ESO Healing guide

General rules of thumb:

  • Your goal is to 1. keep the group alive 2. stay alive 3. Buff the group as much as possible and make sure they have enough stam/mag to keep doing their thing. 4. do damage
  • Keeping the tank alive and happy is your #1 priority since if tank dies everyone dies.
  • Stack max magicka. Healing spells scale with both spell power and max magicka, and they can crit. However, max magicka lets you not run out of magicka, whereas spell power doesn’t, also healing spells tend to scale a bit more strongly with magicka and less with spell power than damage spells. 35-40k is good for a max cp set up character.
  • Magicka regen is your second most important stat. Most healers end up at around 1500. For progression content (aka learning) you may have 2000-2200.
  • Wear 5 to 7 light armor. In current meta 7 light armor is all most people can do, 6-1 for certain builds. in summerset meta 5-1-1 will probably be more meta. Large pieces should be infused and small pieces should be divines (however infused is also ok if htat’s what drops) – use one resto staff and one destro staff. Trait does not actually matter that much since most traits can be good for healing. resto can be powered, defending, infused, precise, even decisive. destro can be powered, charged, infused, precise, defending – infused jewelry with cost reduction seems like it’s gonna be summerset meta unless they change it (they’re totally gonna change it)

Crafted sets: None of the crafted sets are BiS (best in slot) but they are a perfectly fine place to start
  • Seducers – tons of magicka regen
  • kagrenacs – good sustain, gives spell power, makes ressing even moar faster
  • julianos – good all-around set, but you may have trouble with sustain
Overland sets I seriously can’t think of any overland sets worth running
Dungeon sets
  • Spell Power Cure – this is the best set for healing bar none. Every single healer should be wearing this at all times. Really. (In Summerst you may use Olorime’s instead depending on content)
  • Jorvuld’s – This is a fantastic healing set, it makes you group buffs last longer which is very strong. It’s likely that most healers will be wearing this all the time for most content
  • Worm – this got a few nerfs and with changes to sustain isn’t that strong anymore. However it is incredibly easy to farm and a good set to wear for four-mans if they have two magdps.
Trials sets
  • Mending – Again this is a once must-have set that’s in the process of losing favor. It does increase your group survivability, and usually one healer runs this in trials. You have to stand pretty close to the enemy for it to work.
  • Infallible Aether – since healers heavy attack a lot this is an easy way to maximize minor vulnerability up time. However all shock damage provides minor vulnerability so if your magdps are running asylum staves or are sorcs you should have very good uptime without this.
  • Twilight Remedy – while this is a pretty good set it never gained much favor and with the psijic skill line will become even less popular. There just aren’t enough synergies available to dps to keep good minor force uptime and dps have more consistent ways of getting it (such as guard skill)
  • Olorime – gives same buff as spc but under different conditions
Monster sets In the current meta healers do not run monster sets as 2 5 pc sets gives a larger bonus to the group. However with summerset healers will be able to run a monster set alongside two five piece sets. You will get one medium piece and one heavy piece of each set, it doesn’t matter which is which.
  • Earthgore – big healing and removes an aoe. very strong even after repeated nerfs
  • Bogdan the Nightflame – very strong healing.
  • domihaus – the one piece set is very strong if you do not want to run 2 pc of a monster set.
  • lord warden – good to wear this if tank is not or if tank is far away from the group
Weapon sets:
  • Asylum staff – even imperfect asylum is very good for your sustain
  • Master staff – you have to be very close to the group for this to proc, not favored
@Magicboten you didn’t even include orbs smh
orbs is the msot important healing skill
besides springs
orbs and springs
Beacon04/17/2018
And prayer
Thallassa04/17/2018
gonna do skills by skill line to keep it organized. Non-class skills first then templar class skills

Magicboten04/17/2018
REEEEEEEEEEE orbs are for sustain
Thallassa04/17/2018

yes… exactly.

Magicboten04/17/2018

I didn’t included blockade either

For the same reason

Beacon04/17/2018

And 1500 regen is hard to run if you’re not an argonian

Thallassa04/17/2018

Destruction staff skills: (forgot to say it but you will run a lightning staff)
  • Elemental Blockade (wall of elements morph) – this procs off-balance on all concussed enemies when using a lightning staff. off-balance increases resources restored from heavy attack and makes most people in your group do 10% more damage from the “exploiter” cp node.
  • Elemental Drain (weakness to elements morph) – minor magicka steal = hella sustain. No cast time = easy to keep up on all the targets
Situational:
  • Elemental rage, in some 4-mans healer running this keeps adds from getting out of hand.
  • Crushing shock – again in some four mans your idiot dps don’t’ interrupt, this helps you interrupt easily without getting out of position.

Magicboten04/17/2018

In vCoS, crushing shock is hella Mandatory

Beacon04/17/2018

Helps in HRC too

Thallassa04/17/2018

Restoration staff skills:
  • Healing springs (grand healing morph) – this is your #1 heal. You can cast it constantly and it stacks and heals everyone in your group for like 7k per second.
  • Combat Prayer – this is your #2 heal. Keep minor berserk up on all your dps for maximum damage and shortest dungeons The other skills are all situational or good for pvp but should be skilled just in case.

