This guide will provide you with the information you need to stop dying in PVP and start smacking the smiles off ganker faces. The topics covered here are designed for new PVPers but may be informative to veteran players too.
There are many different gear sets that can be effective in PVP. The effectiveness of gear sets in PVP can often be class specific. Gear sets that work well for a Sorceror, might not be as effective for a Nightblade for example.
A typical PVP build is going to incorporate a Monster Set, a Mythic, a 5-piece offensive set, and a 5-piece defensive set. The Monster Set and Mythic are always active, while the offensive set is only active on the front bar and the defensive set is only active on the back bar. Front bar weapons will vary as dual wield, destruction staff, bow, and 2-hander (2H) are all viable options. Backbar weapons will be sword/shield, frost staff, or restoration staff, usually based on preference, but sometimes class specific or situational as well.
The gear setup shown here is a traditional PVP build that will work for most situations. Use this as a template with the Monster Sets and Offensive and Defensive Sets listed below. While the Flame Staff and Restoration Staff are listed as weapons, these can be swapped for your preference and play style.
Gear Slot | Weight | Set | Trait | Enchant |
---|---|---|---|---|
Head | Heavy | Monster Set | Well-Fitted or Sturdy | Prismatic |
Shoulders | Medium | Monster Set | Well-Fitted or Sturdy | Stamina |
Chest | Heavy | Defensive Set | Reinforced | Prismatic |
Legs | Heavy | Trainee/Druid’s | Well-Fitted or Sturdy | Prismatic |
Gloves | Light | Offensive Set | Well-Fitted or Sturdy | Stamina |
Boots | Light | Offensive Set | Well-Fitted or Sturdy | Stamina |
Belt | Light | Offensive Set | Well-Fitted or Sturdy | Stamina |
Weapon 1 | Flame Staff | Offensive Set | Sharpened | Increase Weapon/Spell Damage |
Weapon 2 | Restoration Staff | Defensive Set | Powered | Poisons |
Necklace | Defensive Set | Swift | Spell Damage | |
Ring | Mythic | Infused | Magicka Recovery | |
Ring | Defensive Set | Swift | Spell Damage |
The following buffs are provided as passives for wearing these armor types. In general, the more pieces of a specific armor type you wear, the bigger the buff.
The following monster sets can provide a sizeable advantage to you during combat. Monster Set helmets drop from veteran difficulty dungeons and Imperial City bosses. Shoulders can be purchased with undaunted keys from the Undaunted pledge givers or with Tel Var from a vendor in Imperial City base zones. Monster sets come in all three weights: light, medium, and heavy.
Set | Location | Benefits |
---|---|---|
Magma Incarnate | The Dread Cellar DLC Dungeon | Provides group damage and armor buffs |
Engine Guardian | Darkshade Caverns II Dungeon | Spawn a Dwemer Automation that heals you and gives back resources. It also takes damage and can break your opponent's line of sight, especially while you are retreating |
Balorgh | March of Sacrifices DLC Dungeon | Using an ultimate gives you a massive buff to weapon/spell damage and penetration |
Zoal the Ever-Wakeful | Imperial City | When you Break Free, you fear enemies and gain a buff to weapon/spell damage |
Bloodspawn | Spindleclutch II Dungeon | When you take damage you have a chance to generate 13 ultimate and boost your resistances |
Crafted sets are the most versatile sets in PVP because they can be crafted in any weight: light, medium, or heavy. This allows you to craft the perfect gear for your situation, mixing and matching light, medium, and heavy armor pieces to provide you with the most benefit. Maybe you want to be a bit more tankie, so you increase the number of heavy pieces you wear. Maybe you want more magicka regeneration and penetration, so you increase the number of light armor pieces you wear. Crafted sets give you the flexibility you don't find with most other set types. There are a handful of overland sets in the game that do also come in all three weights, but not many.
