I did get my 5th piece of VO, so I've tried running that with Hunding's and that pushed me through one more stage.
The other problem I'm having is that AOEs like Caltrops and Endless Hail are useless in highly mobile fights or against ranged mobs who stay spread out.
Here's my bar setup for the moment:
DW: Deadly Cloak, Relentless Focus, Vigor, Blood Craze, Bloodthirst
2H: Rally, Leeching Strikes, Vigor, Power Extraction, Brawler
John_Falstaff wrote: »@jlb1705 , I'm not sure if you should drop bow bar (though Rally is a strong thing). Endless Hail is one of most damaging skills, so try taking a look at what you're applying it to; I'm usually trying to land it either on stationary targets (ranged mobs most of the time), or alternatively right where I plan to go face to face with a mob (like a daedroth), so they'd be dying to ground AoEs whole I'm dancing with them on that spot. Yes, Hail and Caltrops definitely fall behind in mobile fights, but in the Arena, you often have a choice of targets and/or their placement.
Hunding's is also not a bad set for the content; I run Arena in Hunding's + VO + either Velidreth or, recently, Iceheart. Keep in mind that most mobs there will have ~9k resistances (though bigger mobs can make an exception), so watch out for overpenetration with NMG. Also, if you're not using Warrior mundus, try it - unlike Lover, it will also boost your self-healing.
Joy_Division wrote: »No, no no, no They are by far your most valuable and damaging abilities. If you must move, move in such a way that the ranged mobs move inside your AoE zones (e.g. in a circle or backtrack through your AoE)
Ultimately, this is what I need to figure out how to do. I haven't been able to figure out how to keep mobs in my ground AOEs while also staying out of the Stage 4 Boss's fire damage. It seems like I'm always having to choose one or the other, which isn't good enough.
The frustrating thing is that there is no place else to practice this fight but here. nMA was such a cakewalk that it's pointless, and vMA punishes mistakes so harshly that it's hard to learn from them sometimes. It feels like teaching yourself how to drive a car by doing a Formula 1 race.
John_Falstaff wrote: »@jlb1705 , fourth one is a huge dwemer spider boss, a-la Darkshade Caverns II, right? Just to make sure we're talking about the same. If yes - well, partially it's about target priorities. In the end, the most dangerous one are dwarven spheres, the ones that shoot ground lightning AOE, they have to go first; shielded sentries can be left alone. The boss itself is moving, so yes, while he's moving (and you're moving with him while green circle lasts) it's hard to catch him for long in ground DoTs, so basically, do what damage you can, apply DoTs, you can include Hail and Caltrops there too, just he won't stay in long. But when he stops to start his fire attack, this is where you reapply Hail, Caltrops, maybe ultimate, and move far ahead to deal with spheres while (at least I do that) keeping center of the room between him and yourself. Now spheres are good targets for ground DoTs too, they normally don't move a lot, and while boss is spewing fire, you can land dot on one and burn mechanical spider. Once boss starts moving again, return into green circle and repeat the process.
Also, you can try (I don't do that often, but others do it more) pinning mobs to the ground with a trap. Usually you'd do that by moving to spawn point, landing trap, then ground DoTs - that way mob won't walk out of them. Archers/casters make good targets for ground DoTs, other stationary targets like obelisks or crystals on the last round.
vMA is unforgiving, yes - just don't let it get under your skin; if you feel you're seething, relax, put it aside for a bit. The angrier you are, the easier it is to make a mistake, and then you rush it, you hurry to resurrect and try again... and this is where you should pause and give yourself a well-deserved bit of rest. ^^ During first clear, I found that it's good for me to walk from the shrine when I die - not ride or run, but walk; gives me time to cool down and start thinking about what killed me. (And yes, always look at death recap, you have to figure out what's killing you, it'll help you set your priorities.)
@Locriana Awesome and congrats again! This really is the key. You have to make it your own. Different gear, enchants, skills, even skill order on your bar can make night and day difference sometimes!AND Even with all the helpful advice here, please note: YOU WILL FIND YOUR OWN WAY to do this, by taking advice, then ditching whatever doesn’t work and finding what does.
Sweet! Sometimes when you still make mistakes, it almost uniquely positions you to offer advice on how not to make those same mistakes. (Maybe why I'm better with advice than some actual runs.)I was able to coach my husband through his first clear. And he never thought he could do it. He of course gets the fire staff, first try! While I get greatswords, axes, s&bs...<heavy sigh>
Anyway, it’s a a lot of fun really. Still really challenging, but very do-able. ]
I'd recommend starting with StamSorc, but whatever class you choose, the healing morphs (and even the ult) of the first two DW skills can help a lot. StamDK isn't so bad either (flappy wings still for the win). Go with what you're most comfortable with.Now I need to try a stam character and go through that....haha...I hear they get the staves...