Magicboten04/17/2018

Yes, and got some use in vFang
Combat prayer is heal :thonk:

Dragon Duchess of Dreams04/17/2018

Yeah, vFH HM, gotta interrupt his necrotic blasts

Thallassa04/17/2018

  • max light armor passives…
  • mage’s guild: skill magelight and the passives, if you have space in your bars this can increase your max magicka more, same with meteor
  • undaunted: energy orb is your #3 healing skill, it restores resources to whoever uses the synergy and heals for a ton as well. Keep your group well-stocked with orbs! get all the passives too

Thallassa04/17/2018

pvp:

  • Aggressive warhorn – major force and 10% max stats = primo dps buff. Rotate with the tank to maximize uptime.
  • purge – this is absolutely required in some dungeons and completely useless in most. morph to efficient purge.
  • Guard – morphed to stalwart guard this gives one of your squishies minor force and some survivability. needs to be double slotted though and probably not that useful since they can use trap/acceleration for this buff.

Thallassa04/17/2018
Templar:
  • Luminous Shards – restores even more resources to your allies when synergized and does dps too. crucial skill.
  • Nova – this greatly decreases the damage enemies deal, crucial for surviving certain fights.
  • You should also have one of the other skills for the prism and illuminate passives, sunfire, either backlash morph, and radiant destruction all work
  • Rushed Ceremony – either morph of this is good, breath of life is favored. This is your “oh shit”. some people joke that BoL is only for the tank (if they take a lot of damage) Cleaning Ritual – either morph is good although the one that heals more is favored. cheap way to keep a bit of healing up on everyone and provide synergies to the tank. However, you shouldn’t use it in place of purge as it is not a consistent source of purge.
  • Channeled focus – this is big magicka recovery and defenses. very stronk
Warden:
  • Betty netch – restores magicka and provides ult when cast, what more do you need? enchanted grove – a major “oh shit” button, massive heals for a very low ult cost, also restores ult which is nice
  • Enchanted growth, also helps with sustain for your allies
  • budding seeds – a major “oh shit” heal
  • lotus blossom – can be pretty decent healing depending on the fight
  • frost cloak – major buff to group
  • permafrost – gives your allies massive protection, another nice “oh shit” button

ifarmpandas04/17/2018

Northern storm over permafrost
In pve
Also leeching vines provides minor lifesteal
Advertisements

ESO Etiquette Tips

  • Materials, heavy sacks, and chests (collectively referred to as nodes) in zones, delves, and public dungeon are shared. That means everyone harvests the same nodes you do, if you harvest it they can’t.

  • This also means that if you leave worms behind, that person finds only worms instead of cloth.

  • Leaving items behind in a material node or chest prevents it from respawning. Even if you don’t want the item, loot it and delete it. Don’t leave it behind.

  • It is incredibly rude to take a node if someone else is fighting mobs next to it.

  • Crates, barrels, dolmen chests, etc. are personal. That means even if you loot them, someone else can too.

  • In group dungeons and trials everyone in the group can loot heavy sacks and chests. If you see one it is polite to alert the group.

  • In Cyrodiil, if someone holds or taps the block key and doesn’t attack you, they don’t want to fight. They may be there for skyshards or quests rather than PvP. It’s rude to kill them. Just tap the block back or emote something so they know you understand.

  • In Cyrodiil, it’s rude to kill people who are fishing or collecting skyshards. Let them get their achievements and focus on targets that can actually fight back.

  • Make sure you know what is expected of your role in dungeons. Don’t queue for roles you cannot fill. If you want to do unusual compositions (3 dps for example) do it with a pre-made group. (You can still get the random dungeon reward with a premade!)

  • If people are questing in your area, or trying to do a public dungeon, be patient and wait for them to kill any bosses, etc. This way they can get credit too and don’t have to wait for respawns (which can be slow). Same thing in dungeons, if someone is doing hte quest wait for them to talk to the quest giver. Remember all loot is personal so you don’t miss out on anything by killing NPCs together, even if you are not grouped.

  • Don’t harass the RPers, even if it’s hilarious to watch them react to your not-at-all in character actions.

DK Tank guide

Copied from Discord

so I dunno if we actually answered glen’s question other than “look up woeler”
and “maybe don’t worry too much about gear sets until you get to cp 160”

EnricoDandolo03/12/2018

and “don’t run that build”

Thallassa03/12/2018

but general rule of thumb:
  • resist cap is 32k. Most tanks shoot for around 25-29k buffed (remember major ward/resolve increases resists by 5280, you will always run an ability that gives those).
  • Block cost reduction is your friend. Run block cost reduction enchants on jewelry (in some cases feat cost reduction or magicka regen might be ok, but block cost reduction is the most broadly available). Put cp in to block cost reduction first (also helps getting sweet sweet loot from treasure hunter). Most tanks run sturdy on all small pieces (shoulders/hands/waist/feet) and many tanks run sturdy on large pieces as well (I personally run infused on large pieces but the math works out either way).
  • Eat tristat food.
  • Typically you want to shoot for around 32-35k health for most dungeons, vHoF and vBRF require more like 42-45k health for some fights. Within that range more health can help especially on fights you’re not sure about.
  • Typically you want to shoot for, at a minimum, 17-18k mag and more stam than mag. I personally stack stam and have it at around 26-30k, but more than 26k is actually not beneficial.
  • Your stam doesn’t regen when blocking with a sword and shield and your mag doesnt’ regen when blocking with an ice staff. So don’t stack stam regen, it’s useless. Instead focus on abilities that give stamina back where possible. Magicka regen on the other hand is very useful – as a DK most of your utility and self buffs cost magicka, but your relatively low magicka pool means that you can’t cast that many spells. I think DK tanks run around 1000 magregen and almost all run the mag regen mundus stone.

