Yes, I heard this also and my point in the guild discussion was exactly that it seems like an overkill. Or not overkill but "safe" option: it's not completing vMoL, it's completing vMoL with comparative ease.WuffyCerulei wrote: »Not sure about CP, probs around 500 for the defensive bonuses. However, I know various vMaw groups require at least 30k DPS.
25k DPS solo or 25k DPS group-environment?So for a estimate on the low end I myself would say about 25k DPS as a minimum requirement to be able to win is very reasonable. This will give you some margin of error albeit a small one.
Fair enough From the one hand, Warhorn and Co, from the other - you don't, after all, beat to submission stationary targetIn my experience, if you cant pull that semi solo (base buffs like drain might still apply), you will not be able to pull that while executing the occurring mechanics in the group environment of vMoL
Fair enough From the one hand, Warhorn and Co, from the other - you don't, after all, beat to submission stationary targetIn my experience, if you cant pull that semi solo (base buffs like drain might still apply), you will not be able to pull that while executing the occurring mechanics in the group environment of vMoL
@code65536, thanks a lot! You enlighted me I honestly thought Twins are more "tank-check", because the only reason we wiped on them on normal were new tanks not being able to swap them when colors change (well, and newbies running to group with another color, but that's classic and doesn't count ). I've never seen more than 2 adds total on normal! Thanks for information. And big thanks for numbers!
CP isn't that important. Hodor almost beat it on the PTS last year with 300 CP templates, and that was before the power creep. The reason you don't see low CP players beating it isn't because their CP is too low, but rather because players with that low amount of CP simply have not played the game long enough to have the appropriate amount of dungeon and trial experience.
With the ease of earning CP with enlightenment, catchup-scaling, etc., by the time someone has played enough content to be comfortable with their character and the game's combat mechanics, they'll almost always be well over 300 CP. I personally know a player who first cleared vMoL with around 450 CP in a non-carry group (i.e., most of the others in the group had a similar level of experience).
As for DPS, you can skip lunar on Rakkhat with around 240K total group DPS. Keep in mind, though, that you'll have only 6 DPS during pads 3 and 5 as people are running in the back. And total group DPS also includes the damage the hulks are taking in cleave. Skipping lunar on Rakkhat makes the fight much easier, so that's a benchmark that most groups aim for. But personally, I don't think lunar is that difficult--it's hard mostly because most groups skip it and never get any practice with it.
The main DPS challenge isn't Rakkhat. It's the twins. That fight gets progressively harder the longer it drags on, and it will be a struggle to beat it if you can't kill the twins before the 4-adds phase (it caps out at 4, though). And it's rare to see a group that can beat it if they are seeing multiple 4-adds phases. In my experience, I'd say that 200K total group DPS on the twins is the minimum to beat it at all, but it will be very tough and difficult, and you'll wipe a lot. 240K total group DPS is the target to hit to beat twins without much hardship. And 280K+ total group DPS on twins to beat it comfortably.
You'll notice that I'm speaking of total group DPS here, which is what really matters. None of the fights in vMoL are pure single-target, and AoE cleave damage is very important.
CP isn't that important. Hodor almost beat it on the PTS last year with 300 CP templates, and that was before the power creep. The reason you don't see low CP players beating it isn't because their CP is too low, but rather because players with that low amount of CP simply have not played the game long enough to have the appropriate amount of dungeon and trial experience.
With the ease of earning CP with enlightenment, catchup-scaling, etc., by the time someone has played enough content to be comfortable with their character and the game's combat mechanics, they'll almost always be well over 300 CP. I personally know a player who first cleared vMoL with around 450 CP in a non-carry group (i.e., most of the others in the group had a similar level of experience).
As for DPS, you can skip lunar on Rakkhat with around 240K total group DPS. Keep in mind, though, that you'll have only 6 DPS during pads 3 and 5 as people are running in the back. And total group DPS also includes the damage the hulks are taking in cleave. Skipping lunar on Rakkhat makes the fight much easier, so that's a benchmark that most groups aim for. But personally, I don't think lunar is that difficult--it's hard mostly because most groups skip it and never get any practice with it.
The main DPS challenge isn't Rakkhat. It's the twins. That fight gets progressively harder the longer it drags on, and it will be a struggle to beat it if you can't kill the twins before the 4-adds phase (it caps out at 4, though). And it's rare to see a group that can beat it if they are seeing multiple 4-adds phases. In my experience, I'd say that 200K total group DPS on the twins is the minimum to beat it at all, but it will be very tough and difficult, and you'll wipe a lot. 240K total group DPS is the target to hit to beat twins without much hardship. And 280K+ total group DPS on twins to beat it comfortably.
