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The Hilarity of Powerful Adds In Vet Dungeons

Personofsecrets
Personofsecrets
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After vet dungeon scaling was introduced we all got a taste of how nasty fights could get with powerful adds. Praxin Douare has been the cause of many nightmares and Keeper Imiril has had a great number of bones to end her famine.

Now, coming to a raid near you, I present the hilarity of the engine guardian's dwemer spheres. Don't let them get their ricochet waves on you!

WMw3fm7.png?1

Note, what isn't shown are the 2 dwemer spheres behind me. Does anyone think that this fight is too hard now because of the waves of adds or was my group not doing it right?

UPDATE:

I went through with a different group and we had no problem. I think there will be some people who really struggle with the adds and needlessly die while other group are able to handle them. Some people just don't compliment each other well is my conclusion.
Edited by Personofsecrets on March 4, 2015 10:18PM
Don't tank

"In future content we will probably adjust this model somewhat (The BOP model). It's definitely nice to be able to find a cool item that you don't need and trade it to someone who can't wait to get their hands on it." - Wrobel
  • s7732425ub17_ESO
    s7732425ub17_ESO
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    Was this changed? It used to be 4 adds per wave and you could kill them pretty quickly.
  • Personofsecrets
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    Was this changed? It used to be 4 adds per wave and you could kill them pretty quickly.

    You are looking at multiple waves of adds. They were taking a long time to kill and we eventually gave up on the pledge.
    Don't tank

    "In future content we will probably adjust this model somewhat (The BOP model). It's definitely nice to be able to find a cool item that you don't need and trade it to someone who can't wait to get their hands on it." - Wrobel
  • Cuyler
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    Is this a scaling issue or a 1.5/1.6 issue? in other words, were you able to clear this in 1.5 and having trouble last night after the 1.6 patch?

    As a sorc I use shattering prison to CC the spheres and keep range. If they get to close to you its almost impossible to see let alone dodge the ricochet waves. Most groups don't emphasize the spheres enough. Again as a Sorc I focus entirely on the spheres and let my atronach do the damage to the boss.
    Edited by Cuyler on March 4, 2015 9:54PM
    Guild: STACK n BURN (gm) PC - NA
    CP 810 18 Maxed Characters:
    "How hard can u guar?" - Rafishul[/spoiler]
  • nerevarine1138
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    Cuyler wrote: »
    Is this a scaling issue or a 1.5/1.6 issue? in other words, were able to clear this in 1.5 and having trouble last night after the 1.6 patch?

    As a sorc I use shattering prison to CC the spheres and keep range. If they get to close to you its almost impossible to see let alone dodge the ricochet waves.

    I'm also interested to hear this, because VR Spindle seemed to have balanced the adds to be much more manageable.

    On an entirely unrelated note, what graphical settings are you running, OP? That screenshot looks like something from Morrowind.
    ----
    Murray?
  • jluceyub17_ESO
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    That's weird, I didn't get a chance to run Darkshade, but I though Praxin's adds actually went down faster in 1.6 versus 1.5.

    @nerevarine1138 No need to dump on us minimum graphic setting players. Some of remember DAoC and Morrowind fondly enough to emulate them graphically on ESO.
  • Robocles
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    Cuyler wrote: »
    Is this a scaling issue or a 1.5/1.6 issue? in other words, were able to clear this in 1.5 and having trouble last night after the 1.6 patch?

    As a sorc I use shattering prison to CC the spheres and keep range. If they get to close to you its almost impossible to see let alone dodge the ricochet waves.

    I'm also interested to hear this, because VR Spindle seemed to have balanced the adds to be much more manageable.

    On an entirely unrelated note, what graphical settings are you running, OP? That screenshot looks like something from Morrowind.

    Who cares what settings he's running... and your Spindle experience doesn't matter to him.