ifarmpandas03/12/2018

resist cap is 33k :stuck_out_tongue:

Thallassa03/12/2018

You should always run at least 5 heavy pieces. You want sword and shield on at least one bar, both bars is easiest/most meta build but some people enjoy running staff backbar. If you have undaunted mettle passive running one medium and one light piece (usually in the monster set) can be helpful

Good crafted sets:
  • Hist bark, very good survivability
  • Torug’s pact, decent tank stats but the 5pc bonus is where it shines. Tanks second job is to buff allies as much as possible, the biggest buff you can bring is decreasing the enemy’s resistences. Crusher enchant decreases resistences by a lot and torug’s buffs that. It actually is a substantial group dps increase even more so in 4-mans and unorganized groups if you are good about keeping the enchant up as much as possible.
Some people also recommend seducer’s for the mag regen. I might even suggest kagrenac’s for… certain groups. Remember you can only run one crafted set (until Summerset and jewelrycrafting)

ifarmpandas03/12/2018

kagrenac for every pug :smiley:

the @GlaciesGlace special

GlaciesGlace03/12/2018

Its true
Its the best set for pugging
especially on magplar
Thallassa03/12/2018
Good overland sets (can farm these or buy them on guild store).
  • Dragon: Decreases ult cost by 15% (remember your ult, aggressive warhorn, buffs the whole group and also restores a shitton of resources to you as a DK).
  • Plague Doctor: shitton of max health. I use this set to get to 40k+ health for fights when that’s needed.
  • footman – not actually that good a set but can be had cheaply and is decent survivability for a new tank.
  • livewire – same deal, lots of health
  • greenpact – pretty meh imo but… very cheap.
  • Grace of Gloom (summerset set) this looks like decent survivability
 GlaciesGlace03/12/2018
 also Werewolf Hide for PVP
 just good to keep if you come across any
Thallassa03/12/2018
Good dungeon sets (can farm these very easily in 4-man dungeons)
  • ebon armory: increases the health of your whole group by 1k. Keeps your puggies alive!
  • leeching plate (not so easy to farm, not as good as ebon)
EnricoDandolo03/12/2018
shout-out to my darling Bahraha’s Curse
Thallassa03/12/2018
Good trials sets:
  • alkosh: when you use a synergy decrease nearby enemies resistences by a fuckton, this is basically required for serious trials but you also gotta do nMoL to get it.
aaand that’s pretty much it. There are many other sets that are good situationally or for totally different builds (like PvP)
but these are the meta sets and they’re pretty much meta for a reason.
I personally run ebon/dragon, dragon/plague, ebon/alkosh, or ebon/plague, depending on what challenge I’m facing that day :stuck_out_tongue: I have been too lazy to craft torugs but if another tank was running ebon I would probably need it (for trials).
Thallassa03/12/2018
Oh, yeah monster sets (definitely don’t try for these until cp160).
  • Bloodspawn: tons of ult gen, also increases your resistences (will put you over cap and uptime is shit so don’t worry about it) but ult gen is great
  • Lord Warden increases you and your group’s resistences as long a syou stay in a certain (fairly large) area. Great for group surviviability especially on “stack and burn” fights.
  • Chudan: pretty terrible but meh it saves you an ability slot.
  • earthgore – useful when there’s ground aoes for it to eat.
  • Swarm mother – for non-DK Tanks (dks use chains)
  • running 2 pieces of different sets that both give magicka recovery or max stam/mag on the 1 pc bonus. (kind of weird but people do it).
  • bogdan – more consistent healing than earthgore
  • engine guardian – tons of sustain for when there’s no healer support

