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mooslacker last won the day on July 20 2018

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  1. Demethys Velador
  2. Exploring Ravenspire at night.
  3. True, will keep that in mind. From now on when CR is going to happen officially, it will only be +3. I'd also like to remind everyone to change their votes if they don't need anything from a certain trial any more. This way we can stay up to date. I see some of you have done that
  4. Wayrest Mead You will need: A 30 liter barrel A 5liter pot Airlock 20 liters of spring water 7 kilograms of mixed or clover/dandelion honey 2 kilograms of buckwheat honey 20 grams of Mangrove Jack's Mead Yeast (m05) Nutrients for the yeast * 1 tablespoon of tulsi 1 tablespoon of verveine either one cut vanilla bean, or two tonka beans cut in fourths. 1 large handful of medium roasted oak chips * You can use raisins and orange peels without pith to feed the yeast with needed nutrients. I, however, managed to bargain a local witch for some very potent concotion called Nutrivit. If you choose the same route, use 10 grams in the beginning and 5 grams on each of the next four days. Brewing Clean all of your equipment thoroughly. This cannot be stressed enough. You want them to be sanitized. Either heat bottles of honey in hot water, pour 15 liters of spring water in the barrel at room temperature, bring the rest 5 to boil and add most of it to the barrel. Then pour in the honey and mix well. Or heat 30 liters of water up to 60 degrees C while dumping all honey in it and stir well for about another 10 minutes while keeping the same temperature. Do not go over that temperature. Either way you want to end with a must between 25 and 30 degrees C. Soak the oak chips in some water for about 20 minutes. Whichever you choose, now is the time to pitch yeast. Get some water at 40 degrees C in a cup, ad a dash of sugar and mix well. Pour your yeast in there and mix some more. Leave it be for a few minutes. Now add a bit of your must from the barrel (using a sanitized vessel!) at a time, 2 or 3 times over the next 10 minutes. Once the cup looks like something is trying to crawl out of there in a storm of foam and possibly larger bubbles, pour it into the barrel and mix well. Now is the time to stir the Coulharbour out of it! Get your stirring spoon and make sure you mix everything well while properly aerating the must. It better look happy! If you possess the magic of hydrometry, take the reading now and write it down. This is your base value. Add oak chips, half a tablespoon of tulsi and half a tablespoon of verveine and vanilla bean or tonka beans to a mashing bag and dunk it into the barrel. Either cover with a cheese cloth to keep it aerated or close with an airlock right away. The next 5 days Over the next five days stir the must well once a day and add nutrients if you did not go by the all natural route. Remove the mashing bag after 2-3 days, empty and clean it. More waiting.. Once you see that bubbling in the airlock has reduced to about 1 bubble in every 30 seconds, take a reading. Using the formulas of hydrometry, make sure you have managed to turn 30% of the honey into alcohol, siphon most of the mead into a new, clean barrel. If 30% of sugar has not been converted to alcochol yet, take a reading until it has. Do not disturb the sediment in the bottom by the slightest. Do not splash the water, let it run straight under the level in the new barrel. You must not aerate the mead any more, or it will start to taste bad. Fill the new barrel as much as possible and if you wish to get more alcochol content, add more honey. Also replace some of the lost water content with new spring water. Take a new base hydrometry reading. You know how much alcochol there is already, so the difference between this and the next reading added to what there already is, is going to be the next alcochol content reading. Aaaand more waiting.. About a month after this, rack the mead to another barrel once more and add the mashing bag with half a tablespoon of tulsi and verveine. If you wish more sweetness and vanilla taste, add the same amount of those too. Always taste some of the mead while racking to know which direction to push it in. At this point the most important thing is patience! Do not disturb the vessel, it will manage on its own! Did I mention waiting.. After the mead starts to become clear (it might take up to a few months or be much quicker, depending on temperature and nutrients used), it is time to bottle it. Again, without aerating it any more. If you can bargain a witch for some ingredients to make the fermentation stop entirely, it can be a safe option. Otherwise just bottle, as at that point there should be no more fermentation going on.
