamepadPreferredEnabled "0"
SET MouseRawInput "1"
SET MouseSensitivityFirstPerson "0.50000000"
SET MouseSensitivityThirdPerson "1.00000000"
SET MouseSmoothing "0"
SET InvertMouseWheel "1"
SET InvertMouseY "1"
SET InvertMouseX "1"
SET SHOW_ADDITIONAL_ALLY_EFFECTS "0"
SET HDR_BRIGHTNESS "0.50000000"
SET DistantFoliageEnabled "1"
SET PFX_SUPPRESS_DISTANCE_v2 "35.00000000"
SET PFX_GLOBAL_MAXIMUM "968"
SET MULTI_GPU_CHECK "1"
SET CachedRLREnabled "0"
SET CachedReflectionResolution "0"
SET CachedShadowFiltering "0"
SET ScreenshotFormat.2 "PNG"
SET PregameScreenAdjustEnabled "0"
SET PregameGammaCheckEnabled "0"
SET HardwareCheckEnabled.3 "0"
SET SUB_SAMPLING "0"
SET REFLECTION_QUALITY_v3 "0"
SET PARTICLE_DENSITY "0"
SET HIGH_RESOLUTION_SHADOWS "0"
SET SHADOWS "0"
SET GAMMA_ADJUSTMENT "150"
SET VIEW_DISTANCE "0.63999999"
SET GPUSmoothingFrames "0"
SET MIP_LOAD_SKIP_LEVELS "3"
SET RAIN_WETNESS "0"
SET LENS_FLARE "0"
SET GOD_RAYS_v2 "0"
SET ANTI_ALIASING_v2 "0"
SET AMBIENT_OCCLUSION_TYPE "0"
SET COLOR_GRADING_v1 "0"
SET BLOOM "0"
SET DEPTH_OF_FIELD "0"
SET TONE_MAPPING "1"
SET COLOR_CORRECTION "0"
SET SOFT_ALPHA "0"
SET DISTORTION "0"
SET CHARACTER_LIGHTING "0"
SET DIFFUSE_2_MAPS "1"
SET DETAIL_MAPS "0"
SET NORMAL_MAPS "0"
SET SPECULAR_MAPS "0"
SET CLUTTER_2D "0"
SET SIMPLE_SHADERS "1"
SET WATER_FOAM "0"
SET VSYNC_INTERVAL "1"
SET VSYNC "1"
SET MAX_ANISOTROPY "0"
SET PreferMaximizedWindow "0"
SET PreferExclusiveFullscreen "0"
SET FULLSCREEN_v5 "2"
SET ACTIVE_DISPLAY "0"
SET FullscreenHeight "600"
SET FullscreenWidth "800"
SET WindowedHeight "705"
SET WindowedWidth "1366"
SET StartLuaProfilingOnUILoad "0"
SET ForceDisablePSFreeTrial.2 "1"
SET UIErrorShowMoreInfo "0"
SET ProfileControlCreation "0"
SET SharedCacheVODepotFilename ""
SET SharedCacheGameDepotFilename ""
SET SharedCacheDepotFilename ""
SET InstallHome ""
SET SharedCache ""
SET IgnorePatcherLanguageSetting "0"
SET ScreenShakeMagnitude "1.00000000"
SET HighestChapterOpeningCinematicSeen "3"
SET ChapterUpgradeSeenVersion "1"
SET HousingEditorSurfaceDragEnabled "0"
SET CONSOLE_ENHANCED_RENDER_QUALITY "0"
SET ShowPetsAtCharacterSelect.2 "1"
SET TrialAccountType3SeenVersion "0"
SET TrialAccountType2SeenVersion "0"
SET TrialAccountType1SeenVersion "0"
SET ScrollingCombatTextShowOverHeal "0"
SET ScrollingCombatTextIncomingPetDoTEnabled "0"
SET ScrollingCombatTextIncomingPetDamageEnabled "0"
SET ScrollingCombatTextIncomingPointGainsEnabled "0"
SET ScrollingCombatTextIncomingStatusEffectsEnabled "0"
SET ScrollingCombatTextIncomingHoTEnabled "0"
SET ScrollingCombatTextIncomingHealingEnabled "0"
SET ScrollingCombatTextIncomingDoTEnabled "0"
SET ScrollingCombatTextIncomingDamageEnabled "0"
SET ScrollingCombatTextIncomingEnabled "0"
SET ScrollingCombatTextOutgoingPetHoTEnabled "0"
SET ScrollingCombatTextOutgoingPetHealingEnabled "0"
SET ScrollingCombatTextOutgoingPetDoTEnabled "0"
