Elder Scrolls Online Murkmire Changes: Murkier and Murkier

Last updated on November 3rd, 2018

Elder Scrolls Online’s Murkmire DLC launched just a few days ago on PC, and is coming to console on November 6th. With this new Update, as always, comes a slough of changes to the game. Although we generally publish the changes once the Update is live on the Public Test Server, this time we’ve waited until live release because of the significance of many of them, ensuring the information is correct. In this article I will cover the important points of the Murkmire Update, so that you get a better understanding of these changes, without having to know everything about the game.

ESO Murkmire Additions & Changes (Update 20)

There are so many changes with this Update, but the easiest place to begin is probably with the new zone itself: Murkmire. On the southernmost tip of Tamriel, far beyond the boundaries that separate the known from the uncharted, lies a lush coastal marsh—a region as beautiful as it is bizarre. Only the bravest travelers make the journey to Murkmire, and those that survive are forever changed.

Murkmire will feature Quests, Delves, Public Dungeons, new Crafted Sets as well as a new Arena called Blackrose Prison. This zone will also come with its own set of daily Quests, which will grant new Motif Styles. This DLC, like all others, requires an active subscription to the game OR you must purchase it from the Crown Store for 2000 Crowns. The DLC is also free as Daily Reward for the month of November.

Blackrose Prison

When Imperial Potentate Versidue-Shaie wanted a distant dungeon to house the most feared criminal and political prisoners of the Second Empire, he ordered a penal institution built on the coast of Black Marsh; it was named Blackrose Prison after the ancient city a day’s march to the north. Now, you can enter the dreaded Blackrose Prison, and face waves of brutal enemies in an ever-escalating battle for treasure and glory.

Blackrose Prison is a new 4-man Arena that features both a Normal and Veteran version. And, just like the other Arenas, this one comes with a brand new set of special Weapons that have unique Set Bonuses. These Weapons have standard and “Perfected” versions, just like the Asylum Weapons do, and they are as follows:

Radial Uppercut

  • 2: Uppercut deals 100% of its damage to the closest enemy.

Perfect Radial Uppercut

  • 2: Physical Penetration
  • 2: Uppercut deals 100% of its damage to the closest enemy.

Gallant Charge

  • 2: Reduces the cost of Shield Charge by 25% and reduces the cost of your next non-Shield Charge One Hand and Shield ability by 100%.

Perfect Gallant Charge

  • 2: Physical Resistance
  • 2: Spell Resistance
  • 2: Reduces the cost of Shield Charge by 25% and reduces the cost of your next non-Shield Charge One Hand and Shield ability by 100%.

Spectral Cloak

  • 2: Blade Cloak grants you Major Protection for 3 seconds, reducing your damage taken by 30%.

Perfect Spectral Cloak

  • 2: Stamina Recovery
  • 2: Blade Cloak grants you Major Protection for 3 seconds, reducing your damage taken by 30%.

Razor Shot

  • 2: Scatter Shot applies poison damage after a delay that deals 50% of your initial attack every 2 seconds for 4 seconds. The duration increases if you are further away from your target to a maximum of 12 seconds.

Perfect Razor Shot

  • 2: Weapon Critical
  • 2: Scatter Shot applies poison damage after a delay that deals 50% of your initial attack every 2 seconds for 4 seconds. The duration increases if you are further away from your target to a maximum of 12 seconds.

Wild Impulse

  • 2: Reduce the cost of Impulse by 10%. Impulse places lingering elemental damage on your targets, dealing 3333 Flame, 3333 Shock, and 3333 Ice Damage over 8 seconds.

Perfect Wild Impulse

  • 2: Spell Penetration
  • 2: Reduce the cost of Impulse by 10%. Impulse places lingering elemental damage on your targets, dealing 3333 Flame, 3333 Shock, and 3333 Ice Damage over 8 seconds.

Mender’s Ward

  • 2: Steadfast Ward applies Major Vitality to your target for 3 seconds, increasing the healing taken on your target by 30%.

Perfect Mender’s Ward

  • 2: Magicka Recovery
  • 2: Steadfast Ward applies Major Vitality to your target for 3 seconds, increasing the healing taken on your target by 30%.

The most interesting thing about these is that they are the first special weapon Sets that feature 2 bonuses (on the Perfected versions), making them much more powerful than your typical special Weapon Sets. Because of this, they should see much more use in the meta, and expect Agility and Willpower Jewelry to once again become valuable.