  5. PvE teamwork guide 2 - tanking and healing While this is mainly aimed at new tanks and healers, everyone should give it a read. Tanking Tanking in ESO is unlike most MMOs, since there is no buildable threat mechanic. The only way you can keep mobs on you is by taunting and controlling them with slows, freezes or stuns. Taunts in ESO are single target only, which means you do not have the resources to keep everything taunted at all times and you should not try to do so. However more dangerous mobs which could one- or twoshot players, should be kept taunted at all times. The rest can be pulled in with chains or the equivalent, controlled and burned down fast by the damage dealers. Aggro mechanics Basically aggro works roughly as follows: The pack is pulled. Every mob in it randomly aggros a group member. This will not change in 7 seconds unless a taunt is used, or in case of melee mobs a freeze is used, in which case they will hit the closest target. This initial aggro doesn't seem to have much of a range, mobs can run to you even if you were in another room, out of line of sight when they were pulled. In about every 7 seconds, they will change the target to who hit them the last or healed the group the group last. Since there is healing ticking all over the place at all times, most of the time they will look at the healer. If the mob is taunted, it will focus the taunter for the taun'ts duration and then probably run to someone else when a combat tick happens. The importance of using chains regularly when there are mobs that can be pulled into the main group can't be stressed enough. It can make fights several times shorter when everything can be burned down together or even on top of a boss. The staple of a pull by DK is running into ranged mobs, pulling in a few of the melee mobs and hitting Choking Talons. This has everything nicely packed together to be burned down. I also like to use Eruption when there are several group with many runners I can't pick up with chains fast enough. In that case having them slowed by 70%, running in, pulling a few more in and hitting talons gives the DDs the opportunity for massive AoE. Always keep mobs bunched up on you when possible. Following are a few tips for tanks, which can support the group a lot. Keep the boss faced away from the group, unless tactics specifically call for tank to be stacked with the group. Make it a habit, so that the group never gets cleaved. There are also some bosses which do not cleave, but place AoEs on targets in front of them (Twins in MoL, Last boss in AS, etc). Generally keep bosses faced away from the group and only dance with them when you know they don't cleave or do anything else nasty, and only when necessary. Keep Glyph of Crushing up on your target at all times. Your weapon that is enchanted with it needs to be Infused, so that you could have higher uptime. If wearing Torug's Pact, it is even easier. It is refreshed by weapon skill line skills (also Blockade of Elements, if you like using destro backbar) and heavy and light attacks. Learning to drop block for a split second to light attack and get block up again will save you a lot of resources when you don't yet need to refresh PA and HS, but need to keep Crusher rolling. Get a timer for this. Keep Pierce Armor and Heroic Slash up 100% of the time. The first is very important for the group, as everyone caps their Penetration passives and procs, taking this into account. The second gives more Warhorns and thus also regenerates your resources if you are a Dragon Knight. Get timers for these. If you are wearing Alkosh, use a synergy at least every 10s, and try to space it out so that the debuff never runs out on the boss. Use a debuff tracker for that. There are Shards or Orbs, Harvest, DD synergies, etc available. Block every heavy attack. In level 50 content most of them will kill you in one hit if you don't. In between you can regenerate resources and block some light attacks for a good measure. Learn to spot healing or buffing effects that are relevant to you and stand in them when possible. Your healer will thank you and you'll survive more without having to heal yourself as much, which means saving some resources you can instead use for group utility. Always keep some stamina to block a few heavy attacks and keep PA and HS up. Keep as many mobs chained in a group as possible. This can't be repeated enough. The most damage in ESO comes from area of effect abilities, which means it's much more efficient to burn down groups of mobs than single target. There are other funky things you can do