CheepsNSalsa wrote: »
The most annoying are those stupid portals on Lord Warden. Who ever designed that fight needs to be demoted and never allowed again to ever create a boss battle.
CheepsNSalsa wrote: »
Overall - I would have to say Falkreath hold. It's the only dungeon in the game where even the trash can one-shot competent players. I've seen good tanks go down in a single hit while blocking....
Frankly the damage in that place is over-the-top and it needs to be adjusted downward.
All the DLC dungeons on veteran are challenging though. I don't agree with the poll unless you factor in Hard Mode (in which case Ruins of Mazzatun makes sense.). Otherwise I think that's probably the least difficult of the bunch.
The most annoying are those stupid portals on Lord Warden. Who ever designed that fight needs to be demoted and never allowed again to ever create a boss battle.
I queue my magblade DPS as a "tank" for my daily random normal (yes, I do have Inner Fire on my back bar and yes, I do hold aggro, and no, I don't do this for vet), and Falkreath is the only normal dungeon where I will sometimes die in the trash pulls. Even the final boss doesn't hit as hard as some of those minotaurs.Falkreath is beatable with lowbies who have no clue, but it's the ONLY dungeon that has repeated one shots (minotaur adds). It's actually crazy going in there on normal and getting hit for 30k damage. I can't think of any other dungeon that does that on normal difficulty. Most normal dungeons can be healed with rapid regen and just dps and no ones health drops.
I queue my magblade DPS as a "tank" for my daily random normal (yes, I do have Inner Fire on my back bar and yes, I do hold aggro, and no, I don't do this for vet), and Falkreath is the only normal dungeon where I will sometimes die in the trash pulls. Even the final boss doesn't hit as hard as some of those minotaurs.Falkreath is beatable with lowbies who have no clue, but it's the ONLY dungeon that has repeated one shots (minotaur adds). It's actually crazy going in there on normal and getting hit for 30k damage. I can't think of any other dungeon that does that on normal difficulty. Most normal dungeons can be healed with rapid regen and just dps and no ones health drops.
Overall - I would have to say Falkreath hold. It's the only dungeon in the game where even the trash can one-shot competent players. I've seen good tanks go down in a single hit while blocking....
Once you learn the fight mechanics, none of those dungeons are difficult.
Overall - I would have to say Falkreath hold. It's the only dungeon in the game where even the trash can one-shot competent players. I've seen good tanks go down in a single hit while blocking....
I think your definition and my definition of "competent" are different. I've never had an issue with the Minotaurs as long as the tank knows what they're doing.
If you get a fail tank, or one that doesn't have enough damage mitigation, that's where you run into trouble...but then that wouldn't be a "competent" tank.
I queue my magblade DPS as a "tank" for my daily random normal (yes, I do have Inner Fire on my back bar and yes, I do hold aggro, and no, I don't do this for vet), and Falkreath is the only normal dungeon where I will sometimes die in the trash pulls. Even the final boss doesn't hit as hard as some of those minotaurs.Falkreath is beatable with lowbies who have no clue, but it's the ONLY dungeon that has repeated one shots (minotaur adds). It's actually crazy going in there on normal and getting hit for 30k damage. I can't think of any other dungeon that does that on normal difficulty. Most normal dungeons can be healed with rapid regen and just dps and no ones health drops.
When I ran it with friends (all level 10-15), I honestly thought there was no way we would beat it based on the one shots from minotaurs. Then we got to the final boss and the group just stood on the boss through all the fire, ignored all mechanics, and killed it never taking much damage.
WatchYourSixx wrote: »I have to agree with @PlagueSD on that one... Never seen a tank with 25k+ health and 30k resistance holding block die to minotuar hit.
With proper use of skills and mitigation it should never ever come close to killing you. A smart player, and I'm using that term loosely, would never die to something like that. Unless your out of Stam, which would indicate you poorly managed it, you'd never not be able to block it, and it's not like it hits for 100k unmitigated. At Max resistance with a regular tank set up on a DK, you'd need to be hit by an ability that deals 70k unmitigated damage, in order to deal 25k health worth on a roughly Max resistance tank holding block. I might be slightly off on that and I don't remember the exact values of the hits, but I know on my dps he's never been hit for 70k, and all he has is 5-1-1 light armor setup.