    Is there anything you want to suggest that will help his thread?
  • Nibelaja
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    No nerf needed here. Just look for there aoe dmg and kill them fast - done

  • Personofsecrets
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    Cuyler wrote: »
    Is this a scaling issue or a 1.5/1.6 issue? in other words, were able to clear this in 1.5 and having trouble last night after the 1.6 patch?

    As a sorc I use shattering prison to CC the spheres and keep range. If they get to close to you its almost impossible to see let alone dodge the ricochet waves.

    I'm also interested to hear this, because VR Spindle seemed to have balanced the adds to be much more manageable.

    On an entirely unrelated note, what graphical settings are you running, OP? That screenshot looks like something from Morrowind.

    I'm playing on the lowest setting I can. These are worse than the lowest of settings of 1.5. I don't really take offense at the question.

    I also updated this as I did this again with a different group and had no issue. Some people are having a seriously hard time though and I'm wondering why.
    Edited by Personofsecrets on March 4, 2015 10:24PM
    Don't tank

    "In future content we will probably adjust this model somewhat (The BOP model). It's definitely nice to be able to find a cool item that you don't need and trade it to someone who can't wait to get their hands on it." - Wrobel
  • Robbmrp
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    Was this changed? It used to be 4 adds per wave and you could kill them pretty quickly.

    You are looking at multiple waves of adds. They were taking a long time to kill and we eventually gave up on the pledge.

    It sounds like ZOS didn't adjust the timing of the Dungeon Adds to account for their greater health vs the lower DPS we have now. It's taking longer than in 1.5 to kill the same mob adds so they may need to increase the time between adds.

    One of the things I noticed while on last night was it takes longer to kill things with 1.6 even with CP added. It's going to take a while before people get enough CP to make up the difference so imo dungeons should be adjusted a little.

    Hello @ZOS_GinaBruno, was the timing of dungeon mob adds discussed with the increase of mob health and us not being able to kill things as fast as 1.5? This could be a real issue on Boss fights with mobs being summoned too soon over whelming groups. The timing wouldn't need to be adjusted alot, just a little in most cases.
    NA Server - Kildair
  • nerevarine1138
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    Cuyler wrote: »
    Is this a scaling issue or a 1.5/1.6 issue? in other words, were able to clear this in 1.5 and having trouble last night after the 1.6 patch?

    As a sorc I use shattering prison to CC the spheres and keep range. If they get to close to you its almost impossible to see let alone dodge the ricochet waves.

    I'm also interested to hear this, because VR Spindle seemed to have balanced the adds to be much more manageable.

    On an entirely unrelated note, what graphical settings are you running, OP? That screenshot looks like something from Morrowind.

    I'm playing on the lowest setting I can. I don't really take offense at the question.

    I also updated this as I did this again with a different group and had no issue. Some people are having a seriously hard time though and I'm wondering why.

    I was just curious, so thank you for not getting offended.

    And I'm willing to bet that people having a hard time haven't changed their build and potentially haven't allocated their CP yet.
    ----
    Murray?
  • Personofsecrets
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    Robbmrp wrote: »
    Was this changed? It used to be 4 adds per wave and you could kill them pretty quickly.

    You are looking at multiple waves of adds. They were taking a long time to kill and we eventually gave up on the pledge.

    It sounds like ZOS didn't adjust the timing of the Dungeon Adds to account for their greater health vs the lower DPS we have now. It's taking longer than in 1.5 to kill the same mob adds so they may need to increase the time between adds.

    One of the things I noticed while on last night was it takes longer to kill things with 1.6 even with CP added. It's going to take a while before people get enough CP to make up the difference so imo dungeons should be adjusted a little.

    Hello @ZOS_GinaBruno, was the timing of dungeon mob adds discussed with the increase of mob health and us not being able to kill things as fast as 1.5? This could be a real issue on Boss fights with mobs being summoned too soon over whelming groups. The timing wouldn't need to be adjusted alot, just a little in most cases.