ABILITIES

Just gonna go by skill line here to keep it organized.
  • engulfing flames (firey breath morph) – increasing burning damage can increase group dps quite a bit. Flex ability for certain raid comps.
  • unrelenting grip (fiery grip morph) – crucial ability for add management and keeping adds stacked (your #2 priority after “not dying”). Also handy for free deeps when you haave nothing else to do.
  • dragonknight standard – decent ot run before you get warhorn.
  • hardened armor – gives you that major resolve/major ward, also give syou a neat damage shield and casting it increases healing recieved
  • chocking talons: crucial for add management, also makes adds do less damage.
  • Green dragon blood: super nice self-healing
  • Reflective scale: Not crucial but very useful in some fights (and of course in pvp).
  • Deep breath: aoe interrupt, useful in some fights
  • igneous weapons: for when your lazy 4-mans don’t want to run spell power/weapon power pots
  • igneous shield: shields your whole group, very useful, also procs “helping hands” which restores stamina.
weapons:
  • pierce armor: your bread and butter, it is a taunt, it applies major fracture/breach, what more could you want in an ability. You could fill your bars with only this and it would be ok.
  • heroic slash: reduces enemy damage done and more importantly gives you ult gen. ult gen = great
  • absorb magic: pretty nice shield for certain high-magic-damage fights, but also reduces block cost even more which is helpful (especially if you don’t have all sturdy pieces)
Some builds run resto or destro (ice or lightning) back bar as previously mentioned. In this case you would run wall of elements (very high enchant proc chance as well as debuffing enemies a lot) ice back bar is useful because you can use it to block but this requires a totally different build setup than I recommended. lightning backbar makes enemies take more damage which is super handy (however healers/dps can also provide this debuff, just depends on group comp).
armor abilities: max out heavy armor passives, immovable ability is also helpful in some situations. You can no longer use armor abilities unless you have 5 pieces of that armor slotted, so don’t bother skilling evasion anymore.
fighter’s guild: grab the banish the wicked passive. ULT GEN.
mage’s guild:
  • Balance (equilibrium morph) – this is a useful tool for magicka management if you trust yoru healer and also gives major resolve/major ward (alternative to hardened armor).
undaunted:
  • Inner rage, this is ranged taunt, it is very useful.
  • blood altar/orb some tanks run this for more group healing/resource regen especially if running a 2 tank 1 heals comp (dunno why people do this but they do). Also get all the undaunted passives, they are wonderful.
 EnricoDandolo03/12/2018
can also run Orbs if you can afford them
help out the group a bit more
GlaciesGlace03/12/2018
also the rune from fighter’s guild has some use on fights where you need to roll a lot as a tank
reduces your roll to almost nothing
Thallassa03/12/2018
alliance war:
  • Aggressive warhorn, this is your bread and butter ult, increases group stats and critical damage done which = more dps
  • vigor, this is group healign that scales with stam, very handy
  • caltrops, not that useful for dk tanks but can help in very spread out aoe pulls
  • purge, some fights require tanks to purge as well as healers (go for efficient morph)
  • Guard, gives your squishies minor force = more deeps
Get the alchemy and provisioning increased duration passives as well when you can
ifarmpandas03/12/2018
play a warden and self purge :stuck_out_tongue:
Thallassa03/12/2018
in hof tanks purge gorup
very important if healer eats the floor
pawsss03/12/2018
^
ifarmpandas03/12/2018
 wouldnt a random magdps make more sense? :open_mouth:
Thallassa03/12/2018
definitely the difference between “healer dead, lets get them up” and “oh the group wiped”
GlaciesGlace03/12/2018
purge also gives you some mag regen with passives
ifarmpandas03/12/2018
or do you not have to spam it
Thallassa03/12/2018
10%… I guess that’s ok
ifarmpandas03/12/2018
10% if you can get 10 ranks :stuck_out_tongue:
GlaciesGlace03/12/2018
its handy at least, thought I’d mention that
Thallassa03/12/2018
you don’t have to spam it, it’s more of “uh oh”
but if a magdps is spamming purge that just make the fight take a lot longer
I did that once and got told not to :shrug:
(I of course only have purge on my magsorc)

enchants and attributes

do a mix of mag, stam, and health on enchants and attributes to get to the targets. Ideally you run tristat glyphs (which give all 3), it will give you the highest resources in the end, but they are very expensive (15k/slot) so don’t bother until you’re more established.
 crusher enchant on weapons of course, and block cost reduction on jewelry
fioskal03/12/2018
i use a couple tristat the rest health
Thallassa03/12/2018
 I use tristat on large/infused and… yeah, rest are health
 but when I was poor I ran health on like 3 pieces and rest a mix of mag and stam

Summerset PTS

Summerset is coming to the PTS on April 16! It will be on PTS until May 21, when it launches fully on PC. PTS means public test server – aka a beta server where the public can test out content before it goes live.

How to join the Summerset Beta

Like Morrowind’s PTS, there will be some limits on who can test what. The base game, including all balance changes and any added content such as battlegrounds etc. will be available to every PC player. However, any content that is part of the Summerset chapter will be invite-only.

There is no way to guarantee that you will get an invite. If you are invited, You will be sent an email announcement and a code will automatically be applied to your account that unlocks the Summerset content on PTS for you.

Invites will be sent out each day for the first week of pts, but none will be sent out in later weeks.

  • Everyone who got to beta test Morrowind will also get to beta test Summerset. If you are not certain if you were invited to the Morrowind beta, check your ESO account info > billing history on the website. If there is a code there for Morrowind beta, you will also get one for Summerset.
  • If you are active in the game and have submitted bug requests, you have a good chance of getting an invite.
  • If you have pre-ordered Summerset, it may increase your chances of an invite.
  • If you have participated in previous pts cycles, it may increase your chances of an invite.

How does PTS work?

PTS is a separate installation of the game client. It is an additional 80 GB download/61 GB on disc, so be prepared if you want to play. It will be installed to the ESO folder and you can choose whether to launch PTS or the primary game from the launcher.

PTS is for testing. No actions or progress taken here will carry over to live. You should play because you want to see the content ahead of time and make sure it works before launch. It will be buggy. Balance in particular may not be the same as at launch. Not everything may be available right away.

To facilitate testing, template characters are available. These templates can be made at any level, class, or race, and will have access to all of the sets, motifs, and skills in the game. Normally they also copy over characters from NA for the first two weeks, then EU for the second half of PTS. However for Summerset they only have an old character copy from NA (from March 15th) for the first week, and will be making a fresh copy for the second week. When the copies are made you will lose anything you did before.

In addition each account is given 5500 crowns per day and almost everything in the crown store will cost only 1 crown. This is a great opportunity to see crown store offerings in person before committing on live.

Don’t expect that all of your feedback will be taken immediately. Bugs will usually be fixed quickly but not everything can be changed before live. Specific feedback (use the “what did you do/what did you expect to happen/what actually happened” format if possible) will be more useful than general “this is bad.”