Dodging & Evasion Nerfs

One big change that has come with this Update is the change to Dodging and Evasion. Dodging now has a smaller window, and where previously if you Dodge Rolled during the casting of a Skill it would be Dodged, now you must actually Dodge within 1 second of the attack landing. This change will come as sweet relief to Magicka-based Builds in PvP, while Stamina players may be finding themselves on the wrong side of a Crystal Frag much more often…

In addition, both Minor and Major Evasion have been changed, and they no longer grant Dodge Chance, but instead reduce AoE damage taken. This will give Stamina Builds some protection against zerg trains in Cyrodiil, and even AoE heavy Dungeons in PvE, but they will be taking much more damage in general from other players. This change affects every Skill and Set that provides Minor/Major Evasion.

Damage Shield Nerfs & Minor Buff Changes

Damage Shields

In addition to the Dodge nerfs, Damage Shields have also taken a hit (pardon the pun). Players can now Critically Strike against them, putting Classes that rely upon them to survive in PvP (like Sorcerers) in a tough spot. In addition, Poisons and Weapon Enchantments can now proc against Damage Shields, even if all the damage is absorbed. The one saving grace here, is that Damage Shields will now take Spell and Physical Resistance into account BEFORE damage is applied. This will help to counter some of the increased damage players who “bubble” take, but will heavily favor those in Heavy Armor, such as Tanks.

Another big change related to Damage Shields is the serious nerfing to both Conjured Ward and Annulment. Previously these scaled off Max Magicka, allowing for some extremely large bubbles on Sorcerors (and other Magicka Builds that use Annulment). As of the Murkmire Update, these now scale off of Max Health. What this means is that these Damage Shields will be roughly half as effective as they used to be on the same Builds, making players who rely upon them to stay alive much less hardy. We may also see the rise of the Light Armor Sorc Tank in PvE, but who knows…

Minor Buff Changes

Two other notable changes to buffs are in the form of Minor Savagery and Minor Prophecy, as well as Minor Brutality and Minor Sorcery. Minor Savagery and Prophecy have had their Critical Strike chance increased from 3% to 6%, while Minor Brutality and Sorcery have had their damage increased from 5% to 10%. While the Minor Brutality and Sorcery buffs will be a nice boost, Minor Savagery and Prophecy will not actually be a net increase. This is due to the reduction of the Perfect Strike and Spell Precision Champion Stars from 12% to 9%.

Notable Class Changes

With every major Update Classes get buffed and nerfed, and sometimes it seems there is no rhyme or reason. With the Murkmire Update come some substantial ones and they are broken down for you below. These are not all the changes, but the ones that have the most impact.

Dragonknight

  • Lava Whip: Decreased the range of this ability and its morphs to 5 meters from 8 meters.
  • Flame Lash (morph): Removed the stun from the Power Lash special attack.
  • Power Lash (morph): The Power Lash special attack is no longer free, and now costs half the amount of a regular Flame Lash.
  • World in Ruin: This ability no longer increases the damage of Poison area of effect abilities by 3/6%. It now reduces the Stamina cost of all Poison abilities by 12/25%. The Flame bonuses of this passive remain unchanged.
  • Elder Dragon: This passive ability now also increases the range of all instant-cast melee abilities 1 meter per rank, in addition to granting Health Recovery for each Draconic Power ability slotted.
  • Ash Cloud: Increased the healing done by approximately 50%.
  • Cinder Storm (morph): Increased the healing done by approximately 60%.
  • Eruption (morph): Increased the initial damage done by approximately 15%, and the damage over time by approximately 70%.

Nightblade

  • Piercing Mark (morph): Decreased the duration of the detection effect to 5 seconds from 30 seconds. The duration of the Major Fracture and Breach effects remain unchanged.
  • Siphoning Strikes: Fully charged Heavy Attacks now restore twice the amount of Health and resources for this ability and its morphs.
  • Strife: Reduced the damage done by this ability by half, but it now also heals for 50% of the damage done and can now target you or any ally. The total healing amount remains unchanged.
  • Swallow Soul (morph): This morph now doubles the damage, but decreases the heal to 35% of the damage done and can only target you. The passive Minor Vitality effect has been removed.

