Cages in White Gold Tower

Fallen_Ray
Fallen_Ray
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I dunno If anyone else has noticed but whenever you get caged just trying to aim the correct angle to get the lockpick command is quite a mission. there's no counting the amount of times I've been near death or have died just trying to get the lockpick command to pop up So i can proceed to open the gate. I mean in the heat of battle every second counts. It should be so that you get the command when you aim anywhere in the exit gate not just the metal bars.



Who else thinks this needs to be looked at? Personally I think it needs to be triple-looked at.
Edited by Fallen_Ray on November 7, 2016 3:32PM
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  • Mr_Apollo
    Mr_Apollo
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    I haven't had much trouble with that specific part to be honest...though I know the general position of it, do know it would be better to raise the hitbox though
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  • SHADOW2KK
    SHADOW2KK
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    The way I used to do it when regularly running VetWGT was with me maining a stam build, I would keep dots up, e.g caltrops, hail, and as my legdermain was maxed, I would break the lock of whoever was stuck in the cage, a second later, boom, out they go.

    Used to complete the whole of VWGT within 15 mins or so.

    Worked very well, although sometimes you needed to break the lock twice, dont bother wasting time lockpicking normally, let someone good at lockpicking or high legdermain do it.
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  • DurzoBlint13
    DurzoBlint13
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    I have not done WGT since the update, but can't you just gap close out them? You used to be able to, unless they changed it?
  • idk
    idk
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    Try weapon swap. It's helped me before when I could not access the lock.
  • Fallen_Ray
    Fallen_Ray
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    Mr_Apollo wrote: »
    I haven't had much trouble with that specific part to be honest...though I know the general position of it, do know it would be better to raise the hitbox though

    @Mr_Apollo
    This!!!! This is exactly What I mean. You have to be in a specific angle to get that lockpick command to open the gate. Raise the hit box of the gate is just what I was talking about!
    Edited by Fallen_Ray on November 7, 2016 3:35PM
    "Dear brother, I do not spread rumors, I create them"- Lucien Lachance
  • SolarCat02
    SolarCat02
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    Mr_Apollo wrote: »
    I haven't had much trouble with that specific part to be honest...though I know the general position of it, do know it would be better to raise the hitbox though

    This would be appreciated immensely. While I generally don't pick my own locks (healer) the few times I have had to do so, it was very frustrating to get the actual lockpick prompt to open. I spend a lot of time jumping instead.
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  • Nestor
    Nestor
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    I have done WGT only a few times, but from inside the cage, the locks are easy to access. Never tried from outside the cage.

    I also try not to do this dungeon on a character that has not unlocked all 4 levels of the Force Lock passive. I used to be real fast at picking locks, and the first time in WGT I had no issues. Now, I have come to rely on the Force Look so much I am a bit rusty.
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  • ANGEL_BtVS
    ANGEL_BtVS
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    I have not done WGT since the update, but can't you just gap close out them? You used to be able to, unless they changed it?

    Still works. I ran WGT a couple of days ago and am still able to use Critical Rush to get out of the cage without picking the lock.
  • Zyrudin
    Zyrudin
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    Another tactic would be to get a few stacks of lockpicks prior to the run and keep hitting force.

    If you raise your Legerdemain skill a few times, you can spend a few skills on passives that raise the force chance to 75% at most. Even if you don't get that high, if you just spam force, eventually one will get it open before you die.
  • Skcarkden
    Skcarkden
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    Fallen_Ray wrote: »
    I dunno If anyone else has noticed but whenever you get caged just trying to aim the correct angle to get the lockpick command is quite a mission. there's no counting the amount of times I've been near death or have died just trying to get the lockpick command to pop up So i can proceed to open the gate. I mean in the heat of battle every second counts. It should be so that you get the command when you aim anywhere in the exit gate not just the metal bars.



    Who else thinks this needs to be looked at? Personally I think it needs to be triple-looked at.

    Hell to the yes, even Wayshrines are annoying like that, even if you look at them, at the wrong angle you can't get the prompt.
  • DRXHarbinger
    DRXHarbinger
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    ANGEL_BtVS wrote: »
    I have not done WGT since the update, but can't you just gap close out them? You used to be able to, unless they changed it?

    Still works. I ran WGT a couple of days ago and am still able to use Critical Rush to get out of the cage without picking the lock.