PTS updates every week during an active PTS cycle. Maintenance is on Mondays.

 

Getting the most Daily Quest rewards!

As you may have seen in the news, ESO has an anniversary event that gives bonus rewards for every daily quest in the game.

All the daily quests are listed here on UESP, but some here’s a guide to doing them in the most efficient manner. Even when it’s not the anniversary event dailies give extremely valuable rewards, so being able to do them efficiently is useful!

Writs

Writs are the easiest thing to do at any level. With a bit of advanced preparation you can claim 48 boxes in 30-40 minutes and get riding training progressing as well!

Every character you have should be certified for all six writs. I know the quest says you can only certify for one at a time – what it means is you can only do the certification quest one at a time. Once the certification is done you can go on to certify for the next until you’ve certified for all of them. If your character is already at least rank 10 in the crafting you can skip through all the extra stuff and just get the certification, so it can be helpful to decon some stuff ahead of time.

Craft bag is helpful for this but if you don’t have it just make sure each character has a stack of jute, maple, and iron ore, and style materials for a style they know (all characters start with their racial style and you can buy materials for this for 15 g at the vendor). Also try to have some Ta, a few of each essence rune, and Jora, Porade, Jode, and Notade (which can be purchased from the vendor for 30 g). You can store these in the bank until you know what you need.

On your provisioner craft 20ish of all of the possible level 1 writ foods, the list of which is found here. Only craft ones for the factions you’ll be doing writs on. On your alchemist craft 20ish of each of Sip of Health, Magicka, and Stamina as well as Sip of Ravage Health, Magicka, and Stamina. Put these in your bank along with 20ish of each alchemy mat.

Get the addon Dolgubon’s Lazy Writ Crafter if you’re on PC.

Park your characters in a city with convenient access to the writ pickups and crafting stations. Rawlkha and Vivec are popular for just this reason, but the slow loading screens will make the whole process take longer. I suggest Shornhelm in Rivenspire, Hew’s Bane, or Velyn Harbor in Malabal Tor (although this location requires you to do a quest line in order to unlock the stations).

Now just… do the writs! Pick up the quests, craft what’s needed, grab the food and potions out of your bank (Lazy Writ Crafter will automatically grab what’s needed) and turn them in. Even if you get nothing of value from the boxes, the 300 g (level 3) to 664 gold (cp160) more than pay for the materials you put into it.

Don’t forget to do riding training on each character since you’re logging onto them anyways! This will make actually playing these characters later on much more pleasant.

Solo Quests

There are many repeatable quests in Tamriel that cannot be shared and do not require a group to complete. If you’re doing this during strange times of day or just don’t like people, these are the ones for you.

Many shareable quests can also be completed solo but to maximize your questing you may wish to do these in a group. I’ll cover these quests in the next section – it’s up to you whether to solo them or try to share them!

A lot of the daily quests here drop motif pages on their own. I suggest focusing on the zones that drop motifs you already want, in order to increase your chances of getting the right thing!

 

Dark Brotherhood Sacraments

These are picked up at the Dark Brotherhood Sanctuary in the Gold Coast – they require the Dark Brotherhood DLC. He’ll tell you to assassinate one of three targets.

Non-shareable Group Quests

Craglorn Dailies

Craglorn dailies are listed here. You can repeat all of these per day. Most of them are designed for groups of four, although they can be soloed if you’re pretty good at your character. They have a chance to drop Yokudan motif pages.

Pledges

Undaunted pledges are dungeon daily quests. You must be level 45 to pick them up. More information about joining the Undaunted and doing these pledges is here.

Trial Weeklies

Trials weekly quests do give the gift box… if you get a coffer! When you enter a trial you’ll be given a quest to complete it. The first time you complete it you get a purple coffer. After that there will be a 7 day cooldown where you don’t get the coffer anymore. When you get the coffer you will also get a gift box during the anniversary event.

Battleground Daily

At the battlegrounds area on the Vvardenfell docks, you can pick up a daily quest to complete a battleground. These give AP and gold.

Shareable quest etiquette

Most daily quests are shareable. What this means is, you will be given a random daily from a selection of two, six, up to fifteen quests for some quest givers. That is the only daily you will be given from that quest giver. However, if someone else got a different daily from that selection, they could share it with you and you could complete that one too, until you completed every quest in the selection. While most of these dailies can be done solo, without any group, joining a group and sharing the quests can greatly increase your coffer to time ratio.

If you want to do this, here’s what you should do:

Go to the quest giver. Check which quest he gives you today. Do not pick the quest up. If you pick the quest up you will not be able to accept anyone’s shares! You can only have one daily quest from each quest giver active at a time, if you pick up your version you won’t get the shared quests! If you accidentally pick up the quest you can safely drop it. But do check which quest you got and make a mental note.

Join the group for the set of quests you want to do if you haven’t already. Or make your own! There are addons that can auto-share quests and auto-invite people to your group if they type a phrase (for example “x” or “dolmen” or something). I haven’t used any of these so I won’t make a recommendation but they can make your life easier if you are going to run a group.

The group leader should ask for a specific quest. For example if you’re doing the mage’s/fighter’s/undaunted dailies he may ask if anyone can share the Auridon ones. If you have the quest he asks for pick it up and share it (quest journal > f). If the group leader doesn’t seem to know which quest to ask for next, and yours isn’t done, offer to share yours by name.