with chains. For example you can chain adds of Velador to him in CoS, instantly killing them, making that phase a breeze and allowing DDs to keep focusing the boss as much as possible, even though you're moving him around a bit. Don't move much when you don't have to. AoE damage and healing needs to be repositioned when you move a boss or bunch of mobs out of them. That wastes time and resources. Have ranged taunt on your bars either permanently or at least for any content where multiple mobs need to be kept on you. If you use the magicka morph, you can also use it instead of Pierce Armor in dangerous situations where your stamina is low and there is a heavy attack incoming in the next second, but also taunt is about to fall off. When you need to chain or taunt something while having a cleaving boss or one with frontal traveling aoe on you, try not to turn him too much. You might get the DDs oneshot by turning rapidly. DKs can use chains as a free(because of the morph) mini taunt to get initial aggro on something that is immune to being pulled or stunned, or get them off someone for a few seconds in a fight, to save magicka. As a DK, Igneous Shield spam can save the group sometimes. For example on Zaan, during frost phase when the healer is dead, it is often possible to keep the entire group up just by spamming IS. It is not only for yourself, but also for the group. Being proactive with it and casting it before a massive AoE hits the group, keeps the possibilities of someone getting killed by the next incoming attack, minimal. Use Replenishing Barrier on main bar for the extra Magicka regen from pvp Support skill line. Yes, it is that good. 10% magicka regen makes a noticable difference and lets you do what tanks and healers do the best in this game - support the group with their abilities, which in case of a DK mostly means spending magicka. Swap it out for Magma Shell if you or the group really needs that massive survivability boost for a bit on certain encounters. Don't be afraid to pop aforementioned Barrier sometimes. It is largely there just for sustain, but if you know people are most likely going to die within the next second or two, pop it if they're close enough to get it, and watch the group survive. You'll lose almost a horn's worth of charge, but whatever. You just prevented a wipe. Level Shielded Charge. There aren't even a handful of fights where you need it, but it can be useful. Even on simpler content like vCoS, where you can charge to the second boss after the teleport, to not have to rely on ranged interrupts of others or slot destro backbar if you don't like using it. Spot the encounters which tax your sustain and wear different gear sets for it. If you need more magicka, shadowrend+chokethorn help a ton. If you need more stamina, more ultimates is usually the answer. Always have a tiny bit more stamina than magicka. That way you gain stamina from shards or orbs. As tank, always prioritize using shards instead of orbs whenever possible. For you, both resources are pretty much equally important ans synergize: If you are a DK and need some stamina right now and have excess magicka, use Igneous Shield. You gain 990 stamina per cast from the Helping Hands passive. If your playstyle is to maximize group support, go lizard. The extra regen from potions makes an immense difference and allows you to spam more shields, chain more, taunt and block more, etc. It just is that good. If you already are lizard, you can experiment with jewelry enchants. Potion Speed can be a lot of fun to play around with for a lizard especially in Summerset,but was already interesting before. You don't just get more potion uses, but also the lizard passive scales with it really well. You get an average of 7000 from the best tri stat potions every 30s, instead of every 45s. Over 4000 of all resources returned by the lizard passive every 30s works out to about 1.3k regeneration, vs about 1k regeneration from unglyphed potions. That's a massive 300 regeneration for all stats, including magicka and health, only from being a lizard. And that's on top of the increased regen from using more potions as non-lizard! You'll lose 2-3 shield play enchants, but those only help your stamina. Experiment and choose. Remember that as DK, magicka is very important for you. It fuels most of your support abilities and survivability and also adds stamina regen through using the right abilities. Aggressive Horn. Get it, use it every time it's up and you need resources if there's 20s or less left on Horn cast by someone else, or just every 30s. Always