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Veteran Falkreath Hold

oMrRust
oMrRust
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I know either many with agree or disagree but the main issue is the final boss.
Maximum of 8 pillars. 6 on hard mode.
constant fire AOE on the outer unless inner, both do high damage when im not even a vampire.
then there is the "Fiery Blast" that can 1 shot anyone. even tank. for 100k+ damage

This dungeon is also pretty near impossible for those who are stamina users as well.

then there is the 6-7 adds? Im guessing how many spawn but they have alot of health and it's best to use ultimate on them but then comes 20% and under
constant add respawns. boss has shields most of the time and gets shield back anyway when it's goneI was

I also heard that the minotaurs can also 1 shot magicka sorcs and ignore shields?

My opinion is though for the end boss, maybe reduce the amount of health the adds have or reduced fire aoe damage.

Any thoughts?

(I was running not even hard mode dozens of times and we'd get close but he'd keep having shields)

P.S There is also a bug with pillars, behind a pillar? you still get shot by his Grovel ability when you were behind the pillar..)
  • Marabornwingrion
    Marabornwingrion
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    oMrRust wrote: »
    This dungeon is also pretty near impossible for those who are stamina users as well.

    Nope. Yesterday we did speed run there in 13 minutes, one of DD was stamina templar, nobody died at last boss.
    I also heard that the minotaurs can also 1 shot magicka sorcs and ignore shields?

    Nope.
    P.S There is also a bug with pillars, behind a pillar? you still get shot by his Grovel ability when you were behind the pillar..)

    You need to be already behind pillar before he will cast his shout, if you're 1 sec too late you will die even when you're behind it.
  • Greydir
    Greydir
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    Fiery Blast only one Shots tanks, that ignore the visual cue and do not Block it. Its fair to have a Mechanic, that has a relativly long windup and needs to be blocked.
    The difculty for Stamina Players is real, but it should be said that the boss has a gigantic hitbox (Heavy Attacks with my S+B hit while i am standing next to the Pillars outsite of the inner fire AoE.
    The Adds have less than 500k live which gives them an average livespan of 8 - 10 seconds.
    The biggest Problem is still that the Visual cues for some Boss abilitys are looking very similar to each other.
    At 20% and under kill the first adds while removing the shild at the fastest possible pace, than get the Tank to move the adds out of the way and finish the remaining 10% Boss HP. Should work comparatively well.
    I do not think that a nerf is needed, but i am in favor of clearing up some visual cues of boss mechanics.
    Edited by Greydir on August 17, 2017 1:24PM
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  • Tan9oSuccka
    Tan9oSuccka
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    Uh oh. Looks like another Vet DLC dungeon I leave out of the rotation.

    Vet pugs have no chance from what I gather.
  • Apherius
    Apherius
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    oMrRust wrote: »
    My opinion is though for the end boss, maybe reduce the amount of health the adds have or reduced fire aoe damage.
    nerf Vhf thread ....

    can you stop want everything for you plz ? These dungeon are not hard ... don't you notice that the dungeon has been released 2 day ago ? and you already want a nerf cause you can't compete it " immediatly " ?

    it's something that I don't understand .. pay for dungeon and call for nerf immediatly for skip the little challenge and be able to say in chat " LFG Vhf [achievement link][achievement link][achievement link] group farm "

    you could just call for advice ... in this case i could help you or come with you ! but i don't want to help you cause you wrote this sentence.


  • Yakidafi
    Yakidafi
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    The minotaurs 1 shot my 60k tank with double shields if I do not block or dodge so yes they hit that hard and that goes for any of the heavy windup attacks from the bosses, though you can avoid them pretty easy. They hit for 70kdmg up.





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  • zaria
    zaria
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    Uh oh. Looks like another Vet DLC dungeon I leave out of the rotation.

    Vet pugs have no chance from what I gather.
    Its some lack in experience with the dungeon :)

    Note that this is an buff, Bring lots of repair kits and hurry an join so you can learn mechanics without looking like an idiot.

    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • HeroOfNone
    HeroOfNone
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    I tanked it ok with my vampirism, also shield absorb or reflections are your friend. Keep a ranged taunt up as well

    For the adds, tank should taunt them all, if possible, and everyone gather around the fire atronach to AOE it down.

    The pillar mechanic is one ever 25% and then what seems to be 10% when you take out the damage shield. Be ready to hide then

    When he pulls you in make sure to move to avoid the fire shards he puts at your feet. This wiped members that tried to block through it.


    Most of the fight is pretty straight forward otherwise. Oh, don't try to DPS or heal tank this fight, you'll need a good 32k health and 20k+ resistances.
    Edited by HeroOfNone on August 17, 2017 1:59PM
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  • rhapsodious
    rhapsodious
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    There's a lot going on, but my group and I managed to clear it last night after trying some different strategies. Here's what worked for us, as a pretty picture because I communicate visually:

    ddE7nwK.jpg

    The fireballs do kind of own me as a vamp, though. But it's something to work around. Overall I really appreciated the challenge!
  • shreek1
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    The constant barrage from the siege ballistas really gets on my nerves in that dungeon.
  • zaria
    zaria
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    There's a lot going on, but my group and I managed to clear it last night after trying some different strategies. Here's what worked for us, as a pretty picture because I communicate visually:

    ddE7nwK.jpg

    The fireballs do kind of own me as a vamp, though. But it's something to work around. Overall I really appreciated the challenge!
    Awesome for the Moo :)
    And that was the tactic we used too for the burning feet phase. healer want outer track for healing group, after this we stopped dying on that phase.
    is it not better to stack all behind one pillar as they break on use? or did we get that wrong?

    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • rhapsodious
    rhapsodious
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    zaria wrote: »
    There's a lot going on, but my group and I managed to clear it last night after trying some different strategies. Here's what worked for us, as a pretty picture because I communicate visually:

    ddE7nwK.jpg

    The fireballs do kind of own me as a vamp, though. But it's something to work around. Overall I really appreciated the challenge!
    Awesome for the Moo :)
    And that was the tactic we used too for the burning feet phase. healer want outer track for healing group, after this we stopped dying on that phase.
    is it not better to stack all behind one pillar as they break on use? or did we get that wrong?

    It is better to stack on one pillar, but this worked for us while we're learning it and getting it down non-HM. It makes it less of a mess when he sucks you in. Once we're comfortable with it we'll be practicing a full stack.
  • Scyantific
    Scyantific
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    Final phase of Domihaus is a straight race to the finish line, everyone absolutely has to be on point during this phase. Tank needs to pull as much aggro as they can so the DPS don't get overwhelmed with adds, healers need to keep everyone alive, and DPS need to both stay alive and burn the boss down as quickly as they can.

    Every single mechanic in the encounter has a pretty obvious tell, worst one is probably the ground pound fire AoE attack which fires off pretty fast.

    IMO that encounter is what a boss fight should be. Absolute chaos. Fun, but chaotic.
  • idk
    idk
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    1. There is not a mechanic that will one shot the tank through block. As long as tank has taunt on the boss it will go to him/her and there is a clear animation using both arms before it occurs.

    2. There is not a constant ring of fire on the outside if not on the inside though the here is often fire in one place or the other.

    3: With a stam dps cleared HM Tuesday night. No issues using stam dps in that fight though magicka has slightly better AoE which is helpful for the adds.

    4. Adds spawn 4 in a wave. When burn phase begins two waves can spawn but dps may want to focus on boss because the shield on the boss needs to come down if the fight is to end. Adds will he hit by cleave.

    Essentially the two new dungeons are very much mechanic driven and as we get more accustomed to those mechanics we will be game ti clear if easier and faster.
  • casparian
    casparian
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    There's a lot going on, but my group and I managed to clear it last night after trying some different strategies. Here's what worked for us, as a pretty picture because I communicate visually:

    ddE7nwK.jpg

    The fireballs do kind of own me as a vamp, though. But it's something to work around. Overall I really appreciated the challenge!

    Can you make these tutorial doodles (dootorials?) for other dungeons please? I mean, I know how to beat the other dungeons, I just want to see doodles of them. :p
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  • Squeaky_Clean
    Squeaky_Clean
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    The "moo" on the tutorial doodle just made my day! Awesome!
  • runagate
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    casparian wrote: »
    (dootorials?)

    Skeptical.gif?w=280&h=210&fit=crop
  • beetleklee
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    Haven't tried vFH yet but probably will tonight. I did do vBF last night with guildies (all cp300-cp800) and it was the toughest dungeon I've done so far. Lots of wipes and armor repairing, haha. Normal is easy, and doesn't prepare you much mechanics wise because you just burn through everything. Definitely liked the challenge though and coming up with different strategies and finding one that worked was very rewarding. Definitely harder than vCOS, vICP, ect. But I guess it'll get easier when the mechanics/strategies are more clear.
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  • Magdalina
    Magdalina
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    I just wiped there for an hour or so myself and we did not finish it(we all had our potato moments and then I had to go. Rest assured, it was super fun aside from some bugs/lag and I will be back soon enough) but are you seriously complaining after what...ONE run? It's a new dungeon. A new dlc dungeon so it should be hardest 4 man content we will have for a while. Don't you think it'd be a pretty damn boring new dungeon if everyone could faceroll it first try?

    The joy lies in improving, feeling yourself get better and overcome challenges that previously seemed impossible.

    Also :D at the moo tutorial XD
  • Trashkan
    Trashkan
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    Pillars are at 70% 50% 30% 10% it's all about mechanics.
  • Trashkan
    Trashkan
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    I like this fight it is fun.
  • Scyantific
    Scyantific
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    Trashkan wrote: »
    Pillars are at 70% 50% 30% 10% it's all about mechanics.

