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Veteran White Gold Tower / Veteran Imperial City Prison (Videos / Issues)

Xantaria
Xantaria
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The new dungeons are looking pretty good! Interesting mechanics / almost no static fights and decent difficulty!

Keep in mind we are from EU, so we had to use template characters that weren't set up perfectly.

Veteran White Gold Tower:
https://www.youtube.com/watch?v=hr2lP7f3LwE
Veteran White Gold Tower + Hardmode:
https://www.youtube.com/watch?v=r_uD4AY4qFI
All issues fixed. The difficulty is great.

Veteran Imperial City Prison:
https://www.youtube.com/watch?v=wqlhp1rTPW0
Veteran Imperial City Prison + Hardmode:
https://www.youtube.com/watch?v=cTDnJ3aVd2E
The difficulty is awesome!

@ZOS Another important thing is that you can abuse the first boss by letting the tank stand on a chain located on the right side of the room close to the right portal. That way he will avoid the flurry.
@ZOS On the last boss sometimes there was only one of the moving mist portals up when the boss initiated his oneshot (very rare). We do not know what caused this.

Enjoy!
Xantaria - Lead of Chimaira
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  • Xantaria
    Xantaria
    ✭✭✭✭✭
    Imperial City Prison Video Added!
    Edited by Xantaria on July 31, 2015 3:25AM
    Xantaria - Lead of Chimaira
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  • andy_s
    andy_s
    ✭✭✭✭
    @Mursa 2nd boss in Imperial Prison must be changed to summon waves of adds based on his hp (e.g. at 75%, 50% and 25%) instead of 1 min timer. We managed to kill him in under 50 seconds yesterday, and on live with right builds he will be dead in 30 seconds without even a chance to summon any adds.

    Also 1st boss shouldn't one shot tank thru block, or at least make his attack easier to avoid with dodge or just moving away from telegraph.

    Actually I'm afraid most things will be zergable on live even with 300 CP :)
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  • Xantaria
    Xantaria
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    I aggree that we need some kind of mechanic to avoid burning the boss down.
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  • ZOS_Julien
    Thread moved in Public Test Server section.
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  • Fecius
    Fecius
    ✭✭✭
    @Mursa , +1. HP based immunity phases can help from zerging and over DPS at least a bit. Maybe you can find some better solutions of this problem, who knows. But it definitely should be solved.

    As for 1st boss in ICP - well, it's fun and I don't feel like you need to change it. Fighting it looks a bit crazy. :D
    Edited by Fecius on July 31, 2015 11:53AM
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  • tpanisiakb16_ESO
    tpanisiakb16_ESO
    ✭✭✭✭
    Fecius wrote: »
    @Mursa , +1. HP based immunity phases can help from zerging and over DPS at least a bit. Maybe you can find some better solutions of this problem, who knows. But it definitely should be solved.

    As for 1st boss in ICP - well, it's fun and I don't feel like you need to change it. Fighting it looks a bit crazy. :D

    The problem with your method on the first boss in IC Prison is that if you have a melee heavy group your TTK is going to be pretty small due to the kiting. My healer friend and I spent 40+ minutes on that boss throwing our lives away trying to avoid that attack with minimal movement. As of right now you CAN USE PURGE to negate that Flurry. I don't know if that's how it's supposed to work, but due to the snare mechanic purge somehow makes his entire attack moot. Of course you have to cast it pretty quickly to be effective.

    Rolling dodging back will also get you out of it, but, again, you need to roll dodge extremely fast. Right now it seems if you get hit with his initial Flurry attack you're almost always going to die, even if you've dodged the rest of the attack. IMO you should be able to roll side to side. The mechanic is a bit punishing, and undoubly will get lynched by people with higher latency.

    Seems to us there is no other mechanic in that fight from the normal version except that flurry will one-shot a blocking tank. To me, that mechanic feels pretty cheap and lazy in making something hardcore!11 I would, instead, suggestion maybe at 50% two harvesters spawn in different locations, and his flurry damage reduced that if you block it you won't die, but your health will be pretty shot so you would have time to recover, even if the window to do so is small.

    +1 to immunity phased on the Sculptor. It's a fun mechanic that can be trivialized very quickly.
    Edited by tpanisiakb16_ESO on July 31, 2015 3:28PM
  • Xantaria
    Xantaria
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    I kinda like that it really forces you to kite the whole time and doesn't leave much room for mistakes. Purge removing Flurry is weird and should be looked into.
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  • ThatNeonZebraAgain
    ThatNeonZebraAgain
    ✭✭✭✭✭
    Somewhat related: What is your impression of NB tanking in 1.7, specifically related to resource management and Siphoning Attacks nerf?
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  • Xantaria
    Xantaria
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    probably the tank that works best currently.
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  • ThatNeonZebraAgain
    ThatNeonZebraAgain
    ✭✭✭✭✭
    Xantaria wrote: »
    probably the tank that works best currently.

