What was your class, build (active skills, Champion Point distribution) and level?
-Magicka Sorcerer with pets, v16
-5 piece Necropotence v12, 2x Master Inferno, 2x Maw of the Infernal, 3x arcane WIllpower jewelry
-410 CP
-Bar 1: Matriarch, Crystal Frags, Daedric Prey, Force Pulse, Bound Aegis, Meteor
-Bar 2: Matriarch, Purge or Harness Magicka, Liquid Lightning, Hardened Ward, Bound Aegis, Storm Atronach
Which version of Maelstrom Arena did you play: Normal, Veteran or both?
-Veteran
On a scale from 1 (very easy) – 10 (very hard) how difficult did you find Maelstrom Arena? Please indicate whether you were playing Normal or Veteran.
-9. Veteran. The final boss to round 8 wasn't able to be completed in over 50 attempts.
Which Arena was your favorite, and why?
-Arena 2. Unlike some other arenas, the environmental factor is able to be learned and doesn't depend upon random interactions (like lightning bolts from the sky, or the spawn locations of poison plants on Arena 7)
Which Arena was your least favorite, and why?
-Arena 8, specifically for the final boss. The vulnerability after breaking all 3 binding stones is way too short. At most you could do 12% of her life in that time, but usually 8% on average. The adds spawn too fast to keep up with destroying the binding stones and damaging the boss in the short period of time. Eventually you get overwhelmed, and the duration of the fight lasted 15 minutes when I dropped her to the lowest HP at 40% because of the invulnerability.
EDIT: If the bug where we do half of the intended damage because of too high phsyical/spell resist on enemies, then disregard the above.
Which Arena gave you the most trouble?
-Arena 8 final boss, same reason as above. The vulnerability after destroying all 3 stones is too short, adds spawn too fast, and the overall length of the fight may be longer than 20 minutes because of the combination of those two.
EDIT: If the bug where we do half of the intended damage because of too high phsyical/spell resist on enemies, then disregard the above.
If you could change one thing in any of the Arenas, what would it be?
-Arena 1 is good how it is.
-Arena 2 is good how it is.
-Arena 3 is good how it is, although those Stranglers mess with the placement of your character. If they grab you for the farthest distance away you break the threshold for acceleration and get teleported backwards.
-Arena 4 is good how it is.
-Arena 5 is extremely unfavorable to melee players. Some of those enemies sit far back in the ice waters, basically forcing a ranged playstyle. Maybe expand each ice platform size a bit, or have them spawn closer to the glaciers.
-Arena 6 has a difficult boss just because of how chaotic it becomes. Webspinners, Hoarvers running around like headless chickens, spider hordes, and spider daedra adds. It if were easier to focus targets through the mobs that's what I would change. I died countless times there because those tiny spiders have big enough hit boxes to block my attacks on a hoarver or webspinner.
-Arena 7 was entertaining, but the random spawns on those plants got annoying. Just when you think things are going your way, one spawns just outside your vision and you walk into it.
-Arena 8 final boss stays vulnerable for at least 4 more seconds and adds spawn slightly slower.
How often did you receive a reward? Were you satisfied overall with the rewards you received?
-Set item about 40% of the time. All armor pieces, so I don't know if jewelry drops from there
What was your favorite reward?
-Wingergrasp (I think) seems like an interesting set to promote Ice destruction staves
Here's a Twitch replay of me spending way too long going from arenas 2 through 8 twitch.tv/fat_cat45/v/19418204
Divinekorsai wrote: »I'm going to be brutally honest. vMaelstrom is extremely hard and I don't think even some of the best players will be able to do it. The damage output is way more than what a stamina can heal through and magicka classes can barely even manage with healing ward, harness magicka and sword and shield. I wrote Deltia's guide to nMaelstrom and parts of vMaelstrom and I say that veteran needs a damage nerf. On the brighter side normal was made perfectly so everyone can beat it.
Im confident it will be nerfed. There is still an adjustment to be made on fixing damage on NPCs - but they will likely offset this by raising mobs HP.
