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
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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

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!

 

 

 

 

 

How does trading work?

Trading in ESO is a bit different than other games. As in every MMO you can trade directly with players. You can advertise what you wish to sell or buy in zone chat, and meet up in person (using the f-wheel to open the trade window) or mail the items cash on delivery (to which the game adds a 7% fee, which disappears into the aether).

Unlike other MMOs there is no centralized auction house. Instead, offline/impersonal trading is done through guilds.

Every guild over 50 players has a guild store. Items can be listed in this store for a set price. Everyone in the guild can view this store from any banker in Tamriel and purchase items. The items are mailed to the buyer and the gold gets mailed to the seller, minus a 7% cut (3.5% of the cut is deposited directly into the guild bank and 3.5% disappears into the aether, which is still better than CoD).

Needless to say selling to only people in your little social/raiding/PvP guild isn’t very efficient. There’s a better way… trade guilds!

So the way trade guilds work – if you want to sell to anyone outside your guild, you have to hire an NPC (non player character) trader. If you want to purchase something from a guild you aren’t a part of, you have to visit their NPC trader.

If you want anyone to actually visit your npc trader, he has to be in a place people go. There are a set, limited number of traders, and guilds compete to hire them every week (on Sunday at 1 am GMT (8 PM EST), in case anyone cares). The hiring is done as a secret bid. Basically, you place what you’re willing to pay for your guild, and if it’s the highest amount, you get the trader; if it’s not, you get the gold back in mail.

In order to get a trader in a decent spot, most guilds have to bid at least 1 mil per week; in the best spots it’s more on the order of 10 mil per week. (The traders in shitty spots might be more like 100k).

If a guild makes sales of 40 mil, they only get 1.4 mil in taxes; a bid for a spot where your guild actually makes 40 mil in sales might cost 3 mil or so, so the rest has to be made up somehow. Most guilds are set up so that you either have to sell a certain amount, or donate/buy raffle tickets worth a certain amount (not both) usually it’s set up so that each member is contributing around 1-3k per member, which makes up the difference in sales and is enough to keep the trader.

Guilds in cheaper cities should be requiring less, whereas guilds in the most expensive cities may require as much as 15k per member. (So if you have to contribute 1k per the guild, you can donate 1k, buy 2k worth of raffle tickets, or sell 28k, is pretty much how the math works).

Location is everything! Traders close to wayshrines in cities people go to a lot get the most sales by far. Traders in outlaw’s refuges and zones that most people don’t go, do not get any sales. People are lazy and are willing to pay a premium for getting their item faster. I can set prices 20% higher on commodity items in my trade guild on top of the wayshrine in Mournhold and have them still sell faster than the same items at a lower price in my trade guild far from the wayshrine in Wayrest.

The top locations on PC-NA are:

Rawlkha (Reaper’s March) – typical trader fees 10 mil+, typical dues 15k+

Mournhold (Deshaan) – typical trader fees ~5 mil, typical dues ~3k

Wayrest (Stormhaven) – typical trader fees 3-4 mil, typical dues ~2k

Elden Root (Grahtwood) – typical trader fees ~ 1 mil, typically no dues (~1-2k recommended)

Belkarth (Craglorn) – typical trader fees ~ 1 mil, typically no dues (~1-2k recommended)

Other good cities (in no particular order) include Clockwork City, Vivec, Windhelm, Shornhelm, Baandari trading post, Skywatch, Daggerfall, Ebonheart. Stuff won’t sell as fast as in the major cities but it will move eventually, and guilds here typically charge no dues.

Knowing your market is important. In Rawlkha, Mournhold, and Wayrest, people are looking for end-game mats and items. In Daggerfall and Skywatch, they’re more likely to pick up low level crafting items. If you have something fairly rare, people may come specifically to your trader looking for it.

Keep in mind that trade guilds are not social guilds. They’re there to make you, and them, very rich. Don’t join “just because” if you have nothing to sell and don’t intend to farm things to sell.

 

 

What’s the difference between 2H and DW

Shamelessly stolen from Discord for the purposes of preserving this lovely comparison for posterity

How much of a dps loss is 2H compared to DW for stamDK?

You lose a significant amount of stats, a set bonus, and the 2H skills are flatly worse.

HatchetHaro Today at 1:02 AM

while the dps difference is kinda large, i can say that it can still be viable for vet dungeons
i’m theorycrafting it up right now, will have some results and parses in a moment
HatchetHaroToday at 2:29 AM
Here’s a parse in a quick 2H build
esostamdk2hparse01
currently at 250ms ping in my conditions, so i think i might be able to reach 36k when i get back to the US with 100ms ping instead
in comparison, here is a parse in my typical DW/bow setup, same conditions
esostamdkparse19would probably be 43k in better ping
here’s my build and CP for my parse
esostamdk2hbuild1
2H bar: Venomous Claw, Brawler, Razor Caltrops, Rearming Trap, Executioner, Flawless Dawnbreaker
Bow bar: Molten Armaments, Poison Injection, Endless Hail, Noxious Breath, Flames of Oblivion, Standard of Might
Rotation: HA > Venomous Claw > HA > Brawler > LA > Razor Caltrops > LA > Rearming Trap > barswap > LA > Endless Hail > LA > Poison Injection > LA > Noxious Breath > LA > Flames of Oblivion (> LA > Molten Armaments) (> LA > Standard of Might)
When you refresh Molten Armaments or cast Standard of Might, replace a Heavy Attack with a Light Attack
At 25%, start replacing Brawler with Executioner. At 15%, start replacing Venomous Claw with Executioner. At 5%, replace Heavy attacks with LA > Executioner > LA and drop Flames of Oblivion
Just a quick setup without much maths going into the execute phase, so if you find better timings, do let me know.
So, do I actually recommend doing this? Hell no
But if you want to, it’s definitely viable.