    That's good to hear. Your other videos have always been an inspiration. For attributes and constellations, are you spec'd Magicka, Stamina, or Hybrid?
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  • Dagoth_Rac
    Dagoth_Rac
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    Xantaria wrote: »
    I kinda like that it really forces you to kite the whole time and doesn't leave much room for mistakes. Purge removing Flurry is weird and should be looked into.

    How high does DPS have to be? Ranged DPS is not too big a deal for magicka builds, but (sustained) ranged DPS is not very good for stamina builds. I am never crazy about bosses you cannot melee unless there are no DPS checks. Ranged players can stack on a boss if that is needed and there DPS will usually be unchanged when in melee range, but forcing melee players to go ranged will usually hurt their DPS a lot. Forcing players to spread out is a fine mechanic. But don't require melee players to switch to ranged and get crazy high DPS, too.
  • Xantaria
    Xantaria
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    noone is required to go ranged. If you watch the video I'm full stamina melee and I don't have issues there.
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  • Xantaria
    Xantaria
    ✭✭✭✭✭
    We did hardmode on White Gold Tower today. Was not hard at all because we managed to skip all HM mechanics because of high DPS.
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  • ZOS_Seiffer
    ZOS_Seiffer
    ✭✭✭
    Thanks to everyone that has tested the new dungeons and provided awesome feedback! We are watching all of the videos and streams very closely. You can expect changes/updates in our next PTS build. Stay tuned!
    Senior Designer | Dungeon Team
    Staff Post
  • Mursa
    Mursa
    ✭✭
    /lurk
    Robbie Stevens
    Dungeon Lead | Zenimax Online Studios
    Staff Post
  • D3usEX
    D3usEX
    ✭✭✭
    Xantaria wrote: »
    We did hardmode on White Gold Tower today. Was not hard at all because we managed to skip all HM mechanics because of high DPS.

    Video of that run will be uploaded later on in my YT channel =)

    EDIT: and the video down below.
    https://www.youtube.com/watch?v=r_uD4AY4qFI
    Edited by D3usEX on August 1, 2015 4:35AM
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  • UrQuan
    UrQuan
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    Just finished doing normal mode Imperial City Prison - as the tank for the group I really enjoyed all of the boss fights. It always felt like I had a significant role to play, and almost none of it was just boring "stand there and take it" tanking. In all a very well-designed dungeon, and our whole group really enjoyed it.

    A couple of things that may be worth looking at though:
    1. In the first boss fight (Overfiend) some skills that provide CC (such as wrecking blow) can cause mobs to drop down below the grate in the floor (we didn't actually have this happen, but one of the members of our group had seen it happen on a previous expedition)
    2. In the first boss fight (Overfiend) a Dragonknight who sneaks around the boss without aggroing him can use chains to pull himself through the sealed door on the other side of the boss before the fight begins (he can't get back that way, though, and he had to die before porting back because he showed up as continuously being in combat)
    3. In the fourth boss fight (Flesh Abomination) if your party back up behind the door that you enter his area through and you draw aggro with a bow (or other ranged attacks) the door will seal and the Abomination will come up to it and try (unsuccessfully) to attack you through it. We were only able to unseal the door and reset the fight by backtracking through the dungeon to where you're on a path overlooking the area of the fight.

    In all, though, I was impressed with the design of this dungeon. Lots of fun.

    Edit: if anyone cares to watch our run through the dungeon it was being streamed by both @MissBizz and @HeroOfNone so I'm sure it's available to watch on one or both of their twitch channels.
    Edited by UrQuan on August 1, 2015 5:28AM
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  • Xantaria
    Xantaria
    ✭✭✭✭✭
    We're running Veteran Imperial Prison + HM NOW

    Watch live at
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  • Xantaria
    Xantaria
    ✭✭✭✭✭
    OK we got it downed. Took us 45 minutes. Hardmode adds big AoEs you have to block or dodge.

    That's it. It doesn't really make the fight THAT much harder.
    Edited by Xantaria on August 1, 2015 8:29PM
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  • Xantaria
    Xantaria
    ✭✭✭✭✭
    Added a video of Veteran Imperial City Prison Hardmode!
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  • Fecius
    Fecius
    ✭✭✭
    Our version of video:

    ICP HM

    https://youtu.be/YY-O36ZcZLo
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  • andy_s
    andy_s
    ✭✭✭✭
    Fecius wrote: »
    Our version of video:

    ICP HM

    https://youtu.be/YY-O36ZcZLo

    @Seiffer @Mursa a few comments about the video above:

    1. First boss instantly died at 30% (video time: 5:35). That was strange. So is his overpowered attacks that make a tank run in circles, hide somewhere or purge it :)

    2. Second boss has interesting mechanics, but at 9min you can see how it will be ignored on live. Not sure if it must be changed, because 25k dps is little too much anyway for most bosses :wink:

    3. Lord Warden's Council. There is a tooltip "A totem is shielding Lord Warden's Council!", but we have no idea what we are supposed to do about it. Maybe it should be more clear, or is it us dumb? :D

    4. Last boss is awesome. Simple mechanics, that are not very simple to follow without mistakes. There is only one issue we found: sometimes he doesn't spawn both circles at start. Maybe it depends on group damage, or just random.

