anitajoneb17_ESO wrote: »Spindleclutch 2 HM : do not kill any of the vampire's victims on the crosses.
Wayrest sewers 2 HM : kill 15 (?) adds while fighting the two bosses
Crypt of hearts 2 HM : keep 4 ghosts alive until boss starts phasing at 35% health
Banished cells 2 HM : keep 3 daedroths alive until the boss is dead
Funghal Grotto 2 HM : do not use the boss' protection bubble
Darkshade caverns 2 HM : do not use any levers.
Those are the only dungeons where "HM" achievement depends on using (or not using) certain mechanics.
EVERYTHING ELSE : HM is activated via a scroll lying around somewhere at the entrance or near the boss (on the island behind the boss in City of Ash 2).Sometimes it's a bit different (like using the horn in Falkreath hold to trigger HM) but it's always pretty obvious.
ALL vet dungeons and trials have a hard mode, except VDSA and VMA.
That's all :-)
In addition to anita's comprehensive list, a few additions.
In the following dungeons, you have a "scroll of glorious battle" lying around somewhere in/before the boss arena. HM in those dungeons means the boss has more health and does more damage, otherwise mechanics are identical:
- Fungal Grotto I
- Spindleclutch I
- The Banished Cells I
- