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Can giant Clam or Clam Gall Specifically be more widespread ?

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First off, it makes no sense that summerset is the ONLY shores or oceans with clams.
Secondly, Clam Gall drops are RNG from clams as most of the time you get fish, a poison reagent and worms which make clam gall rare for the limited amount of utility they bring.
Thirdly, Giant Clams in Summerset are SO rare and fare-spread! Walking from the southern most shore to the norther most shore of summerset will nab you just 1-3 clams! Good luck getting clam gall 😖

Engine Guardian, Glass style and aestetic

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1. Noone will deny that aestetic look of your armor/weapon/char is something that make game a bit more enjoyable. Sadly, loading on pts I saw pretty terrible change of Engine Guardian shoulders. It doesn't listed in items that for some reason look different from live versions, making me believe it intended change.
And this change is utterly terrible from female char PoV:
Currently on live shoulder tine and compact shoulder, synergizing with several armor styles. It making it look perfect on female char. However on pts - shoulder is increased in size almost 2 times, transforming it into huge bulwark on your shoulder. That making it look weird on female. Was it done coz fix of personalities , there is no point to ruin it perfect aestetic look for female.
I demand make It back to look twice smaller.
You can see on screen below how disproportional it became on female char.
y9a28t905g8p.png

2. Not to mention and old cosmetic bug with it's effect that exists for more than year. https://forums.elderscrollsonline.com/en/discussion/303160/engine-guardian-visual-bug#latest

3. Glass chests - have place in list of styles that got weird bug, but making side flips to be bound to legs made this style to look even more perfect. When flips not jiggling during walk/run/ jumps but being straight on legs increasing solidify look of armor as some sort of futuristic battlesuit where all pieces attached to each other.
I asking to keep this probably unintended change coz it making style even better.

@ZOS_GinaBruno @ZOS_JessicaFolsom

World bosses and farming

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I'm, currently after some Spriggans pieces and I am killing each world boss in bankorai once per day but was wondering if I kill the. Multiple times each day will I still have a chance for them to drop pieces after the first attempt?

Easiest And Most Forgiving Veteran Dungeon?

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Hi All!

I'm at CP330 on my stam DPS Templar and want to dip my toe into a veteran dungeon. Which is the easiest and most forgiving for me to brush up on my mechanics ahead of time and not make a complete fool of myself? I have made my build based on metas, got most of the crafted sets I needed, practiced my rotation in PVE and PVP.... I just want a dungeon to see how "ready" I am.

What would you suggest?

AU based ‘Crusaders of Akatosh’ social & PVE guild

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The Crusaders of Akatosh is recruiting friendly people who enjoy helping others and being social - we're a social guild after all! We have members in Australia, the US and other areas of the world, so we're active regardless of the timezone! We have over 420 members at the moment (it varies, depending on the day) of all races and factions. We're noob AND vet friendly, have a very active guild chat, and we have scheduled daily and weekly guild activities like public or Undaunted dungeons, world bosses and Trials, and some of us jump into Cyrodiil for some PVP as well. We use Discord for forum-type information and discussions as well as for voice chat, and we have a weekly raffle for members to win prizes while helping the guild raise funds to purchase furnishings for the guild house (currently Linchal Grand Manor in Gold Coast).

We're a family friendly guild (we're a swearing-free zone), and all ages are welcome. We have rules available in Discord that encourage members to be respectful and supportive while having a good time, and we don't hesitate in quickly removing any 'bad eggs'. New members are encouraged to join Discord to read our rules and stay up to date with guild announcements and information, and we also remove members if they haven't logged in to the game in 21 days, so our guild is always active. Our goal is to have fun, and we do pretty well at that.

A bit of background... We're one of the longest-running social guilds in ESO, having started back in beta in 2014 as the Explorers of Tamriel, and after a while We became the Crusaders of the Seventh, 'white knights' serving Stendarr, the seventh of the Divines. But then Dark Brotherhood came along and everyone became corrupted vampires and werewolves. The white knights lost their way and we became the Order of the Star. But now that the dragons are coming, the white knights are back and providing their service to Akatosh, the Dragon God of Time. We're still a social guild, but we love having some fun with this game!