Point being if you know what your doing, the only true one shot mechanics are ones you aren't going to live from no matter what.
There's a surprising amount of people that don't know how to play this game the way they designed it. There is however, a large number of players who play how it was intended.
Designed and intended are two different things. Play as you want is the intended, but the design doesn't allow a bow wielding Magicka sorc, or staff wilding Stam dk or hybrid whatever. Not in the hard content at least.
On topic, I think there should be two different rankings here. PUG vs Coordinated.
For pug vet, I'd have to say RoM because if no one knows what they're doing, your either going to fall apart or be there for a long while. At least in my experience.
For coordinated groups, I'd have to go with cradle, mostly because not many people know about the ultimate eating and it ends up becoming a sustain slugfest.
My 2 septims
Some attacks in the game are meant to be avoided completely. (Selene's special for example). I've recently rolled a DK tank (currently level 30) and have been "tank" training in normal dungeons with one of our guild raid tanks. So far it seem really easy. Once I get CP levels, we'll see how vet dungeons are. This, I think, is where I'll need to know what to block and what I need to completely avoid.
WatchYourSixx wrote: »I have to agree with @PlagueSD on that one... Never seen a tank with 25k+ health and 30k resistance holding block die to minotuar hit.
With proper use of skills and mitigation it should never ever come close to killing you. A smart player, and I'm using that term loosely, would never die to something like that. Unless your out of Stam, which would indicate you poorly managed it, you'd never not be able to block it, and it's not like it hits for 100k unmitigated. At Max resistance with a regular tank set up on a DK, you'd need to be hit by an ability that deals 70k unmitigated damage, in order to deal 25k health worth on a roughly Max resistance tank holding block. I might be slightly off on that and I don't remember the exact values of the hits, but I know on my dps he's never been hit for 70k, and all he has is 5-1-1 light armor setup.
Point being if you know what your doing, the only true one shot mechanics are ones you aren't going to live from no matter what.
There's a surprising amount of people that don't know how to play this game the way they designed it. There is however, a large number of players who play how it was intended.
Designed and intended are two different things. Play as you want is the intended, but the design doesn't allow a bow wielding Magicka sorc, or staff wilding Stam dk or hybrid whatever. Not in the hard content at least.
On topic, I think there should be two different rankings here. PUG vs Coordinated.
For pug vet, I'd have to say RoM because if no one knows what they're doing, your either going to fall apart or be there for a long while. At least in my experience.
For coordinated groups, I'd have to go with cradle, mostly because not many people know about the ultimate eating and it ends up becoming a sustain slugfest.
My 2 septims
You misread what I said because I actually said I have seen them one shot players with 35k+ health (not 25k) and 30k + resistance. And I have.
If you don't believe me it's easy enough for you to go test yourself. Just put on some health and resistance gear and go block one of their heavy attacks and see what happens.
The DLC dungeons on veteran mode are not easy on this game and I'm not too proud to admit it. In my experience, it takes specialized character builds and experienced players familiar with the mechanics - and even then wipes are not uncommon. Frankly i don't know what kind of sadistic and torturous game play would satisfy some players on this forum who are saying they are easy. Apparently instant death from a single mistake is not good enough. Perhaps they should create a dungeon that literally kills everyone the second they walk in unless they have the meta build and the best gear available coupled with some annoying and complicated random puzzle that starts new every time you enter the dungeon that instantly kills you if you don't figure it out in time.
I haven't attempted the two newest dungeons yet, so with that in mind, the one I find hardest from both a dps and healer perspective (as I've never tanked them) is CoS (followed closely by RoM); they both require a great deal of coordination amongst group members, as well as individual concentration, and even then things can go catastrophically I have yet to complete the HM on those, so they definitely get my vote!
AbysmalGhul wrote: »
Most randoms do get annihilated. I enjoy watching them run oblivious into the beating they're about to take.