You'll notice that I'm speaking of total group DPS here, which is what really matters. None of the fights in vMoL are pure single-target, and AoE cleave damage is very important.
Hodor did not almost beat it on the PTS at all. In fact, nobody got past the second boss until they nerfed it so we could test the endboss.
The first ever clear was on live with max cp and still took like 2 months.
Splattercat_83 wrote: »Are you talking 25-30k per dps before raid buffs,or after? Vet maw and vet sanctum ophidia it's the only two vet trials I have yet to clear, due to the time of day I can play now due to my job, and family (mostly late nights). I really want to do vet maw, I just didn't know what the dps requirements were for a clear.
I don't want to waste anyone's time if I get a group for vet maw once it's fixed on xbox. I can average 33-35k doing a solo dps test. I can do towards 37-38k if I got someone running worm and ele drain for me.
Here is an example:
[media]https://youtu.be/17EmdljK9fo[/media]
WarpigFunk wrote: »
Also -
Animation cancel your force pulse and frags and you'll be able to get 5-6 weave/casts in, in between each dot rotation without letting dots fall off. [Barswap]-LA-FP-[Block]-LA-FP-[Block]-LA-Frag-[Block]-LA-FP-[Block]-LA-Frag-[Barswap]
Thats the major difference between like 38-42k DPS and like 45-49k DPS.
lolo_01b16_ESO wrote: »Just checked one of our old videos from almost a year ago.
Total group dps before lunar was 180k. So that's ~25k dps including raid buffs and cleave damage.
However currently it's probably easier to push your dps a bit further to ~240k group dps and skip lunar.
Drummerx04 wrote: »WarpigFunk wrote: »
Also -
Animation cancel your force pulse and frags and you'll be able to get 5-6 weave/casts in, in between each dot rotation without letting dots fall off. [Barswap]-LA-FP-[Block]-LA-FP-[Block]-LA-Frag-[Block]-LA-FP-[Block]-LA-Frag-[Barswap]
Thats the major difference between like 38-42k DPS and like 45-49k DPS.
I suppose I could be doing it wrong... but hundreds-thousands of pvp hours ani cancelling on sorc leads me to believe I'm doing it mostly right.
On a robust skeleton running my own ele and self buffing with surge and various other sub optimal minor factors (like dual bar lightning and precise backbar), I pull a consistent and reliable 30-32k without block cancelling anything. With block cancelling I deal the same damage.
My understanding is that global cooldowns are a thing, so either I'm doing it REALLY badly which I doubt, or you are still under the notion that animation cancelling is some sort of black voodoo instantaneous dps increase which in my experience, it's not.
WarpigFunk wrote: »
1. I think you mean target skeleton. The Robust has 6m health and 32k dps self buffed solo would be pretty good for a sorc considering resource issues.
2. dual lightning if you're running a pet, is not sub optimal, it's best in slot for a skelly test or anything solo.
3. With regard to block canceling, if you're not seeing it increase your numbers, you're prob just not doing it right.
For reference - without any block canceling, my time solo self buffed on the skelly is around 80 secs ... usually 37-38k
This is by myself, applying my own drain: The robust skelly number is me just building ulti ... the target khajit number is solo full rotation test - using random staffs and dual lightning.
It's certainly not voodoo ... however - block canceling your FP/Frags is the only way to squeez 6, 7 or even 8 fp/la weaves in between dot rotations without letting dots fall off.
It's simple math - your rotation is simply, lay down dots / curse / pet - FP/LA/Frag weave until you need to refresh dots ...
If one player is hitting 5 FP weaves then refreshing dots - and another is hitting 7+ FP weaves, then refreshing dots ... and both are refreshing dots JUST before they fall off - then obviously player 2 is pulling substantially higher DPS.
Me personally- I'm still terribly inconsistent with it - Without any block canceling I pull 37-38k self buffed solo on the 3m skelly. With worm/ drain - it's 40-42. I'm trying to push that over 45 at the moment, and finding that theres not much room for improvement unless I integrate block canceling.
