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Differences in Dungeon I and Dungeon II?

  • Iselin
    Iselin
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    max_only wrote: »
    How do you choose the say, Elden Root I vet? I only see an option to choose I or II. Or are they both vet because I'm over level 50?

    In the group finder, scroll down. The normal version list is under the vet version.

    If entering solo by clicking on the map icon. Set yourself to either normal or vet in the group finder and then pick I or II to teleport to.
    Edited by Iselin on January 30, 2017 6:26PM
  • SolarCat02
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    Myyth wrote: »
    Wayrest Sewers II - Lich boss that summons ghost adds that must be killed. Some groups cant kill the ghost mobs fast enough and everyone dies.

    This one is not true, you can ignore the adds for this fight! They don't do much damage, they just root you, so you can ignore them if you set it up to be a stationary fight.

    If your group stands in one place, preferably in the spot the boss teleports to when it does the health drain mechanic, the healer can just Healing Springs through everything, even in the lowest of dps groups. (Speaking from experience here).
    Why be normal when you can be better?

    Elissandra Ravenwing, Magicka Dragonknight Healer
    Lady Kalila, Stamina Templar DPS
    Stands-in-Danger, Nightblade Saptank
    Zalarah, Stamina Dragonknight DPS
  • Soleya
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    Oddly, I tend to find the Vet I's are sometimes harder than the Vet II's (from a pledge hard mode standpoint)

    For example. Spindle I Vet HM the boss has a bunch of one shot mechanics. Spindle 2 HM is just nuke the boss while he heals through it and don't hit any innocents.

    Banished Cells I HM the boss has a 1 shot mechanic. On Banished Cells II HM, it's just keep 3 daedroths up when you kill the boss.

    Wayrest I HM, the boss does ambush followed by another attack to a random player. Pretty much a one shot unless you can block or be healed in time. Little bit of lag and you are dead. Wayrest II HM, kill a bunch of zombies, which with a good AOE build, they just get nuked in about 5 seconds. Only one shot is the cleave attack but you get a good telegraph to dodge it easily.

    In fact most of the hard mode I dungeons are really just a bunch of one shot death mechanics and large boss health increase making the fights drag on.
  • NewBlacksmurf
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    max_only wrote: »
    How do you choose the say, Elden Root I vet? I only see an option to choose I or II. Or are they both vet because I'm over level 50?

    @max_only

    It's simple

    ALL dungeons have an option to be set as normal or Champion (these are difficulty settings only) at the last boss of Champion/Vet dungeons you can read a scroll to create hard mode for the last boss (this should only be done for undaunted quests, otherwise it's making hard for an achievement only)

    Dungeon I and Dungeon II are actually different versions of a dungeon (two seperate dungeons, not a difficulty setting)

    Edited by NewBlacksmurf on January 30, 2017 9:25PM
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • Myyth
    Myyth
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    SolarCat02 wrote: »
    Myyth wrote: »
    Wayrest Sewers II - Lich boss that summons ghost adds that must be killed. Some groups cant kill the ghost mobs fast enough and everyone dies.

    This one is not true, you can ignore the adds for this fight! They don't do much damage, they just root you, so you can ignore them if you set it up to be a stationary fight.

    If your group stands in one place, preferably in the spot the boss teleports to when it does the health drain mechanic, the healer can just Healing Springs through everything, even in the lowest of dps groups. (Speaking from experience here).

    None of the groups ive been in know about this strategy. Which goes back to point that the verison II dungeons have mechanics that are not good for pick up groups or new players.
    And what if you get a level 10 healer without healing springs? how will they heal through the massive group damage?
    Edited by Myyth on January 30, 2017 9:31PM
  • Iselin
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    Myyth wrote: »
    SolarCat02 wrote: »
    Myyth wrote: »
    Wayrest Sewers II - Lich boss that summons ghost adds that must be killed. Some groups cant kill the ghost mobs fast enough and everyone dies.

    This one is not true, you can ignore the adds for this fight! They don't do much damage, they just root you, so you can ignore them if you set it up to be a stationary fight.

    If your group stands in one place, preferably in the spot the boss teleports to when it does the health drain mechanic, the healer can just Healing Springs through everything, even in the lowest of dps groups. (Speaking from experience here).

    None of the groups ive been in know about this strategy. Which goes back to point that the verison II dungeons have mechanics that are not good for pick up groups or new players.
    And what if you get a level 10 healer without healing springs? how will they heal through the massive group damage?

    You can also block it and even blocking with a staff or bow you'll mitigate about 2/3 of the damage.
  • geonsocal
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    if you go to social>group you can adjust the difficulty between "normal" and "veteran"...
    PVP Campaigns Section: Playstation NA and EU (Gray Host) - This Must be the Place
  • Riejael
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    Myyth wrote: »
    None of the groups ive been in know about this strategy. Which goes back to point that the verison II dungeons have mechanics that are not good for pick up groups or new players.
    And what if you get a level 10 healer without healing springs? how will they heal through the massive group damage?

    What?

    The mechanics in the II dungeons are simpler than the mechanics found in WoW. I'd say anyone who has trouble in II dungeons to 'go back to WoW' but WoW would kick their tail and do other inappropriate things to them.

    I'm at a loss to name a MMORPG with simpler dungeon mechanics. We're seriously talking about stuff as simple as kill adds, interrupt, and stay out of fire. Maybe Befallen in vanilla Everquest.

    Your point about healers is.. sort of right. But if its a Templar, they could use their restoring light ultimate. That's what I used on my Templar before I had healing springs. You generate enough ult before the next channel.
    Edited by Riejael on January 30, 2017 11:07PM
  • Soleya
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    Myyth wrote: »
    And what if you get a level 10 healer without healing springs? how will they heal through the massive group damage?

    Damage in non vet dungeons is really low, the healing isn't as critical as in the vet version.

    And if the healer had a resto staff on when they started the dungeon they'd have ranked it up enough to have healing springs before that fight (it's the 2nd skill you unlock)
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