Set | Type | Benefits |
---|---|---|
Adept Rider | Defensive Set | Armor, Health, Speed |
Daedric Trickery | Defensive Set | Increase Max Health, Stamina, Magicka. Grants random major defensive buffs that overlap |
Druid's Braid | Defensive Set | 12 piece set that provides increased Max Heath, Stamina, and Magicka based on the number of pieces you're wearing |
Shacklebreaker | Defensive Set | Provides increased Max Magicka and Stamina, Weapon and Spell Damage, and increased Magicka and Stamina Recovery |
Whitestrake's Retribution | Defensive Set | Provides increased Max Health, Armor, Health Recovery and a huge damage shield when under 30% health |
Wretched Vitality | Defensive Set | Provides huge increases to Magicka and Stamina Recovery |
Clever Alchemist | Offensive Set | Provides increased Max Health and a huge boost to Weapon and Spell Damage when you drink a potion |
Heartland Conqueror | Offensive Set | Provides increased Max Magicka and Stamina, Weapon and Spell Damage; increases weapon trait effectiveness by 100% |
Order's Wrath | Offensive Set | Provides a huge increase to Critical Chance, and Critical Damage and Healing |
Ancient Dragonguard | Offensive / Defensive Set | Offensive when Health is above 50%, Defensive when your Health is below 50% |
Overland sets are fairly easy to obtain through overland content but can also be purchased through guild traders. This list is an example of popular overland sets worn in PVP environments; other sets may work well too.
Set | Type | Weight | Location | Benefits |
---|---|---|---|---|
Eternal Vigor | Defensive Set | Heavy | Western Skyrim | Provides increased Magicka, Stamina, and Health Recovery. Health Recovery is further increased when Health is below 50%; Mag/Stam Recovery are further increased when Health is over 50% |
Grace of Gloom | Defensive Set | Heavy | Summerset | Increase Max Health and Health Recovery. When you take damage, heals for 927 every 2 seconds and reduces area effect damage by 20% for 10 seconds |
Mark of the Pariah | Defensive Set | Heavy | Wrothgar | Increase Max Health and Armor. Provides up to 10206 Physical and Spell Resistance based on your missing Health. |
Robes of the Hist | Defensive Set | Light | Shadowfen | Increase Max Health, Magicka, and Weapon and Spell Damage. Heals for 2000 Health per second for 5 seconds when you are hit by a disabling effect, snared, or immobilized |
Warrior-Poet | Defensive Set | Heavy | Vvardenfell | Increase Max Health and Armor. Gain minor Toughness at all times, increasing max health by 10%.When you take damage, heals for 927 every 2 seconds and reduces area effect damage by 20% for 10 seconds |
Gryphon's Ferocity | Offensive Set | Medium | Summerset | Increase Crit Chance and Weapon and Spell damage and provide Minor Force and Minor Expedition when dealing damage |
Syvarra's Scales | Offensive/Defensive Set | All Weights | Hew's Bane | Increase Max Health, Magicka, and Stamina. AOE poison damage procs when dealing direct damage |
Gear sets from Cyrodiil are harder to come by than Overland and Craftable sets, but they're still not that difficult to acquire. They can be purchased with gold from guild traders, or with AP through the Elite Gear Vendor in Cyrodiil. The Elite Gear Vendor is located at one of the two home bases of your alliance. The biggest difference between these sets and overland or crafted sets is these sets are specifically designed for PVP play. They tend to give you a bit more bang for your buck.
Set | Type | Weight | Location | Benefits |
---|---|---|---|---|
Fasalla's Guise | Defensive Set | Heavy | Elite Gear Vendor / Guild Traders | Provides increased Health, Armor, and Healing Taken. Apply Minor Defile to any enemy that comes within 5 meters of you for 2 seconds |
Mara's Balm | Defensive Set | Heavy | Reward for the Worthy boxes / Guild Traders | Increase Armor, Crit Resistance, Healing Taken. Heals you for 1675 when a negative effect is removed. Purges all negative effects when you have 6 or more negative effects on you at once and heals for 1675 for each |
Steadfast Hero | Defensive Set | Heavy | Elite Gear Vendor / Guild Traders | Increase Max Health and Armor. Gain Major Protection for 10 seconds when you cleanse a negative effect. |
Plaguebreak | Offensive Set | Medium | Elite Gear Vendor / Guild Traders | Increase Offensive Penetration, Weapon and Spell Damage. Dealing direct damage causes enemies to become Plague Carriers, dealing damage and applying the Diseased status effect. If removed early, the plague explodes dealing massive damage to the enemy and all enemies within 8 meters |
Vicious Death | Offensive Set | Light | Elite Gear Vendor / Guild Traders | Increase Max Magicka, Crit Chance, Weapon and Spell Damage, and Offensive Penetration. When you kill a player they explode for 3322 Flame damage to all enemies in a 5-meter radius |
Hrothgar's Chill | Offensive/Defensive Set | Heavy | Elite Gear Vendor / Guild Traders | Increase Max Health, Offensive Penetration and Armor. Stunning or immobilizing an enemy applies the Chilled status effect and deals 13% of their total physical and spell resistance as Frost Damage |
Rallying Cry | Offensive/Defensive Set | Medium | Reward for the Worthy boxes / Guild Traders | Increase Crit Chance and Max Magicka. While Battle Spirit is active, critically healing yourself or an ally increases you and up to 11 group members Weapon and Spell damage and Critical Resistance |
For most builds, put 20 points into Health and 44 points into Stamina or Magicka based on your build. These can be tweaked to your situation. If you find that you need survivability when you start out, more points can be put into health and then you can dial this back as you become more proficient at staying alive.