    The biggest challenge is when multiple waves of adds are spawned back to back. It makes it hard to catch up and there are many waves ricocheting around.
    Don't tank

    "In future content we will probably adjust this model somewhat (The BOP model). It's definitely nice to be able to find a cool item that you don't need and trade it to someone who can't wait to get their hands on it." - Wrobel
  • Tankqull
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    Cuyler wrote: »
    Is this a scaling issue or a 1.5/1.6 issue? in other words, were you able to clear this in 1.5 and having trouble last night after the 1.6 patch?

    As a sorc I use shattering prison to CC the spheres and keep range. If they get to close to you its almost impossible to see let alone dodge the ricochet waves. Most groups don't emphasize the spheres enough. Again as a Sorc I focus entirely on the spheres and let my atronach do the damage to the boss.

    have had this on 1.5 allready the guardian has all thre phases quite often simultanious wich is horrible to heal through and sometimes up to 20 minions per spawn phase... farming my helmet prior to the patch was the pest... my guildies wanted to lynch me for forcing them doing this horribly buged encounter.
    spelling and grammar errors are free to be abused

    Sallington wrote: »
    Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"


  • likewow777
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    @nerevarine1138 No need to dump on us minimum graphic setting players. Some of remember DAoC and Morrowind fondly enough to emulate them graphically on ESO.

    Morrowind FTW!

    But on topic, the PUGs I ran with for DC were pretty messy. DPS was the main issue, second was squishiness. Definitely, the synergy among group members was lacking a bit. In the last group I ran with in 1.5, we did die a few times at the Engine Guardian. But once we got our rotations synched up, we were fine. Last night, it literally seemed impossible. Finally had to call it quits at 2:30 AM.
    "War doesn't build character, it reveals it."
  • Personofsecrets
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    Tankqull wrote: »
    have had this on 1.5 allready the guardian has all thre phases quite often simultanious wich is horrible to heal through and sometimes up to 20 minions per spawn phase... farming my helmet prior to the patch was the pest... my guildies wanted to lynch me for forcing them doing this horribly buged encounter.

    The only comment I have on this is that when the flamethrower lingers into poison the the fight is even harder for melee dps. That combined with taunting Grobul and the Engine Guardian make me believe that some of the fights were not well thought out at their inception.
    Edited by Personofsecrets on March 4, 2015 11:43PM
    Don't tank

    "In future content we will probably adjust this model somewhat (The BOP model). It's definitely nice to be able to find a cool item that you don't need and trade it to someone who can't wait to get their hands on it." - Wrobel
  • nerevarine1138
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    Tankqull wrote: »
    have had this on 1.5 allready the guardian has all thre phases quite often simultanious wich is horrible to heal through and sometimes up to 20 minions per spawn phase... farming my helmet prior to the patch was the pest... my guildies wanted to lynch me for forcing them doing this horribly buged encounter.

    The only comment I have on this is that when the flamethrower lingers into poison the the fight is even harder for melee dps. That combined with taunting Grobul and the Engine Guardian make me believe that some of the fights were not well thought out at their inception.

    The issue here seems to be melee DPS, as in people who are exclusively melee. Any DPS running veteran content should have at least a minimal ranged ability, because there are plenty of fights that require players to stay at a distance.
    ----
    Murray?
  • s7732425ub17_ESO
    s7732425ub17_ESO
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    Tankqull wrote: »
    have had this on 1.5 allready the guardian has all thre phases quite often simultanious wich is horrible to heal through and sometimes up to 20 minions per spawn phase... farming my helmet prior to the patch was the pest... my guildies wanted to lynch me for forcing them doing this horribly buged encounter.

    The only comment I have on this is that when the flamethrower lingers into poison the the fight is even harder for melee dps. That combined with taunting Grobul and the Engine Guardian make me believe that some of the fights were not well thought out at their inception.

    The issue here seems to be melee DPS, as in people who are exclusively melee. Any DPS running veteran content should have at least a minimal ranged ability, because there are plenty of fights that require players to stay at a distance.

    No decent player will use melee DPS on the Engine Guardian fight. It is 100% ranged. ZOS is not at fault here, just silly players.
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