Once you know which quest the group is doing (whichever one has been shared and accepted by you and the group lead), immediately start traveling to that location. If you don’t have wayshrines watch the map for another group member to travel to the correct wayshrine, then right click on their name from the group screen and travel to player. Once you’re at the location try to wait for the group to, well, group up again, so that everyone is in place, before starting combat, so that everyone gets credit. However other groups may be around (probably will be during Anniversary) so if the boss starts before everyone gets there just be sure to get your hits in.

Once the quest is complete travel back to the quest giver, turn the quest in, and then rinse-wash-repeat. If you miss a share for any reason (were a bit slow to get the quest turned in, afk, etc.) don’t be afraid to ask for a re-share. You may not be the only person who missed it!

A lot of times people use jargon to refer to the quests like “Poachers” for “Meat for the Masses” (poacher’s encampment is the name of the world boss you kill) or “Folly” for “Looming Shadows”. If you’re not sure what people are asking for don’t be afraid to ask for clarification. You may get teased a little – after all, these quests have been out two or three years. But you haven’t been doing them two or three years! So it’s not your fault you don’t know.

Shareable Quests that do not require a group

Guild Dailies

The Mage’s, Fighter’s, and Undaunted guilds offer daily quests in their guild halls at capital cities (Mournhold, Elden Root, and Wayrest). The Mages will have you retrieve an item from one of fifteen public dungeons, the Fighters will have you close three dolmens in one of fifteen zones, and the Undaunted will have you go to a particular delve in one of the base game zones. In addition to a lot of ornate items these can drop Draugr motif. There are fifteen of each of these! One for each zone!

Wrothgar Delve Dailies

These are picked up at Morkul Stronghold in Wrothgar – they require the Orsinium DLC. The questgiver is inside the largest longhouse. He will send you to one of the delves in the zone with a special mission. The coffer has a chance to drop Trinimac Motifs.

Rye’s Reaquisitions and Heists

In Hew’s Bane the Thieves Guild has some dailies. You have to unlock these by completing the first few stages of the TG questline. The first, from the bounty board outside the sanctuary, has you go to a delve or a world boss in Hew’s Bane. The second, from the khajiit inside the sanctuary, has you complete a difficult theft event. The second one has a chance to drop Thieves Guild style motif pages.

Vvardenfell Exploratory, Hunt, and Relic Quests

These quests have prerequisites that must be completed before you can pick up or receive a share of these dailies. So plan ahead and get a few quests done in Vvardenfell before the event! This article explains very clearly where to go and what to do.

Clockwork City Exploratory, Tarnished, and Blackfeather Court Quests

This forum post explains the deal with these. Like the Vvardenfell quests they have some pre-requisites.

Cyrodiil Settlement Quests

There are five settlements in Cyrodiil that offer PvE quests. The PvP Quests in cyrodiil do not provide coffers, but these do. In order to pick these up your faction must own the settlement. You may not be able to safely travel to all of the locations if your faction is weak in Cyrodiil, so if you have a choice of campaigns pick one your faction is strong on. Otherwise I suggest the 7-day CP campaign as it’s pretty quiet and the having champion points will help you get through the dailies faster.

Anvil Bounty Board

The anvil bounty board gives quests for the delves in the Gold Coast. There are two of these.

Shareable Quests that require a group

Kvatch Bounty Board

The Kvatch Bounty Board gives quests for Arena or Folly. These require a group to complete. There are two of these. Arena drops Order of the Hour motif pages and Folly drops Minotaur motif pages.

Wrothgar World Boss

The Wrothgar World Boss Dailies are picked up in an inn outside Orsinium. There is one for each world boss. They usually require some additional things like harvesting meat or so on. They drop Malacath motif pages.

Vvardenfell World Boss

These quests have prerequisites that must be completed before you can pick up or receive a share of these dailies. So plan ahead and get a few quests done in Vvardenfell before the event! This article explains very clearly where to go and what to do.

Clockwork City World Boss

Repeatable Quests that do not give the coffer

Cyrodiil PvP Quests

Thieves Guild Jobs

Dark Brotherhood Contracts

Hadran’s Caravan Quests

 

 

 

A noob’s guide to quest order

Go to the wayshrine in Seyda Neen (or Shimmerene if you’re reading this after June 5). Once you’re on the map, right click to zoom out so you can see all of Tamriel. You will see other wayshrines on the map – you start with a few unlocked and you will unlock others through exploration. You can travel between any two wayshrines for free, or to any wayshrine from anywhere in the world for a gold cost.

Travel to the wayshrine of your faction’s starting city. If you are Ebonheart Pact this will be Davon’s Watch to the east; Aldmeri Dominion Vulkhel Guard in the south; Daggerfall Covenant Daggerfall in the west. If you aren’t sure which faction you are, your character screen will tell you.

Step forward a bit… you should be approached by a hooded figure. Follow his instructions. This will begin the original main story quest.

I suggest watching the original opening cinematic at this point. This occurs right before you wake up in Coldharbour.

Once you complete the Coldharbour original tutorial, you’ll be placed back on a small island. This is your faction’s baby zone. DC and EP have two baby zones that take you to around level 5 and then around level 8 if you do all the quests; AD has one larger baby zone that take you to around 8.