Champion Point selection will differ quite a bit in PVP vs PVE. A PVE dps character will have all max damage CP slotted under the Warfare Branch. They aren't concerned about damage mitigation, as they have healers and tanks for that. In PVP, you more often than not won't have that luxury. Because of this, it's important to slot some damage mitigation champion points. The chart below shows a good mix of slottable CP for use in PVP. It's a good starting point. You can tweak from there as you play to suit your needs. This is where the Champion Point system really shines.
Branch | Slotted CP 1 | Slotted CP 2 | Slotted CP 3 | Slotted CP 4 |
---|---|---|---|---|
Fitness | Celerity | Sustained by Suffering | Pain's Refuge | Slippery |
Warfare | Duelist's Rebuff | Ironclad | Deadly Aim | Master at Arms |
Craft | Rationer | Liquid Efficiency | Gifted Rider | War Mount |
There is a huge variety of foods and potions that work well in PVP environments; your choice of the food and potions you run on your PVP character can very much be the difference between surviving an encounter and dying. In most situations, running poisons on your backbar is going to give you a significant advantage in escaping bad situations.
In most cases, the food you choose should at a minimum increase your overall health and provide a boost to health recovery. Recovery statistics in PVP gameplay are halved, so having the additional health recovery will help you stay alive. Keep this in mind when theory crafting. If you build a character that has 1500 Health Recovery, it will only be 750 in Cyrodiil, Battlegrounds, or Imperial City.
Potions are short acting, but can provide enormous buffs to help you in many different situations. In PVP, you will typically run 2 or 3 different potions and switch between them depending on your need.
Potion | Solvent | Ingredient 1 | Ingredient 2 | Ingredient 3 | Use Case |
---|---|---|---|---|---|
Essence of Health | Lorkhan's Tears | Bugloss | Columbine | Mountain Flower | Tri-Stat Restoration and Recovery Potion for use in most encounters |
Essence of Spell Power | Lorkhan's Tears | Corn Flower | Lady's Smock | Namira's Rot | Magicka Power Pots, used offensively to apply more pressure to enemies. These are your kill pots, consumed just before mounting an offensive push, or during 1 v 1 encounters to give you enough power to burn down the enemy |
Essence of Weapon Power | Lorkhan's Tears | Blessed Thistle | Dragonthorn | Wormwood / Water Hyacinth | Stamina Power Pots, used offensively to apply more pressure to enemies. These are your kill pots, consumed just before mounting an offensive push, or during 1 v 1 encounters to give you enough power to burn down the enemy |
Essence of Detection | Lorkhan's Tears | Corn Flower | Lady's Smock | Wormwood / Torchbug Thorax | Used to detect invisible players and gives you Magicka power to burn them down when you detect them |
Essence of Invisibility | Lorkhan's Tears | Blue Entoloma | Butterfly Wing | Spider Egg | Used in retreat. Boosts your health and health recovery and makes you invisible for 12 seconds. Also used in stealth builds to stay hidden |
Essence of Immovability | Lorkhan's Tears | Columbine | Mountain Flower | Wormwood / Namira's Rot | Used in retreat. Boosts your health and health recovery, stamina and stamina recovery and makes you immune to knockbacks and disabling effects for 8 seconds. |
The following poisons are the very best in ESO for PVP gameplay. Poisons are typically defensive but do also offer offensive benefits.
