Month: October 2016

Diverse Variety of Weapons and Armor Available In Runescape

Diverse Variety of Weapons and Armor Available In Runescape

Mining is very important, as ore pretty much fuels the game if there was no mining, then there would be a much less diverse variety of weapons and armor available, making the game dull. This is why it is important to get your mining skill up. From level 1-20, you need to extract copper from the mine south of Varrock. From level 20-40 you should mine iron mine near Rimmington or varrock. When you reach level 40, it should be much easier to extract coal.
You can mine coal at level 30, but it will take much longer, besides, if you level with other minerals, you can either make money by selling them or you can keep them and may be used later (I recommend this method, it is more profitable) in the game with with runescape gold in the game. I also recommed that you buy and adamantite (Or adamantine I always forget how you spell that) or rune pickaxe. A good place for members of runescape paid to the coal mine, is at the mine near Ardougne, which also owns a bank close enough, this will speed up your mining and make you more efficient.
If you are a member runescape free, you can extract the coal mines of the dwarves, but it is not a bank nearby, so you will not be very effective. Now, the coal mine until you’re level 60. Since you are level 60, you can go to the guild mines coal mining until you are level 85. And now that you are level 85 mining, you should go and mine rune in the wilderness or the guild of heroes (much safer) and with buy runescape gold in the game. Rune seller for between 10,000 to 15,000 per song, so I think you’ll agree it’s certainly worth the effort to do so.
When you follow the steps above, I strongly suggest that you keep all the ore you get and Smith, into something useful. Otherwise, feel free to sell it and see some immediate return for your efforts. I hope you enjoyed this quick tip. If you subscribed to my newsletter, you receive the next board tomorrow fast. Everything you can to get the vulnerability and not you. Now, if you see a guy with about half his health bar down, and you know you can beat it, go ahead and attack. But being tired, you never know who is lurking in the shadows.

Elder Scrolls Online: Ideas for new siege equipment

Elder Scrolls Online: Ideas for new siege equipment

Currently we have trebuchets for long range, slow attacks; Ballistae for medium range average speed attacks, and catapults for short range quick attacks (at least, I think that’s how they end up working out). We have burning oil for wall/gate defense, battering rams to smash in doors, and have forward camps for support/utility.
Any ideas to add some more siege equipment to the game? I’ve a few suggestions:
Siege Towers
A large tower with a staircase going from the back to the front (usually it’s a ladder, but i think a steep staircase might work better for the game mechanics). Like a battering ram, the siege tower can be manned by multiple people, and it moves faster the more players you have pushing (up to 4, perhaps). The siege tower has to be deployed a specific distance from the keep, and then can be pushed to the keep wall, where it can be used by players to climb up to the top of the wall.
Sapper Charges
When deployed, the sapper charge deals massive damage to keep walls and doors, higher than any current siege weapon, but it kills the user in the process. Essentially a suicide bomber that rushes a wall, blows up to create a hole in the wall, and is followed by his allies.
Spear Walls
When deployed, a wall of spears embedded into the ground, facing outward from the player. Enemy players take damage and cannot move through the spear wall, and take additional damage and are knocked down if they try to pass or jump it while mounted. The spear walls would be destructible with catapults/trebuchets/ballistae and firepots.
Some other features that would be interesting are more reliance and ways to mess with keep resources. Currently, the lumber mill, mine, and farm do nothing other than decide whether or not a faction can teleport to their keep’s transitus shrine.
Suggestion: Each resource type directly benefits the keep in some way while under a faction’s control
The Mine
While under the control of the faction that owns the nearby keep, the mine would provide a bonus to that keep increasing the strength of keep walls and the effect of repair kits on walls.
While under the control of an attacking faction, the keep’s walls would take more damage from siege attacks and be repaired for less by repair kits.
The Farm
While under the control of the faction that owns the nearby keep, the farm would increase the spawn rate for keep defending NPCs, and provide a health regeneration boost to players defending the keep.
While under the control of an attacking faction, the keep’s npcs would become weaker and have reduced spawn rate.
The Lumber Mill
While under the control of the faction that owns the nearby keep, the lumber mill would provide increased strength to the keep’s doors, and increase the effect of repair kits on friendly siege weaponry being used in the keep or on it’s walls.
While under the control of the attacking faction, the keep’s doors would become weaker, and defender siege weapons would be repaired for less by repair kits.
Additionally, new effects could become available for attackers when conquering these resource nodes:
When conquering a farm, attackers get the option to “Salt the fields”
Salting the fields of the farm removes all bonuses the farm provides for either faction for a lengthy period of time (for the upcoming 5 day campaigns, maybe for 2-3 days). A salted farm would also provide a debuff to keep defense NPCs making them weaker and severely reducing the spawn rate.
When conquering a lumber mill, attackers get the option to “Raze the mill”
Razing the lumber mill burns down it’s structures and removes all bonuses the lumber mill provides for either faction for a lengthy period of time. A razed lumber mill would also severely reduce the strength of doors in the keep.
When conquering a mine, attackers get the potion to “collapse the mine”
Collapsing the mine removes all bonuses the mine provides to both attackers and defenders, and makes the walls of the keep significantly weaker than normal.
An attacking force would be required to decide whether it is more beneficial to ruin the resource for everyone, or to have a stronger resource benefit once they take over the keep. If you leave the resource as-is, you get a bonus to your attacking force and remove a bonus from the defending force. if you successfully take over the keep, the resource then provides you with a bonus as the new defending force.
If you decide to destroy the resource, you lose both the attacking and defending bonuses whether you win the keep or not.

(ESO PvP) Magicka Sorcerer 1vX – Updated Build!

(ESO PvP) Magicka Sorcerer 1vX – Updated Build!

PC players are garbage compared to console. If you were on console, you woulda got 3 banged. I can’t believe kids actually think you’re good.

Anyone play Azura’s PC and run into the Japanese Zerg in the morning?  Radiant spam is a thing.  Here I was, minding my own business, ganking a few DC, and the next thing I know there are literally eight Japanese spamming Radiant at me.  Full health apparently doesn’t phase them at all….

engine guardian op bro! was glad to see a magicka sorc upload until I looked at your stam sorc upload. there’s only so many of us left. For the Love of Magicka Sorc, never give up, never stop believing.

Significantly toning down the retina-burn from the overly bright Inner Light has been suggested and reported as feedback for almost a year now. It’s a trivial change for an artist to change the brightness from its current 500 billion to a mere 2, but for no apparent reason they just won’t do it.

thanks to all that light&shadows it cuts my already low (22) fps even lower (all the way to 16), while making me half blind (since I don’t play at maximum zoomout) and annoying me with constant horrible sound (almost as bad as Annulment/Harness Magicka) while also annoying me with turning off every damn time I enter/leave a location..
Like if burning eyes weren’t enough… I mean, glowing arms are great, but wholefaceglow is ridiculously bad and the light orb is just too much to bear. I’m saying that since betas in multiple topics, but ZOS keeps ignoring the issue with this skill. Hopefully for something that matter more at least.