Sorceror

  • Crystal Fragments (morph): Increased the damage of the proc from this ability to 20% from 10%. This ability’s proc now has a very brief minimum travel time before it hits your target. You can no longer get a Crystal Fragment proc while you are not actively engaged in combat.
  • Dark Exchange: This ability and its morphs now restore 3600 Magicka instantly, previously 4696, and an additional 2400 over 20 seconds. Total resources restored has been increased by approximately 2%. The Health restored remains unchanged.
  • Rune Prison: This ability and its morphs now stun the target after 1.2 seconds; a new visual effect will display on the target to indicate this effect. The initial application of this effect cannot be dodged, but if the target is dodging after 1.2 seconds they will avoid the stun. Increased the duration of the stun to 3 seconds from 2 seconds.
  • Bound Armor: Increased the bonus to block mitigation granted by this ability and its morphs to 36% from 20%.
  • Conjured Ward: The total strength of this ability is now limited to 50% of caster’s max health. Hardened Ward (morph): This morph now only ranks up the damage shield strength, instead of shield strength and caster self-shield bonus.
  • Boundless Storm: This ability now grants Major Expedition for a maximum of 4 seconds instead of 7.5.
  • Overload: This ability and its morphs no longer grant a third ability bar when toggled on. Weapon abilities can now be used while in Overload mode, and are no longer hidden. You can no longer generate any Ultimate while this ability is toggled on. You can now toggle this on when you have 25 Ultimate or more, previously 75 Ultimate. Light and Heavy Attacks are now off the global cooldown and can be woven with other abilities. Decreased the damage of the Light Attack by approximately 50%. Increased the damage of the Heavy Attack by approximately 60%.

Templar

  • Blazing Shield: Reduced the amount of damage that this ability deals from a maximum of 42% of the shield size to 30%.
  • Puncturing Strikes: Increased the damage dealt to the closest target by approximately 8%, which also applies to its morphs. While channeling this ability and its morphs, your character will now always orient the direction of the area of effect towards your reticle. This also allows you to turn and damage enemies with these abilities while you are rooted.
  • Empowering Sweep (morph): This morph now deals Physical Damage instead of Magic Damage, and also now grants Major Protection for 6 seconds, plus 1 second for each target hit.
  • Crescent Sweep (morph): This morph now deals Magic Damage instead of Physical Damage. This morph now applies the frontal cone damage bonus to the initial hit and all subsequent ticks (was previously the initial hit only), but the damage bonus has been reduced to a 60% bonus from 66%.
  • Spear Shards: Increased the damage done by this ability and the Luminous Shards morph by approximately 67%.
  • Spear Wall: This ability now grants you Minor Protection for 1.5/3 seconds after activating an Aedric Spear ability.
  • Radiant Destruction: Decreased the channel time for this ability and its morphs to 1.8 seconds from 2.8 seconds; the damage done has been decreased by approximately 15% and cost by approximately 35%. The total damage per second and cost per second should remain relatively unchanged.
  • Restoring Focus (morph): This morph now costs Stamina and grants Stamina to you every second, and no longer gives Minor Vitality and Minor Protection.

Warden

  • Betty Netch: Increased the resources restored by this ability and its morphs by approximately 40%.
  • Bird of Prey (morph): The Minor Berserk buff is now granted at all times while this morph is slotted.
  • Deceptive Predator (morph): The Minor Evasion buff is now granted at all times while this morph is slotted. This morph no longer grants an increased duration to the active Major Expedition and Major Endurance buffs. This ability now grants Major Expedition for a maximum of 4 seconds instead of 10 seconds.
  • Feral Guardian: Decreased the damage done by the bear summoned from this ability and its morphs by approximately 30%.
  • Scorch: Reduced the cost of this ability and its morphs by approximately 25%.
  • Swarm: Increased the cost of this ability and its morphs by approximately 30%.
  • Maturation: The Minor Toughness granted by this passive now applies even if the target was completely over-healed, and its duration has been increased to 10/20 seconds from 5/10 seconds.
  • Arctic Blast (morph): This morph now fires a projectile that stuns the target in addition to healing you. It requires an enemy target to cast the ability. This ability also no longer deals damage over time based on your maximum health.

PvP Changes (Cyrodiil)

Several changes have come to Cyrodiil with this Update and in this section we’ll be focusing on those that would affect the PvP crowd. The first thing up on the list is destructible bridges!

Destructible Bridges

Bridges and Milegates in Cyrodiil can now be destroyed and repaired! Each of these structures have three pieces with several stages of destruction for each. New UI icons have been added to the map which detail the current state of these structures, much like Keep status icons.  These structures are permanently neutral, and can be damaged and repaired by all Alliances. New Repair Kits have been added to Siege merchants to specifically repair just Milegates and Bridges. Note that repairing a Bridge or Milegate does not grant Alliance Points.