Poison | Solvent | Ingredient 1 | Ingredient 2 | Ingredient 3 | Use Case |
---|---|---|---|---|---|
Escapist's Poison IX | Alkahest | Bugloss | Columbine | Wormwood | Immobilizes target, makes you immune to immobilization, Drains Health and Magicka from your target and restores Health and Magicka to you |
Damage Health Poison IX | Alkahest | Emetic Russula | Fleshfly Larva | Nightshade | Deals poison damage and increases the cost of your target's Stamina abilities |
Vulnerability Poison IX | Alkahest | Clam Gall | Dragon's Bile | Dragon's Blood | Inflicts Minor Vulnerability, absorbs health, negates healing, grants Minor Heroism increasing your Ultimate Generation |
Brutality-Draining Poison IX | Alkahest | Blessed Thistle | Dragonthorn | Wormwood | Inflicts Minor Maim and Minor Enervation to your target, while giving you Minor Brutality and Minor Savagery. Drains targets Stamina and restores yours. |
Damage Health Poison IX | Alkahest | Blessed Thistle | Stinkhorn | Torchbug Thorax | Applies a massive poison dot |
Crown Lethal Poison | Daily Reward / Crown Crates | Applies a massive poison dot |
There are four different PVP types: Duels, Battlegrounds, Cyrodiil, and Imperial City.
You can duel another player anywhere in ESO non-PVP overland content. Group content areas like dungeons and trials prevent dueling. To initiate a duel, you walk up to another player, interact (F for keyboard users) with them and challenge them to a duel. If accepted, a flag will drop and there will be a short count down to begin the battle. During this countdown, players typically apply their buffs and shields and drink a potion. The battle will commence and continue until either one player dies, or either player moves far enough away from the flag. If you move too far from the flag, you'll forfeit the duel. Aside from achievements, there is no in-game benefit to dueling. You don't receive a reward for winning a duel.
Battlegrounds can be accessed through your group menu (P for keyboard users) in game. There are various game modes, each offering a different play style: Deathmatch, Domination, Capture the Relic, Chaosball, Crazy King. All Battleground matches include three teams of 4 players each in one arena. There is a quest called "For Glory" which can be accessed in Vivec City, Vulkhel Guard, Daggerfall, Davon's Watch, and Alinor. This quest will open access to the Battleground Daily quest and repeatable quests. If you are running Battlegrounds, you should pick these quests up as you'll passively complete them.
Rewards: Alliance Points (AP), gold, Reward for the Worthy boxes, transmute crystals. The top 100 players on the weekly leaderboard receive additional rewards via mail.
Important Notes: Battlegrounds are quick PVP encounters and can be a good way to practice and hone your skills. It is important to know that Champion Points (CP) are disabled in Battlegrounds but Proc sets still work.
Imperial City is a two-part PVP zone in the middle of Cyrodiil. It can be accessed through the Alliance War menu (L for keyboard users). There are two Imperial City campaigns: CP and No-CP. Champion points are disabled in No-CP as are Proc gear sets. When you port into IC, you will arrive at your alliance base. There is a banker, various merchants, quests, and access to both lower and upper IC.
Lower IC is made up of a complex network of the narrow sewer passageways, which often open to more spacious rooms. From each alliance base, the sewers lead indirectly to a central arena where you can fight Molag Bol. There are many PVE encounters in the sewers, including various world bosses and two special Scamps called Cunning Scamps and Trove Scamps. These special enemies have a chance to drop some great loot, including Hakeijo runes. These scamps have a special glow to help you identify them. Challenging enemies known as Banner-Bosses also patrol this area. You'll know one is coming when you start to hear a faint heartbeat. This sound gets louder as they get closer. When you hear one, prepare for combat. If you're alone, it's often better to retreat. Each alliance's sewer network also has two locations where a ladder leads to one of the upper IC districts.
IC has its own currency called Tel Var. Tel Var can be accumulated by killing enemies or enemy players in IC. There are some basic principles of Tel Var you should know.
