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Veteran Maelstrom Arena - It's Time For Balance

  • AshTal
    AshTal
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    I would like to agree with OP - I tried the Vet Arena and got to level 3 and then just kept taking 30K of damage in seconds and died. I couldn't heal or shield.

    However my current belief is it just isn't much fun and I am not over bothered by it.
  • strikeback1247
    strikeback1247
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    Lord_Wrath wrote: »
    I was looking forward to doing this after upgrading my jullianos gear. Im not a bad player at all, i have my CP in the right places, but the problem for me is I was LAGGING under 100 ping, funky things happening like input response timing issues with skills, 3rd person camera issues, its just beyond ridiculous.

    My other issue was enemy damage. Ive watched the videos on what to do, but when i do it the tables turn out waaay differently for me. I can be at full health, have my shields up and within a second im dead with no chance to defend myself. Sometimes I have to spam shields JUST to survive these constant hits if im lucky. If I can die in a split second, that isnt fun or challenging to me, I just consider that unfair BS and wont bother with it again. There are more fun things to do than spend my time dropping dead for crappy rewards.

    More practice my friend. The more you practice, the more you're able to prevent/dodge damage. Some damage involves a bit of luck tho so that's kinda crappy.
    P.A.W.S. - Positively Against Wild Sasquatches - NO TO BIGFOOT!
  • PlagueMonk
    PlagueMonk
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    I do find it interesting that while many claim they weren't using a Sorc, they also conveniently left out the fact of weather they were magicka based or not. This is makes a HUGE difference because being magicka based gives you full access to your class abilities AND staves, something Stamina can't use.

    I'm not going to call for a nerf to vet like the OP but they DO need to give stamina builds a buff to be on at least the same playing field as a mag Sorc.
  • DRXHarbinger
    DRXHarbinger
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    ✭✭
    PlagueMonk wrote: »
    I do find it interesting that while many claim they weren't using a Sorc, they also conveniently left out the fact of weather they were magicka based or not. This is makes a HUGE difference because being magicka based gives you full access to your class abilities AND staves, something Stamina can't use.

    I'm not going to call for a nerf to vet like the OP but they DO need to give stamina builds a buff to be on at least the same playing field as a mag Sorc.

    Stamina, 100 points in mighty and dump the rest in crits. Caltrops on every mob and boss and vigor ( you must all have vigor now with the update ) if NB 2h with crit charge for your gap closer and rally. Dual wield for everything else. Weave and sup attack in your caltrops field is all you need to do.

    Every other champ point in elemental defender up to 100 and the rest in medium focus now for the physical res.

    Green skills it's easy recovery and reduced cost.

    Gear 5 hundings, 1pc Kena and 1pc blood spawn and healthy endurance with weapon glyphs. Probably 2pc night mother weapons but I'm using malestrom axes and not used anything else.

    I had 21k health, 28k stamina and 2200 regen.

    DK I'd assume the same but weave with Whip and stamplar purifying light, caltrops, vigor and jab your way through them.

    Stam sorc. ..well you had it coming for picking a class so unsuited to stamina play so can't say anything on that. Vigor and Caltrops are critical though imo. 35k minimum damage on a high crit build they'll eat through anything and the heals are pretty good too.

    Also for ad heavy rounds for stam players brawler works wonders if you just face tank and spam it over and over. Got me through the harder round on sehts flywheel and the atronarch round on level 5. It can be done no need for nerf. Unlike sorc builds having stupidly high hits isn't key ( to give you and idea to combat text says my overload with power sigil hits for 49k each so yes sorc is easy street but without overload and Kena you'd be screwed)
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  • PlagueMonk
    PlagueMonk
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    PlagueMonk wrote: »
    I do find it interesting that while many claim they weren't using a Sorc, they also conveniently left out the fact of weather they were magicka based or not. This is makes a HUGE difference because being magicka based gives you full access to your class abilities AND staves, something Stamina can't use.

    I'm not going to call for a nerf to vet like the OP but they DO need to give stamina builds a buff to be on at least the same playing field as a mag Sorc.

    Stamina, 100 points in mighty and dump the rest in crits. Caltrops on every mob and boss and vigor ( you must all have vigor now with the update ) if NB 2h with crit charge for your gap closer and rally. Dual wield for everything else. Weave and sup attack in your caltrops field is all you need to do.

    Every other champ point in elemental defender up to 100 and the rest in medium focus now for the physical res.