We're proud of who we are. We wear our guild tabards with pride. And our vision is to be one of the best social guilds of friendly, supportive and active players in all of Tamriel.

We invite you to join us for the ride. If all this sounds like something you'd be interested in, send me a message in-game or add your in-game @username below and an invite will be coming your way!
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Any Race Any Alliance

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Is the Any Race Any Alliance still available at crown store, if so what is it called I can't find it and would like to change Alliance Redguard to Ebonheart Dark Elf. The free race change they give you will not let me do that and tells me to get an upgrade at crown store. I'm not sure how to do it.

Trading Guild Fair Trade (490+ Members) is recruiting !

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Dear Adventurers of Tamriel,

our since release existing Trading Guild Fair Trade is looking for new members.

We are Non-Alliance bound Trading Guild with over 490 members and merchants in Morunhold, Eldenroot, Wayrest or Craglorn. Our main goal is a for both parties fair trading. Another important thing for us is to have a wide arrangement of wares for beginners as well as for veteran players.

We offer you to trade your new goods with strong trading guilds. Of course if there´s question or problems you can contact the guild lead, just send me a PM, i will respond as soon as possible.

Just leave a message with your ID :)

Offer lasts as long as there´s still free slots. ;-)

Regards Silverrain2602

Thank you ZOS for having such a fantastic customer support team!

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This is a sincere thank you to the people who, over the course of the last 2 weeks, helped me enjoy this beautiful gem of a game again!

In short description, I have recently encountered an unpleasant and very unusual issue in-game which has led to my gameplay experience to become quite unenjoyable if not outright terrible. This issue has been, with a very friendly approach, swiftly dealt with and fixed under what I can describe as one of the best customer service experiences I've ever had. I could not be a happier customer.

Special thanks go to these employees: Ersyna, Allison, Tyler for solving my problem.
Ticket no. for referrence: #190412-001789.

PS: To readers on this forum, please take this as an example of how ZOS truly takes care of their customers. They DO CARE, they DO HELP, they are however JUST PEOPLE, and if you take a civil and polite approach, they WILL MAKE YOUR EXPERIENCE BETTER. As I mentioned it has taken 2 weeks to solve my issue. And they've still done it!

Thanks for reading!

New and returning players guild, Friends of the crone is recruiting

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Hello, we are a new guild looking for new and returning players to join us. We started up just 18 days ago, have 68 members so far, a very lively discord, trials team, free crafting services and build help. There is free bank access after a month (10 free items per day) daily skyreach and spellscar runs, and a chance to learn the game alongside some very helpful and experienced people. Whisper angelfishhappy or kazuya893 in game for an invite, or reply to this post.

Groups were just fine before dungeon finder came along

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The whole community managed to form groups for pledges just by using the /zone chat
I am tired of the broken function and the silence in zone chat. Guilds cannot always form groups but if the group finder did not exist people woud socialize and group up instead of trying to queue.

Simply remove the function

Solving the Class Stacking in PvE (Poll)

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Hey There!

SInce the main goal of the class rep program is to deliver feedback and pain points ot the developers, we've been trying to find a way to achieve long-term class diversity in both aspects of the game, mainly for PvE 12-Man groups. The developers are aware of this problem, since we've been dealing with a class stacking meta for multiple patches now, and they've been trying to fix it by changing a few nightblade skills, (i.e. nerfing them). We've been voicing our disagreement to the changes because that is (as we perceive) the wrong direction to go for, given that it does not fix the underlying problem. Nerfing nightblade will simply shift the meta to something else, meaning another class that does the highest individual dps (it might even stay because NBs have other advantages that werent changed) will be the way to go fro most effective gameplay. So how could we potentially solve this undoubtedly complex issue?

In general, the thought is that mixing classes should be better than stacking one class as Damage Dealers, Tanks or Healers. This doesnt mean groups should be directly punished for stacking NB dds or DK tanks, but that it should simply not perform as well as mixing classes on the three roles. In the current state of the game, all buffs and debuffs can be delegated to healers and tanks, making many specs (stamplar, mag dk for example) lacklustre. They simply aren't needed to provide the crucial buffs or debuffs that their builds evolve around, because tanks or healers can do it just as well, and you reach a higher group dps output by just using nightblades and shift all of this group utility to tanks and healers.

I'll try to show it by using a simple example.

Let's say you have three Damage Dealers of different classes, all doing different dps on a boss fight:

Class 1 does 83k DPS
Class 2 does 81k DPS
Class 3 does 85k DPS

We also have a healer and a tank, a tank of class 2 and a healer of class 1.

Class 3 has the highest DPS, but does not provide anything to the group. We then have a buff that a Tank of Class 2 can provide, boosting the damage of all three by 10%. Class 1 also has another debuff boosting it by another 5%, but this debuff can be brought by a healer just as easily. In this scenario, it is obviously the best choice to have 3 DDs of Class 3 and use the healer and tank to provide the buffs and debuffs. Having the three DDs of class 3 simply outperforms, since the group dps will be 3*85*1.1*1.05=294.5k, while having one DD of each class will net you only (85+83+81)*1.1*1.05=287.6k group dps. This is the exact scenario that groups are currently in: all the essential buffs and debuffs can be provided by healers and tanks (synergies, engulfing, major/minor armor debuffs, vulnerabilities, major/minor courage, alkosh, crusher, minor brutality, minor prophecy, minor sorcery, minor toughness, minor savagery etc.). Therefore it is simply better to swap almost all of them to support roles. So how can this be resolved? There's a few possible ways to solve it, and i will provide two of them that seem the most doable (we always have to take complexity of implementation into acccount here, so a complete rework of the game is simply not doable at this point).

Case 1 (Diversity through a ot of Group Utility): There could simply be so many buffs and debuffs per class that support just cannot bring them all. So tanks and healers simply run out of bar space, and then some buffs and debuffs (class-specific ones) have to be brought by Damage dealers. However, this scenario has a few drawbacks: It requires a lot of coordination, and it increases the power gap by a whole lot simply because of the sheer amount of group utility to manage we'd have in that case. It also further makes tanks and healers focus less on their actual job.

Case 2 (Diversity through restricted group utility): Make each role of a class have something unique to contribute to the group that is restricted to that role. This wouldnt need more buffs and debuffs, since we already have quite a few of them that can simply be restructured. On the other hand this is tricky to implement and requires a lot of effort. It also increases the power gap since groups have to coordinate what they bring as DDs rather than having only the key roles (tanks and healers) focus on that. It just does not increase it as much as Case 1. There's multiple ways how to restrict the buffs ande debuffs (for example having debuffs only apply if a resource pool is higher than the other two or if you heal another target, e.g. PotL only applying minor breach and fracture if your stamina pool is the highest). It can also be perceived as "forced diversity", since you'd need to have as many specs as possible to reach the best possible outcome. This does not mean healers and tanks are supposed to have no group support, they should be included in this case to provide something unique, but not take away other the identity of other specs by providing their essential buffs/debuffs.

Case 3 (Class Stack): Current situation.


Since the devs are not that interested in suggestions and possible solutions, I will leave it at that here and simply let you vote on whichever case you find best or if you see another solution, provide it here.

EDIT: After a lot of discussions with players, i wanted to add a short list of frequent pro- and contra- arguments to the above cases that came up.