    Conversely, adds spawn at 80, 60, 40, and the final bonanza at 20.
  • SammyFable
    SammyFable
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    Funny how you complain about the easier of the new dungeons. Don't even want to know what you'd say about Bloodroot Forge.
    The endboss in FH is the ONLY challenging thing in there. Mobs die fast (as they should for not being a boss) and the first four bosses are nothing but jokes. Their mechanics can either be ignored or followed once and then the fight is over.
    Saying all this you should probably know that i would never ever PUG these dungeons. Not because it's difficult but because in my experience there'll always be that one player to completely ignore what to do and cause a wipe.
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  • DeHei
    DeHei
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    The final boss is a bit tricky, but not impossible. You need very good moving and especailly the healer need to do a very good job. Damage is not very important, you need a good damage, but you can burn him slow down too.
    With 80-100k group DPS like we had, you can dodge some mechanics from boss, but there you get a risk for example to get the fire ring outside and the his fire shoting to all sides inside at the same time. Trust me, you can survive that, but for a common group, it will be over then.

    This new dungeons have some interesting mechanics. Just learn that and it will be easier very fast. I like the higher difficulty for this new dungeons! You cant run that dungeons with for example a tankhealer and 3 DDs. Better are a tank, a healer and 2 DDs B)
    Edited by DeHei on August 17, 2017 3:11PM
    DeHei - EP Magicka Templar Allrounder
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  • kwinter
    kwinter
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    It goods lay down AOE for the Adds, Destro ult is great to use against the adds. Also each Adds phase you have less time to dps adds down before the boss starts attacking. when boss spawns adds at 20 it will keep attacking.
  • lolo_01b16_ESO
    lolo_01b16_ESO
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    I healed vFH yesterday with 2 stam dds in group. Took us a few tries to get hm down, but was a lot of fun. I personally don't think stam users have it worse than mag dds. Blade cloak does a good job reducing aoe damage and if you have good positioning you don't take too much damage anyway.

    One thing I had to learn was to be careful with dodge rolling as you sometimes only have very small spaces to move (especially when he is pulling everyone to middle and there is still fire on the outside).

    Additionally it helps to slow down dps a bit at ~30% so you have full ressources and ultimates and can burn him quickly when he reaches 20%.
  • Sigtric
    Sigtric
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    It took my group a few attempts to clear the last boss in Falkreath on vet but it's definitely not impossible. It's all about understanding the mechanics and working as a team. If everyone scatters and finds their own pillar each shout for instance, you're going to have a bad time.

    If the tank is always trying to face tank the boss. Bad time.

    Have a plan for which pillar is going to be used and make sure everyone follows it.

    We found what worked for us is that the only time the team can be scattered is right after when the boss pulls the group into him and then starts the ground aoes. Everyone needs to stay out of the ground damage. Once the ring of fire on the outside drops everyone needs to stack up and stay together so you all can pile in behind the same pillar for the shout.


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  • theamazingx
    theamazingx
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    Final boss is only high difficulty in relation to the rest of the dungeon, not in relation to other DLC final bosses. I'd put his hardmode below RoM and CoS, above ICP and WGT. Fun and interesting fight, imo, and at a good point where it is. The learning curve is a little high, but the execution is easy once you get the feel for it. All you need is awareness and communication. Managed to clear hm in a few attempts and the stamsorc I was with didn't seem particularly disadvantaged when people started doing what we were supposed to do.
  • BigBadVolk
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    actually the only nerf this boss is needs is to make the room a little bit bigger :D I died a few times because I couldnt see a damn thing in burn phase :D
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  • DeHei
    DeHei
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    Most guys forget an important thing here. In the new dungeons dodging is very needful. Staminabuilds can dodge much more then magickabuilds. ;)
    DeHei - EP Magicka Templar Allrounder
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  • code65536
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    The fight can get chaotic. And the worst is when he does the flame stoke mechanic while the fire ring is active (which limits your maneuverability quite a bit). But on the whole, once you are familiar with the sources of damage and their tells, you should be able to avoid much of it. HM and non-HM in Falkreath is basically the same fight. Two fewer pillars and a bit more health. But mechanically and strategically identical.

    We got the achievement for killing him with two pillars remaining on HM, so there is quite a bit of wiggle room. I don't think the shield is avoidable, but you can damage him through it, so I think it exists simply to slow down the burn at the end. But after he gets low enough, we just ignore adds and burn him to zero through the shield.

    In contrast, Bloodroot HM is a giant cancerous mess (non-HM is very easy, but HM changes the fight mechanics and it's an entirely different fight on HM than on non-HM), and that fight makes Falkreath HM look like a calm stroll in the park.

    Yakidafi wrote: »
    The minotaurs 1 shot my 60k tank with double shields if I do not block or dodge so yes they hit that hard and that goes for any of the heavy windup attacks from the bosses, though you can avoid them pretty easy. They hit for 70kdmg up.
    And now you know. You can tank it just fine with 30-40K, but blocking or dodge-rolling is not optional.
    Edited by code65536 on August 17, 2017 5:31PM
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