    Green skills it's easy recovery and reduced cost.

    Gear 5 hundings, 1pc Kena and 1pc blood spawn and healthy endurance with weapon glyphs. Probably 2pc night mother weapons but I'm using malestrom axes and not used anything else.

    I had 21k health, 28k stamina and 2200 regen.

    DK I'd assume the same but weave with Whip and stamplar purifying light, caltrops, vigor and jab your way through them.

    Stam sorc. ..well you had it coming for picking a class so unsuited to stamina play so can't say anything on that. Vigor and Caltrops are critical though imo. 35k minimum damage on a high crit build they'll eat through anything and the heals are pretty good too.

    Also for ad heavy rounds for stam players brawler works wonders if you just face tank and spam it over and over. Got me through the harder round on sehts flywheel and the atronarch round on level 5. It can be done no need for nerf. Unlike sorc builds having stupidly high hits isn't key ( to give you and idea to combat text says my overload with power sigil hits for 49k each so yes sorc is easy street but without overload and Kena you'd be screwed)

    You seemed to have MIS read my post. Here, lemme quote myself......I'm not going to call for a nerf to vet. G E T I T?

    And what you said proves my point that stamina needs a buff. With minimal re-tooling a mag Sorc can waltz in an come out with a flawless because of things like shield stacking and insane mag resources topping 50k+ (while Stamina struggles to get much past 30-35k). Hell, even a mag NB can do pretty damn well with a staff on one bar but stamina builds MUST have X Y and Z or, as you put it, "you'd be screwed"

    Just so you know I'm a Stamblade and run a similar build with similar abilities; 31k Stam, 26k stam regen (buffed) 21k health, 4400 WD. I'm an all DW/NB skills build however. Front bar the usual damage abilities plus full caltrops, back bar mainly buffs plus vigor and ST with FDB as ult on both. As for gear I'm full gold from A-Z; 5 Hund, 4 piece Mork, 3 prefect agi jewelry (so all robust). I have yet however to get Kena so I guess after all of that I'm still SOL? Do you NOT see a problem with that?

    I also have a problem with your setup......you claim to have 1 Kena and 1 Blood but yet say you HAVE to have 2 pc kena overload? You are also using maelstrom weapons that I assume you did NOT get with this supposed toon, giving you yet another leg up on people like myself with a powerful flurry attack.

    Once again.......Stamina builds NEED a freakin' buff
    so we have similar resource management, defenses and DPS capabilities of mag classes because we atm do not.

    Edited by PlagueMonk on March 23, 2016 3:23AM
  • Bofrari
    Bofrari
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    It's doable? It's easy now for real I don't how you couldn't complete it they nerfed it into the ground this last patch.
  • PlagueMonk
    PlagueMonk
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    JDC1985 wrote: »
    It's doable? It's easy now for real I don't how you couldn't complete it they nerfed it into the ground this last patch.

    You mean with the TG DLC patch? I admit to not being back in a month or so (haven't had the time) but I didn't read anything in the patch notes indicating it got nerfed into the ground.
  • Trashkan
    Trashkan
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    At least 500,000 in gold between pots, repair bills, cp respect, soul gems to beat with magika DK. Keep on trying is all I can say re morph your build and any ability is replaceable.
  • damtotb16_ESO
    damtotb16_ESO
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    Jermu73 wrote: »
    9Xq7zsd.png

    I think that this kind of damage is not needed. Who in earth desing that kind of damage? Let say 25,000 is enough for 99 % playerbase.

    Damages comes from over time effect it is not instant so it's fine
  • Bofrari
    Bofrari
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    I got way easier it wasn't in the patch notes they either stealth nerfed it or the cp changes made it a lot easier either way it almost has 0 challenge now I mean on round 3,4, and 6 I ignore all the mechanics on the boss round and burn it straight down of yeah also round 8 I kill the totems then burn 100-0.
  • Zabus
    Zabus
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    The only two things I can complain about are the snares and the poison spawning while the behemoth is doing his rage cry.

    Since ZOS screwed up the general movement speed of characters when trying to nerf expedition from 40 to 30 percent, snares have become even more atrocious. Literally have to waste all my stamina dodge rolling attacks that otherwise would 1 shot me, because I'm unable to do anything else to get out of the way..

    As far as the poison spawn goes, what in the hell are you supposed to do when you're in that bubble and the venom caller comes out of nowhere and explodes the flower that is next to shield you're in? That fight is 100% RNG. As soon as the venom caller appears he immediately starts to blow up the flowers, and you better hope your shield isn't within the radius.