Upper IC is divided into 6 districts, each possessed by the alliance that maintains control of the district's flag. The upper IC districts can be accessed through a network of ladders in your alliance base, or via the various ladders located in the sewers. When you enter upper IC through your alliance base, there is a daily quest giver as soon as you arrive in a particular IC district. If you intend on completing the dailies, you should go up a ladder, grab the daily quest, then go back down the ladder to your base. Repeat this for each district until you have all 6 daily quests. Access to the dailies is restricted to a platform that you port into the district on. Once you leave the platform you don't have access to the quest giver, and you can't access the quest giver in other districts unless you go back through your alliance base, which is time consuming.
Upper IC has many enemies, including a World Boss in each district that has the chance of dropping a specific monster helm. Monster helm drops in IC are not guaranteed like they are in Dungeons. The matching shoulder piece can be purchased with Tel Var in lower IC. You will likely encounter plenty of enemy and friendly players as well. Sticking around friendlies as you complete daily quests is recommended.
Cyrodiil is the single largest zone in ESO. It's so large it will take you a full 10 minutes to ride from one end of the map to the other. That's of course if you survive the ride! The Cyrodiil map is roughly triangular in shape. DC own the top left, EP the top right, and AD the bottom. Each alliance has two base gates to use as spawn points. These are safe zones that the other factions do not have access to. You can find a banker, various merchants, mount training, and quest givers in these zones.
Cyrodiil uses a special way shrine for travel, called a Transitus Shrine. There is one of these located at the two alliance spawn points, as well as all keeps, castles, forts, outposts, and towns. Use of these shrines is restricted in two ways. First, if a keep is under siege, you can not port into or out of it. Secondly, if you lose control of the three resources surrounding a keep your alliance controls you lose the ability to port into or out of it.
An additional form of travel in Cyrodiil is a Keep Recall Stone. These inventory items will be accumulated the more you play in Cyrodiil. They can also be purchased for 20,000 AP from a siege equipment vendor. These can be used any time you are not near a keep and want to port to a keep, outpost, or town your alliance controls.
The last form of travel in Cyrodiil is the infamous death port. When you die in Cyrodiil, you can respawn for free at any area controlled by your alliance, including the gates you spawn into.
Once you enter Cyrodiil, there are only two ways you can leave. First, each of the two alliance spawn points has a traditional way shrine that can port you to any way shrine in Tamriel that you know. A more common way to get out is to que for Imperial City. You can port directly from Cyrodiil to Imperial City and then walk out the front door in IC to get back to where you were when you ported into Cyrodiil.
Whichever campaign you decide to play, it's important to understand the concept of homing a campaign. Campaigns last for 7 days or 30 days. When you home a campaign, the experience you gain there goes toward a tier system of levelling. Each tier increases the rewards you receive at the end of the campaign. Achieving Tier 1 status in a campaign is fairly easy and can take as little as an hour of time. When the campaign ends, you will receive mail for each toon you have Tier 1 status on. That mail will include 50 transmute crystals. Tier 2 and 3 offer even more rewards. If you're one of the top ranked players in the campaign, you'll receive even more rewards. A Tier 3 player that's in the top 100 players in the campaign will receive 100 transmute crystals and 5 pieces of purple Cyrodiil PVP gear jewelry, as well as a small amount of gold.
First, there are many repeatable daily quests in Cyrodiil. Check out the guild's guide Cyrodiil Town Quests, which was written by @sleepyworm for more information on these quests. Despite being a PVP zone, Cyrodiil is rich in PVE content, including quests and many delves sprinkled throughout the landscape. There are also 46 sky shards for collection in Cyrodiil.
Being a PVP zone, most people come to Cyrodiil to enjoy the PVP experience. This includes battling other players, capturing resource points, and sieging keeps, castles, forts, outposts, and towns. Combat in Cyrodiil can be epic at times, with battles of 100+ players happening often. While it may not seem so at first, there is a lot of strategy that goes into the PVP gameplay in Cyrodiil. As you play more, you'll learn to anticipate other factions moves, plan your own, and be a contributor to your alliance.