I had to walk away last week after getting frustrated with being stuck on the fifth stage. I just can't keep myself alive. I understand the mechanics, target priorities, and spawn points of the stage. I'm not trying to burn the boss too fast and I'm not letting the trolls break the ice. I'm not perfect, but I've had enough runs where I've done a good job of keeping my heals up and I still can't outheal the incoming damage. I tend to do better when I run 2H because I get the shield from Brawler, but ironically, the more effective I am at dispatching adds, the weaker my shield is because there aren't as many of them to hit. I feel like I need more shields, but stamblades just don't have access to them. I'm looking through the skills available to me and the only things I'm seeing are Bone Shield (expensive and meant for group play) and the Psijic Concentrated Barrier passive, which is only up when blocking.
As I take my break, I'm working on leveling my Psijic skill line. I'm interested in Crushing Weapon - the heal on it looks decent. Has anybody tried running that in vMA? So far it feels clunky to weave compared to Surprise Attack or Bloodthirst. If I take of Surprise Attack I lose the 5280 resistance from the Shadow passive though.
Here's a dumb question: How much health should I run with? With the various setups that I've tried I've been coming in around 17.5K to 18.5K.
I've also thought about a respec to Magicka, but I'd have to come up with more gear and level more new skills and, learn a new playstyle. It wouldn't be completely starting over like rolling a new character would be, but it would cost a lot of money and time that I'm not sure would even be worthwhile. I also have Magplar, but he's only used for storage and crafting, so I'd have to respec him for combat and learn all of that stuff.
@Joy_Division Thanks. You're correct, I'm stuck on the boss. Specifically, I'm not getting past the second phase, after the boss breaks the first island, with the two waves of adds. I'm especially struggling with the nereids since they hit hard and their attacks can't be kited. I'm leaving the defensive and weapon power sigils for the final phase as suggested, but I've only got to that part once or twice and got so caught off-guard by getting there that I freaked out and screwed everything up.
Reading through your response, I think part of what I need to figure out is trusting my dots to do their job. I don't tend to put down PI on an enemy then turn to a different target while that ticks, like you suggested. I tend to not trust something is going to die unless I keep attacking and watch them drop. I can see how that would cause me to be inefficient with my resources and drag out fights longer than they need to go. I guess that's a big thing for me to work on.
@jlb1705 this is much of it. Caltrops and endless will chip away at multiple adds more than you initially think they will. Drop them both on the edge of the island so adds are taking full damage from both (plus the snare from caltrops will help) and the boss is taking little.@Joy_Division Thanks. You're correct, I'm stuck on the boss. Specifically, I'm not getting past the second phase, after the boss breaks the first island, with the two waves of adds. I'm especially struggling with the nereids since they hit hard and their attacks can't be kited. I'm leaving the defensive and weapon power sigils for the final phase as suggested, but I've only got to that part once or twice and got so caught off-guard by getting there that I freaked out and screwed everything up.
Reading through your response, I think part of what I need to figure out is trusting my dots to do their job. I don't tend to put down PI on an enemy then turn to a different target while that ticks, like you suggested. I tend to not trust something is going to die unless I keep attacking and watch them drop. I can see how that would cause me to be inefficient with my resources and drag out fights longer than they need to go. I guess that's a big thing for me to work on.
Not that dumb question. It's really disappointing watching all that videos where guys with 17-18K health just go through the mobs and they fall down. Looks so easy.Here's a dumb question: How much health should I run with? With the various setups that I've tried I've been coming in around 17.5K to 18.5K.
Joy_Division wrote: »I did get my 5th piece of VO, so I've tried running that with Hunding's and that pushed me through one more stage.
The other problem I'm having is that AOEs like Caltrops and Endless Hail are useless in highly mobile fights or against ranged mobs who stay spread out.
No, no no, no They are by far your most valuable and damaging abilities. If you must move, move in such a way that the ranged mobs move inside your AoE zones (e.g. in a circle or backtrack through your AoE)Here's my bar setup for the moment:
DW: Deadly Cloak, Relentless Focus, Vigor, Blood Craze, Bloodthirst
2H: Rally, Leeching Strikes, Vigor, Power Extraction, Brawler
This setup is going to be really hard because it does very little passive damage. You're going to find yourself dodging and trying to heal/avoid damage without any means of whittling down the enemies chasing you and that's a losing proposition in vMA. Without a bow, Catrops is a must. I would replace with Bloodthrist. Also Steel Tornado is better than Power Extraction. Don't double bar Vigor, you need all 10 skills and then some. If you're going to use a 2H, you ought to use the execute.