    It's only an issue during the final boss tbh, the flowers are easy to avoid during the other fights because you never have to sit in 1 place for too long. Fighting the behemoth you have to stay in the shield or you will die, so if that flowers is set off while you're in that stage of the fight you will die. I feel like the shield from the caster should nullify the poison effect.
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  • Tonnopesce
    Tonnopesce
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    T - T i hate that place... too many mobs trying to rip my ass in pieces.
    Currently flawless.. till the third arena where i get *** by the second miniboss.

    The new "saving" mechanic is awesome and help really a lot but i really cant understand where i need to stay in that arena; the ground on the islands is death, the water is death. NERF IT !!!!!!

    No really, veteran mode is hard, really hard and i like it ; i'm tired to faceroll my head on the keyboard with pretty much everything else.
    Signature


  • GnGEmpire
    GnGEmpire
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    remilafo wrote: »
    The crematorial guards on stage 9 do need a nerf.

    You can't out run them, can't out heal them and can't out dps them.

    It comes down to hoping you can deliver enough dps to them before they go fire phase.. stupid..

    The BS rng in stage seven could use some polishing as well but as for the rest of it, it's fine.

    How much experience do you have with vMA? Not much it seems because what you wrote is completely untrue.

    I run vMA on 4 different classes and have no problem tanking the fire breath.
    If for some reason you can't do that, drop a damage mitigating ult, every class has one. (besides sorcs who don't need one)
    Edited by GnGEmpire on March 23, 2016 7:02AM
    Casualty - small high end/end game PvE guild. Recruiting!
  • Samphaa
    Samphaa
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    Learn it and become a better player. It's not that hard. Probably even easier now with champ changes.
  • Destruent
    Destruent
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    Samphaa wrote: »
    Learn it and become a better player. It's not that hard. Probably even easier now with champ changes.

    That's right...the physical damage reduction from CP makes a big difference.
    Noobplar
  • DRXHarbinger
    DRXHarbinger
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    PlagueMonk wrote: »
    PlagueMonk wrote: »
    I do find it interesting that while many claim they weren't using a Sorc, they also conveniently left out the fact of weather they were magicka based or not. This is makes a HUGE difference because being magicka based gives you full access to your class abilities AND staves, something Stamina can't use.

    I'm not going to call for a nerf to vet like the OP but they DO need to give stamina builds a buff to be on at least the same playing field as a mag Sorc.

    Stamina, 100 points in mighty and dump the rest in crits. Caltrops on every mob and boss and vigor ( you must all have vigor now with the update ) if NB 2h with crit charge for your gap closer and rally. Dual wield for everything else. Weave and sup attack in your caltrops field is all you need to do.

    Every other champ point in elemental defender up to 100 and the rest in medium focus now for the physical res.

    Green skills it's easy recovery and reduced cost.

    Gear 5 hundings, 1pc Kena and 1pc blood spawn and healthy endurance with weapon glyphs. Probably 2pc night mother weapons but I'm using malestrom axes and not used anything else.

    I had 21k health, 28k stamina and 2200 regen.

    DK I'd assume the same but weave with Whip and stamplar purifying light, caltrops, vigor and jab your way through them.

    Stam sorc. ..well you had it coming for picking a class so unsuited to stamina play so can't say anything on that. Vigor and Caltrops are critical though imo. 35k minimum damage on a high crit build they'll eat through anything and the heals are pretty good too.

    Also for ad heavy rounds for stam players brawler works wonders if you just face tank and spam it over and over. Got me through the harder round on sehts flywheel and the atronarch round on level 5. It can be done no need for nerf. Unlike sorc builds having stupidly high hits isn't key ( to give you and idea to combat text says my overload with power sigil hits for 49k each so yes sorc is easy street but without overload and Kena you'd be screwed)

    You seemed to have MIS read my post. Here, lemme quote myself......I'm not going to call for a nerf to vet. G E T I T?