Once you complete the baby zone you’ll be taken back to your faction’s starting city. Now you’ll be a little more independent in terms of your exploration.

First, you’ll probably meet the prophet. Go ahead and do his first quest. He’ll harass you nonstop until you’ve done all his quests – my personal suggestion is to hold off on the later ones. Do one of his quests about every five levels (about once per new zone you go to). This is the original intended order and in my opinion makes his questline feel more epic. However, if you want to do it all in one go, that’s up to you. You are the Hero of your Journey.

You should also join the mage’s and fighter’s guilds. Their guild halls are marked on your map. Much like the prophet, once you join them they will harass you non-stop to do their quests – but again, I suggest doing one every five levels to preserve the original epic feeling, and ignoring them the rest of the time.

When you join the mage’s and fighter’s guild put a skill point in the Persuade and Intimidate passives. These will let you unlock additional dialogue and may also save you a lot of gold and time on certain quest lines.

If you own Orsinium DLC there will also be an annoying orc telling you to go there. Again, I suggest holding off on that – this DLC takes place after the base game content chronologically, and while you can do it, like anything else in the game, at any level, it feels better to do it later.

Now you should have a quest for the zone you’re currently in – each major quest you complete should give you a seed quest for the next major quest in your zone. There are also side quests. If you need help finding quests look at your map – there will be icons over various locations. Blacked out are ones you haven’t completed and white are ones you have. Each of these locations should have at least two quest chains to follow. If you follow the main quest for your zone it should take you past most of these areas in the suggested order. If you get lost, looking up your zone on UESP should help you figure out where to go next.

Sometimes you’ll see quest decisions in red, which means that your decision is final and cannot be changed. These decisions have no gameplay effect. The only thing you miss if you take one decision vs another is different dialogue and a different ending to the quest – but the quest rewards will be the same. They should be made based on your character’s roleplay (this is after all an MMORPG). There is one exception to this: The final quest of the mage’s guild does have a decision that affects gameplay.

This map shows what the recommended levels for each zone were prior to One Tamriel. Now of course it really doesn’t matter what level you are doing the quests at. No matter what level you are, you will always get rewards at your level and you will always scale so that you should be successful at killing quest monsters, no matter what zone you are in. But this may give you some idea of where to go next if you get lost.

map-zone-levels

Once you’ve finished your faction’s quests you will be told to go to Coldharbour. This is the level 45-50 zone. After Coldharbour you will unlock the Prophet’s final quest.

Once you have done that, you will be sent to do the zones of other factions. Now is also a fine time to do the DLC chronologically.

The ideal order is:

  1. Your faction’s zones, in order, doing the guild and prophet quests once every 5 levels until they are complete (this is maybe 150 hours if you do all the dialogue, most of the side quests, and spend some time exploring as well).
  2. Coldharbour
  3. The AD zones if you’re DC, the DC zones if you’re EP, and the EP zones if you’re AD (another 150 hours easy)
  4. The remaining base game zones including Craglorn
  5. Imperial City DLC (this is very difficult to solo and this quest content isn’t 100% necessary to the story) (around 5-10 hours depending on how much you struggle)
  6. Orsinium DLC (25ish)
  7. Thieves’ Guild and Dark Brotherhood DLC (Dark Brotherhood in particular has characters from AD and EP quests that will recognize you if you’ve already done those quests)
  8. Vvardenfell (30ish)
  9. Clockwork City DLC (20ish)
  10. Summerset (??? probably 35ish)

Again, this is just my recommended order and the chronological order for the game. Any order is valid; any order is possible. If you want to skip straight to Summerset or Clockwork City, do that! If you want to do the AD zones first even though you’re a Pact Dunmer, the quests will make just as much sense as if you do them third. The only thing is that some characters and some plot points make more sense or are more meaningful if you do the quests in this order!

How do you make gold in ESO?

There are many activities in ESO that generate gold. In fact, there really isn’t anything in ESO that won’t turn a profit one way or another. (the only truly poor people I know do nothing but roleplay, and even they manage to make gold through begging).

That said some activities are obviously more profitable than others, and if your goal is to make money now or start saving for that big thing you want, this is the guide for you.

Common activities used to make gold:

  • Selling things to other players. These things come from one of two ways:
    • Specifically farming items to sell
    • Buying items at a low price and reselling at a higher price (taking advantage of the decentralized nature of ESO trading).
  • Stealing from NPCs
  • Farming gold
  • Doing quests

You can combine all of these activities, of course. Perhaps you’re leveling your next alt? Take him through a prime gold farming zone like Razak’s Wheel in Bangkorai or the Vile Manse in Reaper’s March. Or perhaps in a place that has a chance to drop rare motifs. Stealing from NPCs or questing? You’re certain to get drops that other players will pay a pretty penny for.

Doing quests is probably the least gold per hour, but it’s steady income at no cost, and fun to boot. Quests award leveled gold but the gold is fairly substantial even at low levels. At high levels you can get up to 664 gold per quest, which can stack up fairly quickly. Even doing dailies can help – if you turn in 6 writs every day, that’s nearly 4000 gold not even counting the other goodies you get.

Farming gold is probably the most tedious, and it’s not that efficient. Certain NPCs drop large sums of cash (notably imperial NPCs in the two dungeons mentioned before), and if you kill them endlessly in a large loop you can make a fair amount of money per hour.