Rewards for the Worthy Refresh

In this update, Zenimax has refreshed the Item Sets available from Rewards for the Worthy. They now provide an item from one of six all-new item sets, available solely through Rewards for the Worthy mails. Note the item sets that were previously available here are still available elsewhere in Cyrodiil. These items drop in the style of your Alliance, and are scaled to your level.

Indomitable Fury (Light)

  • 2: Max Magicka
  • 3: Max Magicka
  • 4: Stamina Recovery
  • 5: After Breaking Free, gain Minor Protection and Minor Heroism for 7 seconds, reducing your damage taken by 8% and generating 1 Ultimate every 1.5 seconds.

Spell Strategist (Light)

  • 2: Max Magicka
  • 3: Spell Damage
  • 4: Spell Damage
  • 5: When you deal damage with a Light Attack, you place a mark over your target for 5 seconds, granting you 500 Spell Damage against your marked target. This effect can occur every 5 seconds.

Battlefield Acrobat (Medium)

  • 2: Stamina Recovery
  • 2: Stamina Recovery
  • 4: Max Stamina
  • 5: Reduces the cost of all your abilities by 6%.

Soldier of Anguish (Medium)

  • 2: Weapon Damage
  • 3: Weapon Critical
  • 4: Weapon Damage
  • 5: Your melee light attacks have a 25% chance to place a ring on the ground that explodes after 1.25 seconds, applying 4800 Health Absorption to all enemies hit for 4 seconds, negating the next 4800 points of healing done. This effect can occur once every 6 seconds.

Steadfast Hero (Heavy)

  • 2: Physical Resistance
  • 3: Spell Resistance
  • 4: Max Health
  • 5: When you cleanse a negative effect from yourself or an ally, gain Major Protection for 5 seconds, reducing your damage taken by 30%. This effect can occur once every 10 seconds.

Battalion Defender (Heavy)

  • 2: Max Health
  • 3: Max Stamina
  • 4: Healing Done
  • 5: After successfully blocking, heal yourself or a group member within 15 meters of you for 2000 health. This effect can occur every 1 second.

Miscellaneous Cyrodiil Changes

  • Reach: This ability now only affects abilities that have a 28 meter range or more, previously 15 meters.
  • Decreased the effectiveness of poisons that increase Magicka and Stamina costs to a 10% cost increase, previously 30%.
  • Item sets will no longer proc when firing Siege at destructible objects or other siege weapons.
  • Impregnable Armor: Reduced the maximum bonus of this item set’s Critical Resistance to 2000 with 5 pieces of gold quality from 2500.
  • Leki’s Focus: The damage reduction no longer stacks additively with Minor/Major Evasion.
  • Doubled the damage from Slaughterfish.
  • Keep walls now have 410,000 HP when upgraded instead of 305,000 HP.
  • Added three new Outposts to Cyrodiil: Winters Reach, Harlun’s Outpost and Carmala Outpost. These Outposts have been added to the Keep transit network via Dragonclaw, Drakelowe and Brindle respectively.
  • Siege damage will no longer critically hit against players. This applies to initial damage and secondary damage effects.
  • Reduced the damage from Scattershot by approximately 40%.
  • Added Cyrodiil Towns (Bruma, Cropsford and Vlastarus) to the Keep transit network from Dragonclaw, Drakelowe and Brindle respectively.

Final Thoughts

The biggest takeaways from this Update are without a doubt the sweeping changes to both Dodging and Damage Shields, effectively shifting the Meta in PvP away from Bubble Sorcs, “Bubble Players”, and to some degree Stamina DPS. And, while Stamina DPS will still be viable, Mag Sorcs and other players relying upon Damage Shields are all but finished. The only Class to come out unscathed in this Update is really Templars, who received a slough of damage increases, and will have a more effective Radiant Destruction.

Cyrodiil received a major a shake up, not only because of the things just mentioned, but also because Bridge battles are now more intense (and frustrating). New Outposts and transit possible to and from Towns (to a lesser extent) shifts strategies and make things more interesting. Poisons that increase Skill costs have been nerfed into the ground, Siege can no longer Crit Players, and Scattershot Catapults are much less effective. For better or worse, Cyrodiil is changed and you’ll either love it or hate it.


Stay tuned for more ESO content as we dissect each of Murkmire’s new Sets and see what we can come up with! You can also check out our latest ESO Sets Guide – Dead-Water’s Guile.

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Senior Editor at Fextralife. I enjoy gaming, playing and watching sports, cooking yummy food, watching a good movie and hanging out with Fex.

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