SET ScrollingCombatTextOutgoingPetDamageEnabled "0"
SET ScrollingCombatTextOutgoingStatusEffectsEnabled "0"
SET ScrollingCombatTextOutgoingHoTEnabled "0"
SET ScrollingCombatTextOutgoingHealingEnabled "0"
SET ScrollingCombatTextOutgoingDoTEnabled "0"
SET ScrollingCombatTextOutgoingDamageEnabled "0"
SET ScrollingCombatTextOutgoingEnabled "0"
SET ScrollingCombatTextEnabled "1"
SET SiegeCameraChoice "0"
SET IsServerSelected "1"
SET SelectedServer "0"
SET OverscanHeightAdjustment "0"
SET OverscanWidthAdjustment "0"
SET OverscanYOffset "0"
SET OverscanXOffset "0"
SET CharacterSelectForceAllCharacterPreloads "0"
SET PlayerStandInsMaxPerFrame "31"
SET PlayerStandInsEnabled.2 "1"
SET FOVChangesAllowed "1"
SET AgreedToPEGI "1"
SET FootInverseKineticsEnabled.2 "1"
SET GamepadSensitivityFirstPerson.2 "0.72000003"
SET GamepadSensitivityThirdPerson.2 "0.85000002"
SET GamepadInvertX "0"
SET GamepadInvertY "0"
SET GamepadVibrationEnabled "1"
SET SOUND_ENABLED "1"
SET FOOTSTEPS_VOLUME "50.00000000"
SET FOOTSTEPS_ENABLED "1"
SET SPEAKER_SETUP "0"
SET VOICE_CHAT_VOLUME "65.00000000"
SET BACKGROUND_AUDIO "0"
SET VO_VOLUME "70.00000000"
SET VO_ENABLED "1"
SET UI_VOLUME "70.00000000"
SET UI_ENABLED "1"
SET AMBIENT_VOLUME "70.00000000"
SET AMBIENT_ENABLED "1"
SET SFX_VOLUME "70.00000000"
SET SFX_ENABLED "1"
SET MUSIC_VOLUME "70.00000000"
SET MUSIC_ENABLED "1"
SET AUDIO_VOLUME "46.00000000"
SET AUDIO_ENABLED "1"
SET Language.2 "en"
SET GraphicsDriver.7 "D3D11"
SET PatchDataPath "game:/GameData/"
SET CacheDataPath "machine:/Cache/"
SET ViewedAddOnEULAVersion "5"
SET AcceptedAddOnEULAVersion "5"
SET AcceptedNDAVersion "-1"
SET AcceptedCodeOfConductVersion "1"
SET AcceptedPrivacyPolicyVersion "7"
SET AcceptedTOSVersion "3"
SET AcceptedEULAVersion "3"
SET DirectionalDamageIndictorVisibleInThirdPerson "0"
SET CameraFramingTransitionEnabled "1"
SET SkipPregameVideos "1"
SET HasPlayedPregameVideo "1"
SET AssassinationKillCamera "1"
SET MinFrameTime.2 "0.01587302"
SET ParticlesEnabled "1"
SET MaxCoresToUse.4 "-1"
SET RequestedNumJobThreads "0"
SET RequestedNumWorkerThreads "0"
SET FreeUnusedGrannyFileSections.2 "0"
SET IsTrustedMachine "1"
SET RememberAccountName "1"
SET AccountName "Tasear"
SET LastPlatform "Live"
SET LastRealm "NA Megaserver"
SET CustomUIScale "1.00000000"
SET UseCustomUIScale.2 "0"
SET RollDodgeDoubleTapEnabled "1"
SET RollDodgeDoubleTapTimeWindow.2 "185"
SET ClampGroundTargetEnabled "1"
SET MonsterTellsEnemyBrightness "50.00000000"
SET MonsterTellsEnemyColor "ffff0000"
SET MonsterTellsFriendlyBrightness "1.00000000"
SET MonsterTellsFriendlyColor "ff00ff00"
SET MonsterTellsColorSwapEnabled "1"
SET MonsterTellsEnabled "1"
SET CameraZoomDistancesSynced "1"
SET SiegeCameraZoomDistance "6.00000000"
SET WeaponsOutCameraZoomDistance "8.50000000"
SET WeaponsSheathedCameraZoomDistance "8.50000000"
SET MaxNetworkWriteBuffer "10485760"
SET MaxNetworkReadBuffer "10485760"