1. Players promoting the class stack do not want to be forced into a specific spec. If i want to play magplar, what if someone else in my group also wants to, but my group gets punsihed for using 2 of them? The counterargument that you are currently also forced into a specific spec was mentioned, but the likelihood of you playing what you want is actually lower in the class stack scenario, because you can also look for a group that needs what you can do or alternate with a friend to play your favorite toon.
2. Players said that ideally, you'd just have all classes be very close in terms of effective damage output and be done with it. The counterargument that it does not fix the setup for support roles came up and that individual DPS is not what should ultimaely decide what to bring, but rather group DPS. How would you make e.g. a templar tank more viable in that case when looking at DPS alone?
3. Players said that it is possible to do anything on any spec right now and that we don't need to change anything. While it is certainly true that all achievements can be done on any spec, it was countered by the point that you are holding your group back by going for a spec that is less effective than another.


NB Changes v5.0.1: Problem Areas and Potential Solutions

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TL;DR
Problem: grim focus is lacking functionality
Solution: grim focus should grant major brutality/sorcery. Drain power would lose major brutality/sorcery.

Problem: mark target is lacking functionality.
Solution: mark target should grant minor vulnerability instead of major fracture/breach. Teleport strike would lose minor vulnerability.

Problem: lotus fan is overloaded with functionality.
Solution: teleport strike should lose minor vulnerability. Ambush morph should stun the enemy, even if they are a player.

Problem: incapacitating strike is lacking functionality, on account of minor mangle having very limited usefulness.
Solution: incapacitating strike should lose minor mangle, but stun at the base ability cost of 70 ultimate (instead of 120 ultimate)

Problem: veiled strike is granting too much defense and not enough offense for an offensive spammable.
Solution: veiled strike should be moved to the assassination skill tree, and blur should take its place in the shadow skill tree. Surprise attack should be given major fracture, concealed weapon should be given major breach

I understand why ZOS is rebalancing the NB class. I also agree with their stated goals in Update 22 Combat Direction. And, for the most part, they have been pretty good at working toward those goals in their most recent changes. But the class is nowhere near done, in my opinion. There are a few aspects of the class that still need work, and the following is my detailed explanation of why, followed by some potential solutions to how they could be resolved.

Goals of Class Rebalance, According to Update 22 Combat Direction
1. Eliminate redundancy in class toolkit. If one skill grants a certain function (ex/ major expedition), no other skill within the same class should also grant that function.
2. Redistribute skill functionality. Some skills have too much functionality, while others have too little. The goal is to try to balance functionality between individual skills.

The State of the NB Class as of v5.0.1
1. Redundancy has been resolved. With the removal of fracture from surprise attack, expedition from cripple and double take, and maim from mass hysteria, there are no more instances of multiple NB class skills granting the same function.
2. Functionality between class skills is still not balanced. Some issues of overloaded functionality have been resolved (ex/ surprise attack losing major fracture, incapacitating strike losing major defile, grim focus losing minor berserk and minor endurance), but others still exist (or in some cases have been introduced). Other skills have gained much needed functionality (double take receiving snare removal and immunity), but some others are still underwhelming. I will address these individual cases in detail, which brings me to:

Problem Areas within the NB Class as of v5.0.1
1. Grim Focus and it's morphs is lacking functionality. With the removal of berserk and endurance, this skill is now the only skill in the game (accross all classes) that does not give anything back to the user upon the initial cast. 100% of the functionality of this skill is reliant on the user activating the ability (for resource cost), successfully landing 5 light attacks on an enemy, and then activating the ability again (for more resource cost). To gain the benefit of this skill, the user must sacrifice 2 GCD and also deplete their resources twice, all the while adhering to the skill's complex conditional of landing 5 successful light attacks. No other skill in the game does this. Its an empty skill. Relative to the cost and functionality of other skills in the NB toolkit, this one is severely lacking.
2. Mark Target and its morphs is still lacking functionality. To bump up the relative functionality of Mark Target, major fracture was removed from surprise attack, leaving Mark as the only armor debuff in the NB toolkit. This, however, does not increase the value of the skill on its own, especially when compared to similar skills like elemental drain. Both of these skills provide a major debuff to the enemy's armor, can be used at range, and have similar durations. Mark target costs resources though, where elemental drain does not. Mark target can be applied to only one target, while elemental drain can be applied to many. Mark target's additional functionality (a heal when the marked target dies) relies on a conditional, while elemental drain's magicka steal does not. For the added inconvenience Mark Target brings in comparison to elemental drain, it's benefit is extremely underwhelming.
3. Lotus Fan (morph of Teleport Strike) is overloaded in functionality. This skill acts as a gap closer, applies minor vulnerability to the enemy, snares the enemy, and provides a very strong AoE DoT. Compare this to cripple, which is only a single target DoT and immobilize (half of what Lotus Fan is), and the imbalance in functionality becomes clear.
4. Incapacitating Strike is lacking functionality. Right now, minor mangle is being applied after the damage portion of incapacitating strike. In PvP, this means that after using incap on an enemy, mangle is reducing their max hp by 10%, but this 10% of their hp has already been lost due to the damage of incap itself or the damage of other skills used before incap in combo. It is contributing nothing in PvP. In PvE, mangle can be useful for eliminating potentially millions of hp from enemy bosses. But this is only the case with 100% uptime, and this is not achievable given the ultimate cost and short duration of mangle provided by incapacitating strike. Minor mangle is adding virtually nothing to the skill, leaving the only difference between Incapacitating Strike and the base skill, Death Stroke, to be that for increased ultimate cost the ability stuns the enemy. Compare this to the other morph, soul harvest, which gains major defile and also ultimate generation for killing enemies and incap becomes extremely underwhelming. If you compare incap to dawn breaker (which costs only 5 ultimate more), the skill becomes even more underwhelming. Dawn breaker does everything incap does (for a similar cost), but acts as an AoE when incap is single target. The DoT of DB offsets the 20% damage increase of incap. Incapacitating Strike is definitely lacking, especially considering how it is an ultimate ability.
5. Veiled Strike has enough functionality, but it's focus should shift away from defense and toward offense. As a spammable attack, this skill should be used primarily for its offensive capabilities. But as a skill in the shadow tree, it is currently granting the user defensive bonuses in major ward and resolve on account of the shadow barrier passive. With the boost to power extraction's tooltip damage and the removal of fracture from surprise attack, this single target spammable is just barely ahead of the NB AoE spammable in terms of damage output. I find myself primarily using this ability for access to major ward and resolve. This skill should be more oriented toward offense, and not defense.

Potential Solutions
1. Grim Focus and it's morphs should grant major brutality/sorcery. Providing these major buffs would distribute much needed functionality to this skill, while at the same time keeping the overall power of the NB class unchanged because they already have access to these through other skills. To resolve potential redundancy issues, major brutality/sorcery should be removed from drain power and its morphs (which provide enough functionality on their own without these buffs).
2. Mark Target and it's morphs should apply minor vulnerability instead of major fracture and breach. This would provide a very powerful debuff that is capable of stacking with outside sources of fracture and breach, and make the skill a lot more valuable in group play, while keeping almost exactly the same value in solo play. To resolve redundancy issues, minor vulnerability should be removed from Teleport Strike and it's morphs, which brings me to:
3. Teleport Strike should no longer provide minor vulnerability, and the Ambush morph should stun the enemy (even if it is an enemy player). This change would remove some of the functionality from the currently overloaded Lotus Fan, while at the same time keeping the Ambush morph up to speed. The removal of minor vulnerability on this ability opens up the door for minor vulnerability on mark target as well.
4. Incapacitating strike should lose minor mangle and instead stun the enemy at 70 ultimate (the base cost of the ability) instead of 120 ultimate. The loss of mangle wouldn't hurt the skill much (uselessness of mangle outlined above), but it would allow for the price of the stun to be dropped down to the base ability cost in compensation. This way, in comparison to the base skill death stroke, incapacitating strike would flat out gain a stun (without the conditional of a higher cost) which would allow it to compete with soul harvest's major defile and ultimate generation. It would also differentiate it from Dawn breaker, allowing it to be a cheaper, single target alternative.
5. Veiled strike and it's morphs should be moved to the assassination skill tree, and blur and it's morphs should be moved to the shadow skill tree. Then, surprise attack could provide major fracture and concealed weapon could provide major breach. Having major fracture on surprise attack was too strong because, as a shadow skill, surprise attack was also granting the user major ward/resolve on account of the shadow barrier passive. Moving this skill out of the shadow tree would eliminate this defensive bonus, and allow the skill to keep its major armor debuff, emphasizing its offensive capability and highlighting the high risk/high reward playstyle of the NB class. Removing the major resistances from the main spammable attack would force NB to periodically go on the defensive as opposed to continuously attacking, emphasizing their bursty nature. I highly doubt this change has any chance of being implemented, but that's not going to stop me from posting it here as I feel it's the right direction to take the class.