    That's for sharing this like last year when we needed it. Never knew that at all.
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  • UrQuan
    UrQuan
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    SHADOW2KK wrote: »
    The way I used to do it when regularly running VetWGT was with me maining a stam build, I would keep dots up, e.g caltrops, hail, and as my legdermain was maxed, I would break the lock of whoever was stuck in the cage, a second later, boom, out they go.

    Used to complete the whole of VWGT within 15 mins or so.

    Worked very well, although sometimes you needed to break the lock twice, dont bother wasting time lockpicking normally, let someone good at lockpicking or high legdermain do it.
    Wait... You can force the lock for someone who's trapped in there if you're outside?!? Why didn't I know this?!?

    I have a couple of characters who leveled legerdemain and got the passive specifically for that dungeon. If I had known that I could be on lock-forcing duty it would have made a few runs much more smooth.

    Also, I did a run of non-vet WGT not long ago where we actually burned the boss down before anyone got locked in a cage. I didn't know that was possible, and I was very confused.
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  • Fallen_Ray
    Fallen_Ray
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    UrQuan wrote: »
    SHADOW2KK wrote: »
    The way I used to do it when regularly running VetWGT was with me maining a stam build, I would keep dots up, e.g caltrops, hail, and as my legdermain was maxed, I would break the lock of whoever was stuck in the cage, a second later, boom, out they go.

    Used to complete the whole of VWGT within 15 mins or so.

    Worked very well, although sometimes you needed to break the lock twice, dont bother wasting time lockpicking normally, let someone good at lockpicking or high legdermain do it.
    Wait... You can force the lock for someone who's trapped in there if you're outside?!? Why didn't I know this?!?

    I have a couple of characters who leveled legerdemain and got the passive specifically for that dungeon. If I had known that I could be on lock-forcing duty it would have made a few runs much more smooth.

    Also, I did a run of non-vet WGT not long ago where we actually burned the boss down before anyone got locked in a cage. I didn't know that was possible, and I was very confused.

    News to me too...
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  • Dasovaruilos
    Dasovaruilos
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    [EDIT] Nevermind...
    Edited by Dasovaruilos on November 7, 2016 6:55PM
  • DurzoBlint13
    DurzoBlint13
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    ANGEL_BtVS wrote: »
    I have not done WGT since the update, but can't you just gap close out them? You used to be able to, unless they changed it?

    Still works. I ran WGT a couple of days ago and am still able to use Critical Rush to get out of the cage without picking the lock.

    ok. just checking.
    So OP, just slot a gap closer before the fight. Even if its on your back bar and only use it get out of cages, it is worth it. No lock picking at all. Just target an add and close on him, and you are out.
    Its the little tricks that help the most
  • SHADOW2KK
    SHADOW2KK
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    UrQuan wrote: »
    SHADOW2KK wrote: »
    The way I used to do it when regularly running VetWGT was with me maining a stam build, I would keep dots up, e.g caltrops, hail, and as my legdermain was maxed, I would break the lock of whoever was stuck in the cage, a second later, boom, out they go.

    Used to complete the whole of VWGT within 15 mins or so.

    Worked very well, although sometimes you needed to break the lock twice, dont bother wasting time lockpicking normally, let someone good at lockpicking or high legdermain do it.
    Wait... You can force the lock for someone who's trapped in there if you're outside?!? Why didn't I know this?!?

    I have a couple of characters who leveled legerdemain and got the passive specifically for that dungeon. If I had known that I could be on lock-forcing duty it would have made a few runs much more smooth.

    Also, I did a run of non-vet WGT not long ago where we actually burned the boss down before anyone got locked in a cage. I didn't know that was possible, and I was very confused.

    Hehe yeah, I was normally the only stam build in the group and I suggested breaking the locks for anyone who got locked in, and as long as you keep dots up , like caltrops or w/e, your still dpsing to a extent and quickly break whoever out, and continue.

    It normally does run quite smooth, quckest runs on vet were around 15 mins or so.

    Lol your welcome mate and good luck if you run again sir.
    Once I was a lamb, playing in a green field. Then the wolves came. Now I am an eagle and I fly in a different universe.

    Been taking heads since TeS 3 Morrowind..

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    LvL 50 - Dragon Knight EP [PC-EU] = Illuvutar = Ex The Wabbajack = (Stam DK)
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    LvL 50 - Warden DC [PC-EU] = Crimson Blades = (Stamden)

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  • Fallen_Ray
    Fallen_Ray
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    Gap closers eh. Never would've thought... Thanks for the info ya'll tis very much appreciated
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  • DRXHarbinger
    DRXHarbinger
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    Incoming ban for exploiting btw.
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