announce it before and wait for a second before you press it, to avoid popping two horns at once and wasting someone's ult charge. Efficient Purge. Get it and slot it in your flex slot on purge heavy encounters. DKs have a lot of magicka regeneration, so you can sometimes use it to instantly cleanse yourself and the entire melee group. Deep Breath. This is an AoE interrupt which also heals you, very useful for fights like Twins and on some more difficult trash where you gain a lot by interrupting several targets at once. If you main bar Crushing, back bar Weakening glyph. Double slotting Crushing does not make a noticeable uptime difference. Tanking gear Have different gear setups ready, so that you have all the buffs that are needed covered between two tanks . The following is gear every trials tank should have in their inventory. The first three are pretty much mandatory in most trials. Roar of Alkosh (if the other tank is using Torug on the same boss, your Alkosh weapons should be without glyph of Crushing, since weaker overwrites the stronger) Ebon Armory Torug's Pact (with glyph of Crushing) Akaviri Dragonguard Plague Doctor (only for when you really need more health) Poweful Assault if you can get it, can be a good addition for offtanking at times, especially if you run Vigor with it. 1 piece Chokethorn + 1 piece Shadowrend for magicka regen Blood Spawn for more Warhorns and stam sustain Lord Warden (usually only if there's no Warden healer or tank in raid and the resistances are really needed for the group) In some trials it's not possible to get high enough Alkosh uptime to justify using it (Cloudrest for example). In that case use something else that increases group damage, like more horns through Dragon. In some encounters it's beneficial to have less health because of health based attacks or debuffs (again Cloudrest is prime example), so plan accordingly. A great source for tanking builds and advice is https://woeler.eu/ . Woeler is recognized as one of the, if not the best PvE tank in ESO. Healing Healers in ESO are there to keep the group alive, but mainly to buff them in various ways. Since a lot of the damage in ESO is avoidable, healing lessens in importance as DDs and tanks become better at avoiding damage, and buffing becomes more and more important. Shorter fights means less chances to mess up for everyone and healers play a big role in increasing damage of the group, just like tanks do. Right now the meta for vTrials is either two Templars or one Templar and one Warden. Templars give shards which noone else has and Warden buffs the group with extra regeneration and resistances. Templars also have great single target smart healing, while Wardens can do massive area healing with ground effects and provide life steal. Especially DKs and Sorcs are also very viable as healers, but not optimal with group utility. DK healers also have the problem of overwriting larger shields put up by the tanks and the need to regularly cast them for 100% Major Mending uptime. As a healer you mostly want to stay behind everyone else. That is to keep a good overview of what's going on and also to have everyone in front of you for your frontal buffs. Whenever possible in trials, groups should be positioned so that either healer has their own group(s) to focus on. Vestment of Olorime Only one healer in the raid must run this set. If possible, together with Jorvuld's Guidance to keep the buff up longer on melee DDs who might need the extra duration during movement heavy encounters. This set has a 10 second cooldown. Every time the cooldown is up, the first ground based area heal you cast puts down a glowing rune which gives everyone in it Major Courage for 30 seconds, increasing their weapon and spell damage. 12 targets can be affected by this at most. That means you can safely rotate this between the melee and ranged group, and if needed, even a third group. With Jorvuld's Guidance, it would be possible to cover up to 4 locations with great timing. If you are assigned to Olorime duty, keep this up 100% of the time on every DD group. Since this set is only used when casting healing abilities, you can use a healing staff and back bar Maelstrom destro or even Asylum or Master resto if you wish. It does not matter when the set gets broken when you are on the other bar, as long as you can swap back to resto to apply the buff efficiently. Combat Prayer Rectangular frontal aoe heal, which gives everyone in it Minor Berserk, Minor Resolve and Minor Ward, buffing their damage and resistances. Keep up 100% of the time on all DDs and also