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Rate Veteran Dungeons by difficulty.

Bigevilpeter
Bigevilpeter
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For me

1- Imperial City Prison (Warden boss, no matter how exp you are you have to die a few times to get used to the team, its very long and most bosses are annoying)
2- Ruins of Mazztun (The mobs in it are actually strong, the bosses are relatively ok except for last 2 bosses, which can be done after u get used to your party too)
3- Cradle of Shadows (everything is easy about it but the last boss is hard the second to last boss is relatively hard, otherwise would have went no.4)
4- White gold tower ( The easiest of the DLC dungeons and the fastest runs i can do, doesnt take to much to get used to the team)
5- City of Ash ( the hardest of the non DLC dungeons and the easiest of the Hard dungeons)

The rest are so easy its hard to rate them.
  • d8rmir
    d8rmir
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    6- Crypt of Hearts
    7- Darkshade Caverns
    8- Elden Hollow
    9- Fungal Grotto
    10- Spindleclutch
    11- Banished Cells
    12- Normal Wayrest Sewers
    13- Veteran Wayrest Sewers
  • Leon119
    Leon119
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    1 Cradle of shadows ( rng with the doors on HM is a pain )
    2 Everything else in no particular order
  • Samwell Slayer
    Samwell Slayer
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    Of course "hard" means different things to different people and the hardmodes of various dungeons also scale things differently. While getting no death in COS is probably harder than ROM, doing ROM with new players not in TS just will not work (especially hard mode). Same can be said of WGT and ICP (both of which are super nerfed and can be done with a group of 2).

    Even what you rated as the easiest dungeon, WRS, baffles new players (the first boss ... ugg ... the first boss with new people ...). FG is also not a dungeon I'm willing to do with new people unless they are in TS (I'm freaking chained down you fool). But DSC you can simply watch the new player kill themselves on the reflecting boss, laugh, not rez them, and go about your day.
    PC/Mac NA server. Cast, in order of appearance (got one of everything):

    Samwell Slayer Stam NB AD Stormproof
    Samantha Tarly Stam Sorc DC FC
    The Sawmell Tarly Tank DK EP Stormproof
    Tamwell Sarly Mgk Temp AD FC
    Covenant Blues Mgk DK EP Stormproof
    Samwell Tardy Mgk Sorc AD FC
    Stam Tarly Stam Temp AD Stormproof
    Samwelf Tarly Mgk NB DC FC
    Stamwell Tarly Stam DK DC FC
    Maester Samwell Heal Temp DC
    Samara Tarly Tank NB EP
    Sam Mfing Tarly Mule Sorc EP
    Warden of HTarly. Mgk. Ward AD FC
    Lord Tarly Stam Ward. DC. Still lowbie
  • exeeter702
    exeeter702
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    Of course "hard" means different things to different people and the hardmodes of various dungeons also scale things differently. While getting no death in COS is probably harder than ROM, doing ROM with new players not in TS just will not work (especially hard mode). Same can be said of WGT and ICP (both of which are super nerfed and can be done with a group of 2).

    Even what you rated as the easiest dungeon, WRS, baffles new players (the first boss ... ugg ... the first boss with new people ...). FG is also not a dungeon I'm willing to do with new people unless they are in TS (I'm freaking chained down you fool). But DSC you can simply watch the new player kill themselves on the reflecting boss, laugh, not rez them, and go about your day.

    Omg dude.. just give your list.
  • Tonnopesce
    Tonnopesce
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    Of course "hard" means different things to different people and the hardmodes of various dungeons also scale things differently. While getting no death in COS is probably harder than ROM, doing ROM with new players not in TS just will not work (especially hard mode). Same can be said of WGT and ICP (both of which are super nerfed and can be done with a group of 2).

    Even what you rated as the easiest dungeon, WRS, baffles new players (the first boss ... ugg ... the first boss with new people ...). FG is also not a dungeon I'm willing to do with new people unless they are in TS (I'm freaking chained down you fool). But DSC you can simply watch the new player kill themselves on the reflecting boss, laugh, not rez them, and go about your day.

