Apparently (at least on PTS) Streak will do the trick. So perhaps have to save an extra build with Streak in the armory for that dungeon.I've already tried the vampire teleport, but it doesn't work. Maybe the strike will work, but I doubt it.
I think you misunderstood. I would not solo as a tank. I would farm as a tank in a group.Finding non-standard solutions and solo-ing bosses with minimal damage as a tank doesn't seem to align with each other. xD
I get a lot out of completing a dungeon solo: satisfaction, feeling of accomplishment, knowing I did something that was not designed to work.It's your business if you want to solo dungeons and get nothing out of it. Some bees don't like honey, as I've heard.
This year's story (Part 1 released in June, Part 2 will probably come in October or November) can be accessed by just travelling to Solstice (in the Southeast of the Tamriel map, beneath Murkmire) or through the collections/stories menu of the UI. You can choose "Start quest" or something like that there and it will appear in your quest log and you'll get a marker leading you to the quest npc that starts the story.
If you haven't done that yet, I'd suggest to play the prologue first. You can find it in the crown store in the "quest starters" category for free (the name is "A guild in crisis"). Or you can talk to Prince Azah directly. I don't know if he's available at three different locations for everyone or whether it depends on your character's war alliance, but for my Ebonheart Pact character, he's in Davon's Watch in Stonefalls, just when you enter the city gate.
I'd also like to mention that the new story is a sequel to the base game main quest and the base game Fighters Guild questline (Maybe also the Mages Guild questline, but not sure about that right now; in any way some events happening during the Fighters Guild questline are logically clearly supposed to happen before the new content - if you haven't played that yet but already play the new content, it will be a little weird).
SeaGtGruff wrote: »Now that I've played the game on both servers after the update, I can honestly say that this change hasn't bothered me. Most of the time I'm not even noticing the numbers, because I'm focused on the rest of the game window instead of the compass. And to be honest, I'm having trouble fathoming why it's such a big deal to have these numbers up there when most players are using addons that plaster all sorts of other things over the game's window. Oh, well-- to each their own, I suppose.
Holy Cheesemonger, that turns out to be quite splendid and surprising fun, even if for a short while, until novelty wanes.
The improved speed through water while mounted is definitely helpful encouragement to hit the waters of Tamriel rather than just port & go.
Anyone with the mammoth mount tried swimming, yet? If so, is it trunk up, snorkelling? Or does it just move the same as on land?
IMO the only real 'big changes' they could be talking about is cross-play... as it's desperately needed to keep the game filled, especially as more people leave, making it harder to do PvP or group content.
Some say, "NO, they mean overland difficulty"... honestly, that's not THAT big of a deal. I know a lot of people think it will, and there are some who have said they would return for increased difficulty... but I honestly doubt that. Some would return, but then get just as bored as they were before, and leave again. Depending on how they handle it, if there are no increased rewards for higher difficulty, then many people wouldn't choose it anyway. And if they don't give us the option to toggle the difficulty level- then they would lose a lot of the casual and solo players as well as new players being turned off because of the difficulty level. And yes, I have personally seen new players dying in starter zones... so making the game even more difficult would see them just walk away without even trying.