tank whenever possible. Luminous Shards (Templar only) A pretty narrow AoE which does some damage and allows any group member in it to use the synergy, restoring a larger amount of their higher resource and smaller amount of lower resource. It is good to have a timer for this, as the synergy has a 20 second internal cooldown for the users. In a trial it's great to throw it on the boss, so that both the tank and melee get it, and in about 5 seconds into the ranged group, so that they also get it. Getting some stamina back as the secondary effect of the shard synergy is beneficial even for magicka builds, as it is used to avoid damage. The internal cooldown is shared with that of the orbs, which means it is more beneficial to use shards. However they will always not be available, so the other healer will usually keep throwing out orbs. Keep this down as tightly on internal cooldown of the synergy as possible. Energy Orb (Undaunted) If you are on orb duty, keep throwing them out between shard casts of the templar. Spam a good 2-3 in each group between needed healing and buff upkeep, and you're good for another 15-ish seconds after. They also heal as they go, so use them as AoE healing tools with a massive heal and some resource regeneration on synergy use, when needed. Extended Ritual (Templar only) Heals a little over time in a large area and allows group members in it to cleanse themselves with a synergy. If this is on your flex slot, always keep it down on melee+tank and move it on the ranged group when needed. If you have a non-templar in trials, they should use Efficient Purge to cleanse the ranged group when needed. Enchanted Growth (Warden only) A frontal cone which heals and grants the targets Minor Intellect and Minor Endurance, increasing their stamina and magicka regeneration. Keep up 100% of the time on everyone possible. Leeching Vines (Warden only) Try to keep up on the tank when you have it slotted. Heals the target over time and everyone who hits them gets life steal effect placed on them, healing everyone who damages them, every second. Expansive Frost Cloak (Warden only) A flex skill which can be useful when extra resistances are needed for the entire group. Gives Major Resolve to group members within 28 meters, increasing physical and spell resistances by over 5000. Blockade of Lightning (Destruction Staff skill line) If there are no DDs using Lightning staff, at least one healer needs to run this on their backbar and keep Blockade up on the boss at least once every 15s and on adds as much as possible. The staff should have Charged trait and Charged enchant to give the fastest possible application of Off Balance debuff every time immunity on the boss drops. Off Balance lasts for 5 seconds, after which a boss will be immune for 15 seconds, giving it a possible 25% uptime. Elemental Drain (Destruction Staff skill line) This should be run by one healer and kept up on the boss 100% of the time, as it regenerates magicka to everyone who hits the boss. This is also why it's important for healers to weave either light or heavy attacks on the boss. Try keep people healed, but when they're being stupid, don't put yourself at risk to save them. If they keep standing in red, just let them die and hope they can be resurrected. Hope they learn from the pain. When healers die, both healing and group damage will be less and unless they're resed fast, the fight can spiral into a wipe. First and foremost stay safe. Most mechanics in ESO are avoidable, so the DDs need to learn to take care of their own safety too. Pay extra attention to melee DDs when possible, since survival is extra difficult for them. If you are a Warden, keep your Budding Seeds on meele+tank. This burst heal can save them or just make it easier to keep them topped up at all times. Have different gear setups ready. Ideally every healer should have the following to choose from so that they can mix and match whatever, but Wardens should aim for Jorvuld's+Olorime at first, while templars should cover the rest of the sets, the best to begin with being Worm+Healing Mage/Sanctuary: Vestment of Olorime (farmed from Cloudrest trial) Jorvuld's Guidance The Worm's Raiment Healing Mage (farmed from Aetherian Archive) Sanctuary Kagrenac's Hope (mainly for Templars, on some fights very fast reses are great) Infallible Mage (for a more aggressive setup) Good resources and guides for healing can be found here: https://alcasthq.com/ and https://tabatta.eu/ . This concludes the main overview of tanking and healing. Hopefully there's something useful in here for everyone.