I know one sorc on my server that consistently hits 47k and another who has hit over 49k (just worm/drain) - BOTH are block canceling fp and frags ... both are frankly superhuman imo - but the fact remains - If you're a DDer and you're plateau'd on DPS but know you can do better - then practicing this method of block canceling everything in your weaves is your next evolutionary step.
And it's tough ... takes alot of practice from what I'm seeing. I'm working on it right now.
And no, it's certainly not necessary .... anything over like, 35k frankly is overkill, unless you're consistently carrying a weak team - but it's a way to get better, which is always the point.
Well, here you go That's your main mistakeInfused vma inferno and random sharpened inferno on main, also purple.
WarpigFunk wrote: »Got my skin at around cp 518 iirc? ... was a runner for last fight. Was doing 38-40k skelly dps on magsorc anyway, and had 100 points in ele defender for maw.
Depends on your role- but for DD, as long as you can stack some elemental damage resist and spell resist, and hit 30-35k dps+ - you can do it at any CP. Prob need 300+ cp to hit that stuff though, unless you're a superhuman elite tier DDer.
Theres a tank on NA PS4 that was walking around with a skin at 160cp. Not a carry either, he main tanked the whole way. Granted he was apparently a 600 cp player that lost his account somehow and had to remake his characters with guildies helping him out getting gear and golding it out ... but still, tanked vet twins and rakkhat at 160 cp.
As a healer I prob wouldn't want to heal vmol with under 30k mag and close to or over 2k recovery... unless the team I was healing was super familiar with each other and with the content.Splattercat_83 wrote: »Are you talking 25-30k per dps before raid buffs,or after? Vet maw and vet sanctum ophidia it's the only two vet trials I have yet to clear, due to the time of day I can play now due to my job, and family (mostly late nights). I really want to do vet maw, I just didn't know what the dps requirements were for a clear.
I don't want to waste anyone's time if I get a group for vet maw once it's fixed on xbox. I can average 33-35k doing a solo dps test. I can do towards 37-38k if I got someone running worm and ele drain for me.
Here is an example:
[media]https://youtu.be/17EmdljK9fo[/media]
DPS requirements for a clear are predicated on around 220-240k group DPS, to get Twins before too many add spawns, and skip Lunar phase on Rakk - Those numbers leave a little margin for error (people getting res'd, runners taking too long, etc ...) 8 damage dealers, that's an average of 30k DPS each. Can be done with 25k DPS per DD, but then NO ONE can die and everything has to go perfectly smooth. Better to have 35-40k on your DDs though, so you have a nice cushion for errors and are all but guaranteed to skip Lunar.
Also -
Animation cancel your force pulse and frags and you'll be able to get 5-6 weave/casts in, in between each dot rotation without letting dots fall off. [Barswap]-LA-FP-[Block]-LA-FP-[Block]-LA-Frag-[Block]-LA-FP-[Block]-LA-Frag-[Barswap]
Thats the major difference between like 38-42k DPS and like 45-49k DPS.
IzakiBrotherSs wrote: »Yeah guys, don't block cancel anything at all, it doesn't benefit you in any way, makes your character look stupid and you have to move your fingers more leading to eventual mistakes and miscasts.
The global cooldown is 1 sec on skills you can't bypass that. Light attacks don't share the same cooldown as skills. So in PvE you're overlapping those 2 globals. At this point a robot would be able to do Light Attack + Skill in 1 second. A human could get close, but its more like 1.05-1.1 sec depending on the skill. Block canceling does NOT speed that up. So save yourselves the trouble of doing something as useless and stupid looking as block canceling your skills!
http://xboxdvr.com/gamer/lI Izaki Il/video/29795795
^ This is roughly how it should look. I've missed some light attacks, I believe I landed 73% of the maximum number of light attacks possible, which kinda sucks, but I'm working on it.
I know, I know, only 40.8k, but that's with my own Drain, Mag+Regen food and no vMA inferno (I'm not lucky). I've gotten 42.8k with a healer applying Drain, Orbs and wearing Worm. (http://xboxdvr.com/gamer/lI Izaki Il/screenshot/6183654)
I believe that with a Maelstrom staff, I can get to 43.8k-44k as its basically a 1k DPS increase.
With a lightning staff on the back bar, its possible to reach 48k if you're lucky with the off-balance procs. But IMO that's kinda cheesing a DPS test, where you're meant to use your exact Trial setup, rather than spec'ing for max possible DPS on a dummy. (I still did one with a lightning staff back bar and inferno front bar and I got 47.3k LOL it could be better)