Stealing from NPCs is fun, although the amount of gold you can make is limited per day, and it’s not very efficient. For advice on stealing and making a profit this way, check out this excellent website. http://roguesfolio.tumblr.com/

Selling things to other players is then the most efficient way. Let other people worry about vendoring stuff and grinding quests – you can just get them to send their gold to you!

The first step in selling to other players is figuring out how you’re going to get your stuff to other players. This article on trading in ESO will help there. Most players will opt to join a trade guild, either from a recruitment message in zone or on the forums. (Or if you have friends that have already established themselves in the game, they may be able to snag you an invite as well).

The second step is figuring out what you want to sell, and at what price. There’s no bidding system and the decentralized auction house makes it hard for new players to figure out going prices. Addons like Master Merchant and Tamriel Trade center can help, as well as simply looking at stores to see what similar items are priced at, but if you’re in a small-town trader these addons may not be that accurate, and they still don’t help you figure out what to sell.

Typically, materials sell the fastest and the most consistently, even at low levels. Farming materials for an hour or two a week may not be the most interesting thing ever, but it’ll meet your guild dues and keep the gold flowing in.

Alchemy mats are the best to focus on at all levels. They sell better than the crafted potions, and since they’re the same for all levels it’s easy for new players to farm.

Raw materials also sell for high prices. A stack of raw iron ore will sell for 6k gold; a stack of iron ingots will sell for only 1k. This is because refining also drops tempers, including a chance at gold tempers. The drop rate of tempers increases with skill points in the refining passive. Therefore, if you don’t have max points in this passive, you should always sell raw mats rather than refined. If you do, then you have a choice to make. Take the gamble for gold tempers, or sell the raw mats and let someone else roll the dice? In the end it doesn’t really matter because the market is so well defined that you’ll come out about the same either way. If you refine 500 or 1000 raw materials, you’ll probably come out a few thousand gold ahead of just selling them, but you’re only making like 5% profit. (However if you wish to keep some mats and sell others, this is the best option).

Enchanting runes typically don’t sell that well. In fact this is one of the places where the crafted item sells better – a gold cp 160 jewelry rune will sell for around 4.5k gold, and almost as fast as a kuta for 3.5k gold. However this is a place where low levels can make a good profit. There’s no way for high level players to get consistent amounts of the square runes – the ones that define the level of an enchant – for low levels. Therefore, those of us who want to enchant gear for our alts or new players are forced to buy them. I often see these sell for 100g apiece or more.

The items that drop in your normal adventures also have value. Intricate gear and runes sells for ~200 g apiece, more than the mats you’d get from deconstructing them. Most zones have at least one gear set that sells for 5kish gold if it’s the right trait (and max level). Some overland gear sets sell for 20kish gold in the right trait, and weapons for 200k. Motif pages such as Celestial and Xivkyn sell for a few thousand gold apiece; rare motifs like bouyant armiger can sell for 200k gold apiece.

Many players find a niche that compliments what they like doing already. Exploring? Pick up the mats and sell them. PvP? Farm tel var in imperial city and buy sets or mats to sell, or buy motifs and sets with AP. Dungeons? Deconstruct that useless off trait gear and sell the mats, or simply sell the intricates and other random stuff that drops unbound. Farming motifs for yourself? Sell your extra pages for a large profit.

Playing the economy itself is where the biggest (and some say the easiest) profits lie. Buy low, sell high. It’s common to find items that are priced much lower than people will pay for them – maybe a new player doesn’t realize how much Kuta is worth, or someone priced that necropotence sash low so it’d sell fast, or even someone made a typo.

I don’t find it all that easy to find items that are certainly underpriced – but it is kind of fun and satisfies that “gotta find a deal!” urge without wasting a bunch of gold. And if you’re going to guild stores to buy what you need anyways, you may as well look for things you can flip.

Doing this requires a good understanding of the economy and the meta. For example, my MM currently says that essences of health are worth 20 g per. This is because some idiot bought them at 110g per thinking they were crafted tripots, and I don’t have enough data to overrule that outlier, because essences of health actually sell for about 5g (same as the price to the vendor). On the other hand my MM has no data at all for a reinforced werewolf hide shield – one that I sold for 40k in less than a week to a tank looking for a buff set.

That said you can make easy money. Today I:

  • Purchased two green divines necropotence pieces at 6k gold; improved them to purple; and sold for 12k and 18k gold respectively. (Improving them to purple cost about 500g and the higher quality can help guarantee the sale. If they were heavy armor it would have cost more like 2000 gold and may not have been worth it).
  • Purchased a bunch of green alchemy mats for about 10 g per lower than they were selling in my guild. Rapidly sold them at the higher price.
  • Purchased a few kuta for 2.5k gold, crafted some gold runes, and listed those runes at 4.5k gold.

Those are just some examples of the kinds of deals you can look for. I usually have a search set up in awesome guild store with parameters All > green or better profit range > 500 or more gold profit, and I run it when I’m bored and visiting guild stores. It’s possible to flip within your own guild, but the best thing to do is to visit guilds in places that aren’t visited very much. They may only have a page or two of listings but here is where you’re most likely to see low priced items.

Keep in mind the guild store cut! If you’re making less than 7% profit by flipping, you’re actually losing money.

If you’re unsure if something is worth selling, or at what price… ask! People in trade guilds are happy to help you out with advice, since you selling well is healthy for the whole guild. And zone chat often has some idea as well.

Happy trading!