    And what you said proves my point that stamina needs a buff. With minimal re-tooling a mag Sorc can waltz in an come out with a flawless because of things like shield stacking and insane mag resources topping 50k+ (while Stamina struggles to get much past 30-35k). Hell, even a mag NB can do pretty damn well with a staff on one bar but stamina builds MUST have X Y and Z or, as you put it, "you'd be screwed"

    Just so you know I'm a Stamblade and run a similar build with similar abilities; 31k Stam, 26k stam regen (buffed) 21k health, 4400 WD. I'm an all DW/NB skills build however. Front bar the usual damage abilities plus full caltrops, back bar mainly buffs plus vigor and ST with FDB as ult on both. As for gear I'm full gold from A-Z; 5 Hund, 4 piece Mork, 3 prefect agi jewelry (so all robust). I have yet however to get Kena so I guess after all of that I'm still SOL? Do you NOT see a problem with that?

    I also have a problem with your setup......you claim to have 1 Kena and 1 Blood but yet say you HAVE to have 2 pc kena overload? You are also using maelstrom weapons that I assume you did NOT get with this supposed toon, giving you yet another leg up on people like myself with a powerful flurry attack.

    Once again.......Stamina builds NEED a freakin' buff
    so we have similar resource management, defenses and DPS capabilities of mag classes because we atm do not.

    2pc Kena is poor on stamina players so I only use one piece, luckily i have 3 helms but only one shoulder and it's set for magika so im not changing it. And yes with flurry on malestrom weapons it makes it a hell of a lot easier not going to deny it I farmed it on my Sorc first and my NB couldn't get past round 5 atronarch round without any of these set ups, took me ages to grasp it. Needs S&B with defensive to blast back at this ice casters and then you bunch them all up at once and then caltrops, soul tether to stay alive and steel tornado them all down at once. Seems to be the only way possible nothing else worked. But I do agree, stamina players need more survivability. Even on my S&B I'm rocking 18k res on both and still dropping like a fly. The last boss I actually find a lot easier on a stam player but it's the spider and the argonian that cause me grief. Spider lightening fries me and the argonian enrages when I'm it's face and you have to dodge poison to get to the shiled. Proper grief.
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  • cdobratz
    cdobratz
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    GnGEmpire wrote: »
    Dear @LegendaryArcher

    There are 3 types of players
    • Good players - focus on improving their skills in order to overcome a challenge
    • Average players - do not care too much either way, they do what they enjoy
    • Terrible players - focus on trying to bring a challenge down to their current skill which is also very ignorant by the way

    Please stop being a terrible player.

    Thanks!

    Ily, never change.
    NA-PC
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  • Nifty2g
    Nifty2g
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    Alright ZOS,

    vMA has been out there long enough. The <1% Sorcerers have had their fun for quite some time now. It's time to make it available to your player base, at least for 5% of it.

    What balancing it would look like:

    Stage 1: No balance needed.
    Stage 2: Slow down the blades.
    Stage 3: Significantly reduce the damage. Disable pull attacks from enemies while the water is electrified. Remove the slow down dot from flowers.
    Stage 4: No balance needed.
    Stage 5: Significantly reduce the amount of enemies in the rounds. Make the troll always go to the platform closest to the player. Reduce the amount of Frost Atronachs to 1 at a time. Same for the giants. Reduce the last boss's health by 20%.
    Stage 6: Reduce the frequency of Webspinner spawns and swarm attacks. Make Webspinners only appear when there are 3 or more pinions unwebbed. Remove the enrage mechanic from the last boss.
    Stage 7: Remove the phase with 3 archers spawning at the same time. Prohibit Venomcallers from spawning or have them die instantly once the boss starts his "cry attack".
    Stage 8: Remove the chain pull attack from the last boss or add a mechanic the prohibits pulls that end up in or go through AoE.
    Stage 9: Boss fight: Reduce the Daedroths' HP by 50%. Reduce the crystals' HP by 20%. Reduce make the boss's attacks and mechanics (channeling, skull, etc.) depend on his health taken, not on time.

    With these changes, ~5% of the player base might be able to complete it. It would still require 501 CP and best-in-slot min-maxed gear. It would NOT solve the fact that stamina builds would still struggle a lot through it and the amount of stamina players completing it would still be under 1%. But it's not vMA's fault. Stamina desperately needs buffs in the healing/damage shield area.

    Now let the <1% and mundus stone cheater crying begin. B)

    @ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_GaryA @ZOS_TristanK @ZOS_KaiSchober when can we expect some balance? The normal version of MA it a cakewalk to 70%+ of your player base. And the best weapons are locked for <1% and mundus stone cheaters.
    lmao what
    do you just want a cruise through with no added difficultly? I mean it's not as hard as you make it out to be, these nerfs are huge lol, way too big.

    Stage 2: Slow down the blades.
    Pull the lever, Kronk.