There are various bonuses available in Cyrodiil. Generally, the more areas of the map you control, the better these bonuses are. One particular bonus that everyone has access to is the delve boss AP bonus. Killing a delve boss in Cyrodiil grants you a 20% AP gained buff for one hour, which is repeatable. Each alliance also controls 2 scrolls, which are typically located in temples near the spawn points. These scrolls grant defensive and offensive bonuses to the alliance; they can be stolen by the other factions, causing your alliance to lose the bonuses. Scrolls move through Cyrodiil pretty routinely as the factions fight over them. Scoring is updated in Cyrodiil campaigns every hour. Generally, the alliance that possesses most control points, gains the most points. There are underdog bonuses granted to low population and low scoring alliances. These bonuses are evaluated every 30 minutes, rather than the standard one-hour scoring.
There are various forms of siege equipment available in Cyrodiil. Some, like the shock lancer are even part of the antiquities system and need to be excavated. For a basic setup, you should purchase 4 fire ballistas, 4 firepot trebuchets, 4 meatbag catapults, 4 battering rams, 100 door repair kits, 100 wall repair kits, and 6 flaming oil. Siege equipment can only be used from your quick slot menu, so place these items on that menu before you venture out of your home base. Siege merchants are available in the alliance spawn points, as well as each keep, fort, castle, outpost, town, and at every resource point your alliance controls.
There are various ways to siege a keep. These are a few scenarios you might encounter.
It's always more fun to play in a group in Cyrodiil. If you don't have a group, pay attention to zone chat. People will often invite other players to join their group. Take people up on this offer. You won't be sorry. There are plenty of good people in Cyrodiil that you can learn a lot from.
First, it's important to play smart. Think before you leap into combat. If you run into a big group of enemies by yourself, you will die. If you encounter a larger group by yourself, you're unlikely to be able to kill them all before they kill you. Instead retreat. If you run with a big group, this same rule still applies. Don't charge into a huge group of players by yourself. Instead, position yourself around other friendly players and always know where the heals are coming from. You'll be able to know who's healing by all the Radiating Regeneration Resto staff casts. Pay attention to where your group is focusing damage. Focus your damage there too. Groups that work well together will focus damage and heals together and even when outnumbered can often play smart enough to take out a larger group.
It's always best to follow a specific routine in combat. First, cast your buffs, heal over times, and shields. Then engage in combat. After 8-10 seconds, you should retreat out of combat and reapply your buffs. Don't try to do it while you're near the combat or you'll risk getting nuked. Instead, roll dodge backwards a few times away from the action so you can't be targeted. Quickly rebuff yourself, then get back into combat. If you follow this advice, you're going to die less and kill more.
Learn to resurrect other players. But be smart about it. When you see another player die, evaluate the situation before deciding to rez them. Think about whether it's safe for you. One living player is better than 2 dead players. If you saw them die, find the enemy player and deal with them first. You can't fight while you resurrect another player, so if you don't deal with the enemy first, they'll likely kill you while you're trying to save your buddy. Also watch for AOE damage. If your friend dies to flaming oil, it's not a good idea for you to run into the same oil and try to rez them. You'll be dead too.
Be aware of your environment during combat. If the battle is mobile, with a lot of moving around, find structures you can use to break enemy line of sight. Move around these while you fight to give yourself some added protection. Know your retreat points. Where are you going if shit goes sideways? Most importantly, always be moving. If you're stand still in combat, you're going to die in most cases. Constantly be dancing around, dodge roll often, and block when you need to. This takes some practice, but once you learn to do it, you'll notice a big difference in how many battles you survive.
Don't Chase I can't say this enough and I don't have enough time to talk about all the times I chased another player and regretted it. PVP players are smart and they love to bait other players. When you see 1 EP player run into a resource structure, what you didn't see were the 5 other EP players that stealthed into the same structure. When you run in thinking it's 1v1, you find out the hard way it's actually 1v6. This is fairly common in Cyrodiil currently. Large groups of players will stealth while 1 or 2 walk around looking like they don't belong there. When a group tries to take them down, the group pops out of hiding and nukes everybody. Don't get nuked. If a player runs away from you, let them be. You're better off moving on to something else. This doesn't mean you shouldn't 1v1 as many players as you can. You should. It just means if a player engages you in combat and then runs away, don't go chasing after them.
This guide is a work in progress and will updated periodically with updated information. Thanks for reading.