ZOS was watching my stream and telling me their testers beat this on all classes with 300 CP and no master weapons. Im going out on a limb here and saying I dont think that was the case - I believe they meant normal mode. I would love to see evidence otherwise!
With that said I love the challenge, but I agree that the bar is so incredibly high that it will have to be nerfed. I went in there with a nonoptimal build, understood mechanics and still hit a wall at a point. Its brutally tough, and I hope it stays very difficult, but it will definitely be more reasonable as well.
I think they should fix the occasional "half-damage" issue before they nerf anything. vMA needs to be hard, but it may currently be harder than usual due to the bug in mob damage mitigation.Divinekorsai wrote: »I'm going to be brutally honest. vMaelstrom is extremely hard and I don't think even some of the best players will be able to do it. The damage output is way more than what a stamina can heal through and magicka classes can barely even manage with healing ward, harness magicka and sword and shield. I wrote Deltia's guide to nMaelstrom and parts of vMaelstrom and I say that veteran needs a damage nerf. On the brighter side normal was made perfectly so everyone can beat it.
Im confident it will be nerfed. There is still an adjustment to be made on fixing damage on NPCs - but they will likely offset this by raising mobs HP.
ZOS was watching my stream and telling me their testers beat this on all classes with 300 CP and no master weapons. Im going out on a limb here and saying I dont think that was the case - I believe they meant normal mode. I would love to see evidence otherwise!
With that said I love the challenge, but I agree that the bar is so incredibly high that it will have to be nerfed. I went in there with a nonoptimal build, understood mechanics and still hit a wall at a point. Its brutally tough, and I hope it stays very difficult, but it will definitely be more reasonable as well.
Got the new master resto. Wow this thing is underwhelming. I like the magicka return with mutegen, but the 3% spell crit is awful when every other weapon is getting spell/weapon damage. I feel the crit needs to be somewhere around 6% or more, otherwise drop it and add the same spell damage that is on the destro staves.
When, and if VDSA gets raised to V16, one of each master resto would be an awesome combo for non-temp healers. Give stam with springs on one bar, get back magicka from mutegen on another!
Flattedfifth wrote: »Well gee, shields don't have their own ability tree so... what ability would they enhance? They could just not give us a shield period.
They should just remove them from the loot table to stop future whining.
Im confident it will be nerfed. There is still an adjustment to be made on fixing damage on NPCs - but they will likely offset this by raising mobs HP.
ZOS was watching my stream and telling me their testers beat this on all classes with 300 CP and no master weapons. Im going out on a limb here and saying I dont think that was the case - I believe they meant normal mode. I would love to see evidence otherwise!
With that said I love the challenge, but I agree that the bar is so incredibly high that it will have to be nerfed. I went in there with a nonoptimal build, understood mechanics and still hit a wall at a point. Its brutally tough, and I hope it stays very difficult, but it will definitely be more reasonable as well.
Flattedfifth wrote: »Well gee, shields don't have their own ability tree so... what ability would they enhance? They could just not give us a shield period.
They should just remove them from the loot table to stop future whining.
Im confident it will be nerfed. There is still an adjustment to be made on fixing damage on NPCs - but they will likely offset this by raising mobs HP.
ZOS was watching my stream and telling me their testers beat this on all classes with 300 CP and no master weapons. Im going out on a limb here and saying I dont think that was the case - I believe they meant normal mode. I would love to see evidence otherwise!
With that said I love the challenge, but I agree that the bar is so incredibly high that it will have to be nerfed. I went in there with a nonoptimal build, understood mechanics and still hit a wall at a point. Its brutally tough, and I hope it stays very difficult, but it will definitely be more reasonable as well.
I REALLY don't like that it's a constant DPS race. The Arena caters to just one type of playstyle, which means you have alienated a lot of your solo playerbase. I know healers and tanks that are personally refusing to even consider the arena because of this. I've vetted all the way to the spider daedra, can't keep up with the obelisks being wrapped, and my concerns are strictly on DPS based fights.
- 1st boss requires you to kill them or the mobs fast enough, or it will proc a heal. Even if you get this boss to 10%, a full mob siphon has it back to 75% health. That's not challenging, that's punishment.