    Stage 3: Significantly reduce the damage. Disable pull attacks from enemies while the water is electrified. Remove the slow down dot from flowers.
    You can put a shield on, and if you range the hag you wont be pulled. You can roll dodge the flower spit, you can purify them and you can kill them with 1 heavy attack or a DoT.

    Stage 5: Significantly reduce the amount of enemies in the rounds. Make the troll always go to the platform closest to the player. Reduce the amount of Frost Atronachs to 1 at a time. Same for the giants. Reduce the last boss's health by 20%.
    The trolls are on a timer and it decides where they go to, its fine really, why should they run to you to die lol?
    There is always 1 frost atronach at a time unless you can't mob manage. Leave the frost mage alive then kill it when you want the last set to come out.
    The bosses health is already fairly low on this fight. Very low actually, I often get both mob spawns at once due to the health it has and thats horrible when that happens.

    Stage 6: Reduce the frequency of Webspinner spawns and swarm attacks. Make Webspinners only appear when there are 3 or more pinions unwebbed. Remove the enrage mechanic from the last boss.
    Serious reworking needs to happen with webspinners. If you stun everything and then only have 2 pinions light up and a swarm happens then a webspinner comes out, you can't do anything. This is a huge issue that has been ignored for quite awhile. Mechanics causing an inevitable death due to rng is not a good direction, I'll be happy when this gets fixed @ZOS_Finn

    Stage 7: Remove the phase with 3 archers spawning at the same time. Prohibit Venomcallers from spawning or have them die instantly once the boss starts his "cry attack".
    The 3 archers are easy, stand next to the far one that spawns next to the defensive sigil, and then the 2 random ones will do something either a charge or focused aim. Easy, barely any damage.
    The venomcallers die instantly once the boss does it's scream anyway

    Stage 8: Remove the chain pull attack from the last boss or add a mechanic the prohibits pulls that end up in or go through AoE.
    Didn't know this boss had a pull attack, I suggest work on your dps. This boss gets stronger and stronger per phase.

    Stage 9: Boss fight: Reduce the Daedroths' HP by 50%. Reduce the crystals' HP by 20%. Reduce make the boss's attacks and mechanics (channeling, skull, etc.) depend on his health taken, not on time.
    Everything you suggest here is horrible, the daedroths are really management, spin them in a circle you wont get hit
    Crystals are fairly weak, destroy one before he does his wall mechanic and you're fine.
    Having his health based on percentage becomes extremely static.

    I suggest you take a lot of practice in this arena, man. It's quite easy once you put the time into it, and now there is a save function. Lets not ruin the game because you can't complete the content.
    #MOREORBS
  • ArgoCye
    ArgoCye
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    No pls don't nerf this. I haven't come close to completing with my V16 DK stam build with shite blue V14 equipment ... but that's okay. I'll get there. I am happy that there is one bit of lag-free content that is a challenge. Everything else with the exception of lag-full pvp is a cakewalk.

    It doesn't matter that this is hard - the drops aren't that fantastic anyway, so what does it matter. Pls leave vMA alone!



  • Lord_Wrath
    Lord_Wrath
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    More practice my friend. The more you practice, the more you're able to prevent/dodge damage. Some damage involves a bit of luck tho so that's kinda crappy.

    Im still trying at it. Im a sorc so I cant utilize stamina much at all for anything. I suppose it is pretty much the luck of damage. Also you cant really see half the things on the screen hitting you. Im trying different things yet no matter what I just have moments where I drop dead even with full shields, no chance for healing ward or anything just boom dead. It really is luck of damage, it just takes 2-3 OP hits and im gone.

    If there can be some timing between multiple OP hits id be happy with that. Its like you're playing chess, and your opponent just sweeps your pieces off the board all of the sudden and claims victory.

    Edited by Lord_Wrath on March 23, 2016 4:29PM
    1300+ CP | Lørd Wrath | - Sorcerer - Palatine - Grand Master Crafter - 30000 Achievement Points
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  • gamerguy757
    gamerguy757
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    Ive gotten to the final boss and died multiple times. The only thing I wish was different was reduce the crystal HP. In PvP, which VMA is, crit is incredibly important.
  • Smolt
    Smolt
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    Somebody needs a waaaaaambulance!
  • Anti_Virus
    Anti_Virus
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    9Xq7zsd.png

    Holy crap 100K that's a lot of dmg
    Power Wealth And Influence.
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