  6. We have farmed a few trials, but that has been mostly for the tanks. Where does everyone still need gear from?
  7. Ready to rest at the guild hall after adventuring.
  8. PVE teamwork guide These guides will briefly explain why tanks jump off the cliff, healers beat themselves on the head with their staves in frustration and DDs shiver in anger sometimes. Comes with illustrations and recommendations on how to preserve sanity of your teammates in certain situations, giving a short overview of what the roles are trying to achieve, the main tools used for it and how you, while playing in the same group with them, can enable them to be more effective. ESO is largely about teamwork - positioning to enable better use of team abilities, slotting and using correct skills and synergies at the right time or even in sequence. The better you understand what tools used by other you can make more effective, the more edge you have in terms of damage and survival. Issue 1 - How to play with a healer in your group In current meta healers are there to: keep you alive buff you or debuff enemies and restore resources to the group. To allow them to do so effectively, you should play into the abilities, armor and weapon sets the healers use. Since the most effective (excellent balance between healing power and sustain efficiency) healing comes from ground targeted abilities and Combat Prayer (8% damage buff) is applied in a pretty narrow area in front of the healer, damage dealers will benefit from the healing and damage boosts when they are not randomly running around all the time, but try to stay more or less in line between the back of the boss and the healer. Healing Springs also restores Magicka to the caster for up to three targets hit by the initial tick, so the more of you the healer can cast it on at once, the longer their blue bar will stay happy! Naturally survival comes before comfort, so you should still move to avoid mechanics. Safety first! But whenever you need healing and see a healing effect appear under you or close to you, do not be afraid to jump in it and remain as long as you need to. Like tanks - move when you need to avoid something or when avoiding something is a lot easier if you already have momentum, but get in the habit of not moving too much when you don't need to. This game uses a lot of ground based abilities and recasting them because someone moved is a hassle and a waste. Vestment of Olorime and positioning In Summerset, ground targeted AoE heals are also the ones which apply the damage buff by Olorime set, you want to be positioned so that the healer can land a ground targeted Area of Effect healing ability on as many damage dealers as possible at once. Having one healer rotate Olorime buff both on melee+tank and ranged+healers group in trials allows the other healer to run other sets, or have several DD+healer groups in situations where several larger groups need to be split up a bit. Spell Power Cure's buff is still easier to apply in 4man dungeons and on fights with constant movement, so you might not see Olorime everywhere, even though it is clearly considerably better in the right conditions. Most widely used abilties that require your proximity Healers in ESO have mainly three kinds of heals which are actually good enough to be usable: Ground targeted Area of Effect abilities These stay until the end of duration and then disappear. If the same healer recasts the same heal, the previous area will disappear and new one appear in the new location. A good example of this is Cleansing Ritual. Cleansing Ritual Allows anyone in it to use the synergy to remove all harmful effects from themselves and heal for a small amount. Healing Springs (morph of Grand Healing) Heals everyone in the area initially and once every second for three seconds total. It is also one of the only ground targeted abilities which you can cast again, retaining the effect of the first cast. This allows for wider coverage or very high healing output in a smaller area when spamming it, since the effects in the same area do stack. Luminous Shards (morph of Spear Shards) If anyone uses the synergy provided by being close to Spear Shards , they restore either Magicka or Stamina, whichever maximum is highest, and in case of Luminous Shards, also half as much of the other resource. Budding Seeds (morph of Healing Seed) Creates an area of flowers, which will heal everyone in it for a great amount after 6 seconds. One ally in it can activate a syngery to gain a Heal over Time effect. Also the caster can press it again to instantly activate the big heal on everyone in it. If this on the ground, it is either needed for an emergency or there just to give the Warden a bit more time to cast anything else, since they know everyone in there will be healed after 6 seconds. So if possible, firmly plant your adventurer butt in there. Enchanted Forest (morph of Secluded Grove) If this is up, there is usually a need for it. Dire need. You will probably die without it kind of need. So be a good treehugger and frolic around in that glowy green forest and get healed. It heals anyone in it for a great amount every 1 second for 6 seconds and is probably the most charge efficient healing ultimate in game. Cinder Storm (morph of Ash Cloud) When you see a DK healer in your group, make sure you stand in this whenever possible. It heals just for about 1000 health per second, but the 18 second duration makes it very efficient and low cost heal for the healer to throw out and just keep topping everyone up when they don't need emergency healing. Ash Cloud and Eruption The base spell of Cinder Storm and its morph Eruption look exactly the same, which