    LOL today i've done a vet DSC run with 4 dd's, no heal no tank, faster run ever...
    We nuked the netch boss in his first damage phase it was awkard.
    Signature


  • VampiricByNature
    VampiricByNature
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    I generally complete all dungeons with ease at this point in the game. But this is the list that makes me whine.

    For me while pugging:
    1) COS (the final boss can be nearly impossible. The maze.)
    2) WGT (The planar inhibitor. It's so hard to convince people to take the pinion. It's even more important to take when they are bad at closing portals. So many adds, omg.)
    3) ICP (I don't find any of this dungeon too bad until Lord Warden. Pugs simply MUST go for 2 gold keys. They also must fall into portals constantly.)
    *I have not pugged Ruins of Mazz. yet. For some reason 9x out of 10, random dungeon finder gives me WGT or ICP. I'm sure my list will adjust if it tosses me in that one. )

    For me, with my normal group:
    1) COS -(I call myself a Slow-plar and that maze just increases the feeling. I haven't run it a large amount of times as my Stam friends had major RNGesus luck in there for the helmet. Maybe practice makes perfect but this is the only dungeon in the game where my group has to watch out to help me survive. I turtle mode behind Stam toons and devil magblades who can leave me in the dust by accident.)
    2) Fungal Grotto- (I don't know if it's difficulty or our general disdain for this dungeon that makes it feel awful. I swear we stand in AOEs, pug ourselves by forgetting gear and create strange teleports by breathing wrong. Once, my friend died on the final boss and it ported him back to the spider boss. Whaaa?)
    3) ICP- (it is so dang long! We need to farm it to try for scathing mage for a few of our unlucky friends. But omg. Nothing can help people insert their heads in their butts like this dungeon. "What do you mean you were getting a bowl of cereal?!" And I'm not saying I'm innocent. I like cereal too. :D )

    With pugs, difficulty usually means not enough dps or awareness. Or both. With my friends, difficulty usually means cereal. Or self-trolling.

  • Soleya
    Soleya
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    Never done vICP so I can't rate that one.

    1. Cradle of Shadows. Difficulty = 10. Wasn't able to finish it. Took 3 hours and we wiped a dozen times on the final boss and gave up (was late).
    2. Ruins of Mazzatun Difficulty = 10. Never finished. Couldn't get past the slaver boss.
    3. WGT. Difficulty = 9. Biggest issue here is the Planar Inhibitor. Which personally I think is a bad design due to having a tank actually makes it harder.
    4. COA Difficulty = 4. Massively easier than above dungeons.
    5. Darkshade Difficulty = 3. If you have a tank for the whole fight then difficulty = 8. The netch boss and final boss a tank is useless and actually makes it harder (another bad design in my opinion). Also a pain if your a stamina build since bow is weak ranged dps when compared to magicka.
    6. COH Difficulty = 3 unless doing the pledge with pugs who don't understand how to tank the wraiths, then difficulty = 8. Typically the 2nd last boss wipes everyone else in the group and I have to solo the boss the rest of the way.
    7. Fungal Grotto Difficulty = 3. Issues here are when people don't understand the mechanics on the first boss (the beam and the chaining).
    8. Rarely have issues with any of the other dungeons.

    The one odd thing I find in dungeons when tanking. All of the dungeons except Shadows of the Hist, the bosses damage is low enough that most attacks you can take without blocking (when you have 30k+ resistance), and only block the hard hitting ones (usually denoted by red, etc)

    In the Shadows of Hist dungeons it seemed like every hit one shots you if you don't block, and some even one shot when blocking.
  • jwarren68
    jwarren68
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    I agree with what's been said. But when it comes to pugging, I actually dread Darkshade Caverns much more than vCoA. It seems to me that on the final DC boss, the team cohesion must be spot-on to avoid wipes.
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