The Effects of these Changes
In PvP, adopting these changes together wouldn't affect the overall power of the NB class, but it would make NB combat flow so much smoother. Right now, NB have too much of a "spin up time" on buffing themselves and debuffing enemy targets to gain maximum damage potential. They are expected to mark the target (for fracture/breach), then open with incap strike (for mangle), or with ambush (for vulnerability), or with drain power (for brutality/sorcery). Placing brutality/sorcery on Grim Focus instead of drain power and minor vulnerability on mark target instead of teleport strike both work toward streamlining the buffing/debuffing process and put less pressure on NB to open up a fight with a specific moveset. By condensing their buffs and debuff into two skills outside of their spammable (grim focus and mark target), it allows for a shorter time and resource investment to reach max damage potential and makes it easier to retain that potential while switching targets. It would also eliminate the opportunity cost of opening up with a specific skill instead of another. I believe these changes would drastically help the flow of NB combat, while both increasing balance between the abilities in the NB toolkit and also maintaining balance between NB and other classes.
On the PvE side of things, these changes would be a drastic boost to NB group utility. Letting mark target grant minor vulnerability would help open the door to NB in support roles (tank/healer). Right now, most healers are running infallible aether for reliable uptime on minor vulnerability. Putting a reliable source of minor vulnerability in the NB toolkit (without the drawback of gap closing to the target) would allow healers to forego infallible aether, and instead wear a different utility set. They still probably wouldn't be 100% meta, but it would definitely boost their competitiveness and finally give the NB class a near-exclusive class buff to bring to the table in group play.

SANATORIUM | 490+ Members | Highly Active & Social Trade Guild

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Large trading/social guild who has recently had spaces open up due to the removal of inactive players so we're recruiting players from all alliances. We always have a trader in one of the main hubs (Mournhold, Elden Root, Wayrest, Craglorn)*

We have a fully equipped guild hall with many attunable crafting set stations (with more to be added in the future!), group and solo target dummies and all assistants (merchant, banker, fence).

The sets we currently have:
• Armour Master • Nobles Conquest • Redistributer • Eyes of Mara • Shalidors Curse • Kagrenacs Hope • Orgnums Scales • Julianos • Morkuldin • Trial by Fire • Shacklebreaker • Mechanical Acuity •

We're more than just a standard trading guild, we have a very active community of members of all ages with varying levels of game experience who help each other out with PvE, PvP, builds, trade and general advice. There's always someone around to answer any questions.

We also have a new and growing discord server available for all to chat, organise trials, pledge runs, (tea parties??) etc.

As a guild we want members to get the most out of playing and have a laugh along the way. So if you would like to come along and check us out, don't be shy, just leave your gamertag below or send a PSN message to:

PSN: Meilink18

*Being a trade guild we do require weekly contributions from members to help pay towards the cost of traders.

Elemental Spell Skins

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I'd like to have element skins. What i mean is, say for example you are a templar using a destro staff. You could get a skin that makes your lightning/ fire/ice effects glow yellow to fit the priest aesthetic. Someone wanting a daedric look could get a blue coldharbour look. Most importantly, the reason i bring it up is when necromancer drops. It'd be awesome to be able to make all of my effects share that sweet necromantic green color. I'm sure I'm not the first person with this idea. Seems like a good one though.