can be confusing. Unmorphed version heals for just a little, but Eruption does not heal at all. Refreshing Path (morph of Path of Darkness) When you have a Nightblade healer or tank in your group, you will most likely see this the following ability. It heals friendly targets in it and for a few seconds after leaving it. You also gain Major Expedition for a few seconds. Major Courage from Vestment of Olorime After you step into the circle or just get hit by it when it's cast, you gain Major Courage for 30 seconds. Major Courage is the new buff group which replaces Spell Power Cure's damage buff. Since this buff lasts for 30 seconds and does not require the targets to be at 100% health. The circle appears in the middle of a ground based AoE heal, so it might be inside the graphics of Healing Springs, etc. Smart Target abilities These generally affect one, some of the time several targets and are usually applied by priority, where the targets with the lowest health percentage are the highest. Prime examples would be Healing Ward which shields a target and when the shield expires, heals them. Also Breath of Life, which has to be aimed in the general direction of your primary target, heals them a lot and also heals the next most hurt target for a considerably smaller amount without any facing requirement. Traveling abilities These are abilities which keep moving after being cast, and at some point expire, usually healing allies on the way. Main example here is the morph Energy Orb Energy Orb (morph of Necrotic Orb) Flies in a straight line from the caster and heals allies on the way. If anyone uses the synergy provided by being close to the orb as it travels, they restore either Magicka or Stamina, whichever is highest, and heal every group member in range for a good amount. Aggressive Horn Tanks and healers will rotate this ultimate, giving everyone in range a 30 second 10% buff to all Attributes (Health, Stamina and Magicka), and a 9.5 second boost to Critical Damage. Considering the duration and ultimate generation, tank and healer will try rotate the 30 second portion of this either back to back as much as possible, or one of them will keep theirs for a certain phase where boost to burst damage or extra health is needed, and the other will toot in between. In case of very high group DPS in dungeons, they might just rotate the 9.5s portion once for bosses. If you want to track this (as a tank or healer you must), either set up a tracker for it with any buff duration addon you're using(make sure to track anyone's Horn from your group) or get the Warhorn Tracker addon, which does just that and nothing else. Taking everything above into account, know where your healer is/healers are and position yourself to best benefit from the healing and damage boosts they provide. The main thing is - do not move all over the place unless encounter mechanics call for it. Stay at least somewhat packed together in front of the healer if possible, just make sure that in some encounters doing that could kill the others standing near you with splash damage or a frontal line AoE targeted at you. This wraps up the most important bits about making your healer happy and allowing them to shower you with health and buffs. Feel free to suggest corrections or improvements In the next issue we will take a look at what tanks can do more to enable the group!
  9. Wayrest Honeyed Ham Being an intersection of trade routes, here we have access to foodstuffs even from the Alik'r Desert. This recipe uses both traditional ingredients from Stormhaven and more exotic spices and fruit. You will need: smoked ham onions 1 large carrot one red pepper two bayleaves water Glaze: honey strong mustard horseradish paste or crushed horseradish thyme dates huntsman's peppers Put a shank of smoked ham in the pot with an onion cut in fourths, a large sliced carrot, two bayleaves and some sliced red peppers. Cover entirely in water. Do not use any salt or pepper in this. Ham will provide salt and pepper will be added later from the glaze/gravy. Bring almost to a boil, then poach on low heat for half an hour. Bring the oven to maximum heat (Around 300 C). Mix honey, strong mustard, horseradish paste, thyme and ground or very thinly sliced dates, huntsman's peppers - all to taste. Lift the ham to an oven pot with a bit of water in the bottom. Keep the vegetables and stock from boiling. Slightly cut into the ham skin to form a pattern you like, slicing just slightly through the skin in some places to let the glaze in better. Smear glaze all over the top and sides, make sure some gets into the cuts. Turn the oven down to low heat (150) and cook the pork without a lid, pouring the glaze and water mix from the pot over the ham periodically. Cook until the glaze remaining on top looks sticky. Turn the shank around and glaze the bottom. Cook like previously. Turn the shank around, increase the heat on top (to grill if available), add some more glaze from the bowl, cover in a generous sprinkling of thyme and sear the top to look deliciously brown. Pour away some of the broth from vegetables, leave just enough to almost cover the onion slices. Lift the meat on a serving plate and pour the remaining glaze from the cooking pot over the vegetable broth. Slice ham to the plates and pour the sauce right on the plate with vegetables. Serve with a fine Wayrest mead, cider (sweeter French ciders are a good pairing) or beer, both at least a bit on the sweeter or spicier side.
  10. These two travel all over the lands, sometimes bringing back tastes from their travels to the more well-known and some more dangerous corners of Tamriel.
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