I felt adequately challenged with the Veteran Mode. We accidentally ran the dungeon half way through the dungeon on Normal and I thought it was fairly easy on Normal.
I didn't get much from the dungeon so I was a little disappointed there. However I thought the sets were interesting, but they definitely won't change what people are wearing currently. As it stands, none of the new gear sets are strong enough to beat Hunding's Rage / Twice-Born Star / Julianos when it comes to damage. I thought The Mighty Chudan set was interesting. I might run it on my tank to free up two skill slots that I'd use to get Major Resolve and Major Ward.
My favorite mechanic was during the 3rd boss battle. I think his name was Xal-Nur the Slaver? The mechanic with bringing the spice to the geyser was really interesting and took a while to understand what's going on during the fight. Also including the Wamasu that we had to release was also and interesting twist.
We were able to complete the dungeon.
I died maybe 7 times? We wiped 3 times on the 3rd boss, and none on the last.
I am CR160 and have 566 Champion Points
It took roughly an hour to complete. After several runs I'm confident we could get it down to below 30 minutes.
Altmer Nightblade DPS - Magicka
Khajiit Nightblade DPS - Stamina
Argonian Templar Healer - Magicka
Nord Dragonknight Tank - Stamina
We did do the hard mode for the last boss. However I would really suggest NOT putting this into the Undaunted Pledge cycle. White-Gold Tower, Imperial City Prison, and City of Ash all were nerfed because of this reason, and I'd like to see this dungeon stay the way it is. You guys did a really good job here with the Ruins of Mazzatun, and it'd be disappointing to see it nerfed.
Schemering wrote: »I went in with 3 friends on ad hoc template chars. We used crafted food, the purple gear from boxes but crafted potions. We chose to do veteran version ad the set drops seem to indicate we were in veteran. We went in and had about 2 hours before one of us needed to go. We got the endboss at 40% still not exactly knowing how mechanics work we used about 30 -40 resses and we estimate it would take us an extra hour to finish the hardmode not killing the mobs that chained the monsters.
WGT and prison took us more than one session to get at endboss and a few days to finish. This dungeon seems much easier than those 2 maybe even easier than coa.
If this really was veteran (and the group tool said it was) this dungeon is way too easy even with templates
The dungeon itself is beautiful and mechanics are nice, all is really well crafted but we had no sense of pressure let alone being being overwhelmed by the dungeon like we had in prison and to lesser extent in wgt.
When 4th person was gone we found out we had used no mundus stone and no armor/ weapon glyphs used:)
We attempted on vet and cleared it. It wasn't that hard at all as soon as you figured out the mechanics. We didn't try hardmode.
Mechanics are nice, but i fear some of them will be ignored due to stack and burn tactics on live-servers.
All characters were templates, so we will have a lot more DPS on live....
i also recorded our bossfights and uploaded them
https://www.youtube.com/watch?v=kkdZ-qRXrQ4
We only discovered one bug, where statues on endboss couldn't be destroyed. Dunno what it caused or why it happened or if it is even a bug. Maybe someone else can confirm this?
SirSilverMask wrote: »We attempted on vet and cleared it. It wasn't that hard at all as soon as you figured out the mechanics. We didn't try hardmode.
Mechanics are nice, but i fear some of them will be ignored due to stack and burn tactics on live-servers.
All characters were templates, so we will have a lot more DPS on live....
i also recorded our bossfights and uploaded them
https://www.youtube.com/watch?v=kkdZ-qRXrQ4
We only discovered one bug, where statues on endboss couldn't be destroyed. Dunno what it caused or why it happened or if it is even a bug. Maybe someone else can confirm this?
On the end boss the only player that can destroy statues is the one that is hallucinated, and he can only destroy one statue which the other 3 see highlighted and need to communicate to him somehow on which one he needs to hit. Not sure if that is what you are talking about.
NovaShadow wrote: »
Go in without TS - that's what we did and it requires everyone to be more aware of whats going on :P IMO they are are definitely harder than DB ICP/WGT, but obviously not harder than ICP/WGT at launch (but admittedly we all have 500+ CP now too).I wanted something that would take weeks if not months to beat on hard mode vet.
Agree. We went in 2-man to start and killed the rock boss without even wiping but then upsized to 4 nearer the second boss.Cuyler wrote:Boss 1 - way too easy. We started the dungeon with no tank and 3-manned it. We were able to defeat the first boss with just the three of us and no tank.
Go in without TS - that's what we did and it requires everyone to be more aware of whats going on :P IMO they are are definitely harder than DB ICP/WGT, but obviously not harder than ICP/WGT at launch (but admittedly we all have 500+ CP now too).I wanted something that would take weeks if not months to beat on hard mode vet.Agree. We went in 2-man to start and killed the rock boss without even wiping but then upsized to 4 nearer the second boss.Cuyler wrote:Boss 1 - way too easy. We started the dungeon with no tank and 3-manned it. We were able to defeat the first boss with just the three of us and no tank.
Pretty funny and interesting bosses. We've spent some time to try achievements but not too much since on our Live Chars it would be much easier.
Overall it feels much easier than vICP and vWGT right after IC DLC release. And according to ZOS we will see even a nerfed version when Update 11 will go live.
As for loot. I don't like any of new sets of Update 11 for my magicka Sorc.
Pretty funny and interesting bosses. We've spent some time to try achievements but not too much since on our Live Chars it would be much easier.
Overall it feels much easier than vICP and vWGT right after IC DLC release. And according to ZOS we will see even a nerfed version when Update 11 will go live.
As for loot. I don't like any of new sets of Update 11 for my magicka Sorc.
WHAAAAAT????
They want to nerf them before it goes live? especially this dungeon is so easy....it took us a bit more than one hour to clear it (i was the only one who knew the mechanics in our group) with templates. That's even more disappointing then the fact that they are already easy
Pretty funny and interesting bosses. We've spent some time to try achievements but not too much since on our Live Chars it would be much easier.
Overall it feels much easier than vICP and vWGT right after IC DLC release. And according to ZOS we will see even a nerfed version when Update 11 will go live.
As for loot. I don't like any of new sets of Update 11 for my magicka Sorc.
WHAAAAAT????
They want to nerf them before it goes live? especially this dungeon is so easy....it took us a bit more than one hour to clear it (i was the only one who knew the mechanics in our group) with templates. That's even more disappointing then the fact that they are already easy
Yep, it was said during ESO Live.
Our 1st run on this dungeon was 1h 15min as you can see. We had one player in our group, who knew the mechanics, but we asked him not to spoil it.
Gonna try CoS (another one) someday. They say it's more interesting at least.
We finished Hardmode aswell. No Bugs discovered so far. It gets a bit harder, but with well timed ultimates/burst it's not that hard at all
https://www.youtube.com/watch?v=VHvPJM01zLY
[*] On the final boss, is the hallucination random? At one point in our Vet run, the healer got it and was unable to heal the group, causing a wipe (for future attempts, the DPS tried to off-heal in case that happened), and at another point, I got it and the boss went loose because I could not retaunt.
[*] The "puzzle" to free the elders was disappointingly easy. It's very obvious and not really fun. And having a wave of trash spawn after each cage just made the entire room feel like an arbitrary road bump in the flow of the dungeon. Again, tedium is not a challenge, and I'm not looking forward to wading through that many trash waves on multiple characters on pledge day. Why not just have one big wave of trash spawn after all 6 cages have opened, instead of having one wave after each cage? Or make it so that we get trash as punishment only if we failed one of the cages? The flow really felt off here in this encounter.
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