Healer Question

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So my memory is a bit foggy?

Back sometime they changed a nb and temp passive to longer work on spell critical damage? After that the Shadow Mundus stone no longer on Healing correct? Along the same time was there a change effected how spell critical happened or not?

7th legion. Fury. Truth. Ravager etc

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Didnt zos say they were looking at adjusting these sets on account of them overperforming? Im just hoping its coming to pts before its pushed to live

⚔️ [PvE, PvP (AD), Social, New Player Friendly, Active Discord] The Dominion Constellation

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The Dominion Constellation is a guild formed back in May 2018 by a couple of players who have been playing since Beta.
We've successfully grown a guild with a member base on over 300 where around 250 + are very active.

Our goal was to have a friendly guild where we avoid elitism and try to help everyone the best we can, but also have a full event schedule for everyone to participate if they wanted to.
So that is what we made happen!

Guild Events

banner%20events_zpsge4aa4dr.jpg

At the moment we are running trials once a week, sometimes more if requested and possible for trial lead (on normal, we are working together as a group to get ready for veteran), weekly Skyshard and Worldboss hunts, weekly AD PvP events, dungeon farm runs to get trial gear and a social event a lot of people seem to enjoy called "Drunken Friday".

Drunken Friday is just a time for people to hop on voice chat on Discord with a drink in hand and we do random content - some nights are more hectic than others, other nights can be calm and we just chit chat. However! We also plan bigger Drunken Fridays where we i.e do "Boss shots", these are more like once a month or every other month event (to save our livers).

All these events have their own event coordinator who are top officers and we have moderators as low tier officers.
The guild itself is run by "The Consul" which consist of 4 people, we don't have one set leader, the Consul works together.

Discord
Also to mention, we do have a very active Discord server where you can keep an eye on all events with details as they come up + a social text chat which is active pretty much 24/7 - babble away! We don't police people within reason, so feel free to be yourself, just use common sense and don't directly abuse other members of course.
If you're confused about which officer to contact to help you on certain queries, we also have a channel there with the rank description for ease.

Who can join?
We recruit anyone who wants to join, faction is not only AD, any faction members can join (we run PvP events AD only).
We don't embrace elitism and you don't need amazing DPS to join.
One thing to bear in mind, might be that we are a mature guild that also participate in the occasional drinking games and it would be a plus if you have a broad sense of humour :smile:

If this sounds like the guild for you, please let me know your @ name and I shall add you!

Just to mention as well, we also have a video of our awesome Guild Hall: Dominion Constellation Guild Hall Video


b08a9b1c-43f4-4eef-9111-0150343cf06a_zpsbmw7yk94.png

Feel free to contact me in game as well if any questions!

Lead Recruiter, community head and founding member:
@Kathulhuu

What is the strongest PvP class?

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Just came back to the game and want to know what the average player thinks.

Create a new faction and call it "1vXers"

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Lets make it happy Citizens of Tamriel.

help me build a MagDk: a few questions

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hey guys, I'm a little bored with my current toons (stamplar and stamdk) and I don't fancy getting back to my good old magplar. I still love the feel of DKs and I thought about starting to use a MagDK. I read around and tried to pinch ideas from Alcast, Nirnstorm and Dottz Gaming.

I'm planning to use a Heavy Armour build cause that suits my playstyle.... I also feel it's more forgiving towards mistakes. Let me add that I'm not a fan of proc-sets...I know BSW is highly recommend but I'm not keen on it...just me!!

I'm thinking about 2 out of the following 3 sets:

Rattlecage cause it would allow me a free space on the bar,
Shackle breaker cause of the boost to resources,
axiom cause I think is the closest non proc option to high spell damage (sadly it doesn't affect light and heavy attacks)

I was thinking to actually use Axiom and Shackle but I realized that it would cost me an arm and a leg just to craft the jewels.

What would you suggest out of the 3 sets above? Would you suggest any other good non proc sets?
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