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  • Xantaria
    Xantaria
    ✭✭✭✭✭
    andy.s wrote: »
    3. Lord Warden's Council. There is a tooltip "A totem is shielding Lord Warden's Council!", but we have no idea what we are supposed to do about it. Maybe it should be more clear, or is it us dumb? :D

    We have no idea about that totem either ^^

    You seem to have the same issues that we reported aswell except for the first boss dying instantly at 30%.

    You really burned second boss with 3 overloads? :')
    Edited by Xantaria on August 3, 2015 5:08AM
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  • Fecius
    Fecius
    ✭✭✭
    Xantaria wrote: »
    andy.s wrote: »
    3. Lord Warden's Council. There is a tooltip "A totem is shielding Lord Warden's Council!", but we have no idea what we are supposed to do about it. Maybe it should be more clear, or is it us dumb? :D

    We have no idea about that totem either ^^

    You seem to have the same issues that we reported aswell except for the first boss dying instantly at 30%.

    You really burned second boss with 3 overloads? :')

    Yep. Why not? It was after 2 or 3 h of wipes on it. We really tried to perform it's strategy. That's why we desided to burst em ultimately with all our love and hate. And it took only 45 sec.
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  • Xantaria
    Xantaria
    ✭✭✭✭✭
    my tip if you don't wanna change group setup to clear it is this: DPS moderately until he goes into his phase where he stands next to the pool and casts something. He should be at around 40% by then. Then use ultimates and AoE until he stops casting. Kill any enraged atronarchs remaining at that point. Then just kill boss.
    Edited by Xantaria on August 3, 2015 6:55AM
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  • Fecius
    Fecius
    ✭✭✭
    Xantaria wrote: »
    my tip if you don't wanna change group setup to clear it is this: DPS moderately until he goes into his phase where he stands next to the pool and casts something. He should be at around 40% by then. Then use ultimates and AoE until he stops casting. Kill any enraged atronarchs remaining at that point. Then just kill boss.

    We had 2 runs and on second one we've killed this boss after a Green Phase. He was 20% HP left and we had a healer on this kill.
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  • andy_s
    andy_s
    ✭✭✭✭
    On PTS it's harder for a tank to survive with 3+ atronachs in default sets. I saw Enclaver had Hist Bark, that made tanking for him easier ;) Anyway 3 sorcs were mostly for fun, on 2nd run we had only 2 overloads and 1 templar healer/dd.
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  • Rickter
    Rickter
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    ✭✭✭✭✭
    Hey guys,

    Me and some guildies attempted IC Prison Veteran mode last night. We were able to down first boss with a slightly different tactic but when we got to the second boss, we couldnt pull through to the end.

    I have a few concerns here.

    First: I honestly believe the boss mechanics are a little too unforgiving for the "average" player. Meaning: if this is going to be a part of the weekly pledge line up, the current difficulty is not accessible to the majority of players. Tanks being one shot through block isnt a l2p issue its a "dodge within 35/60 animation frames or die" - or you can kite and run around in a circle occasionally taunting but honestly if thats the future of "mechanics" in ESO, i'd be disappointed.

    Second: @ZOS This "feedback" is rather misrepresentative. You've got a seasoned veteran group with current accolades such as "Current vDSA Score: 12556 (Buffs: 2 Scrolls , 1 Death) Current Trial Scores: AA: 80289; HRC: 78467; SO: 93647" ignoring a majority of boss mechanics due to "high dmg output". That is NOT representative of the majority of ESO players. Notice no champion point numbers were provided? im willing to bet these guys have 750 + @ZOS if you are going to make ANY changes as @Seiffer has eluded to in upcoming versions, this "example" is NOT something that should be taken into consideration whatsoever.

    Listen, this is where im coming from: i have 321 champion points, and i main tank for my guild which has cleared all HM Trials and a current best vDSA score of 10778. Thats not bad by any means and im simply stating that unless you want to foster a community atmosphere of 4 man vDSA premades exclusively clearing content with each other which will in turn damage guild communities, then the current difficulty needs to be dialed back a little.

    I want to be able to grab any group and through hard work and determination, clear said content. currently, you need a bad ass veteran premade to make this remotely doable let alone enjoyable.

    Please @ZOS consider what i have wrote.

    Regards
    Edited by Rickter on August 6, 2015 10:50PM
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  • Stalwart385
    Stalwart385
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    You can beat the first boss in prison without kiting. A good healer tank team can do it. I had 32.5k armor and kept low slash on him. I saved my stam to block the flurry (using 1.6 build). When it hit the healer threw heals on me. It does require good timing and resource management.

    Beating the second boss is crazy hard if you dont have the dps to burn him down before you get 3+ atros.
    Edited by Stalwart385 on August 6, 2015 10:56PM
  • CP5
    CP5
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    ✭✭✭
    Random question, how effective are static aoe's at damaging mobs in these new dungeons, both for trash mobs and bosses?
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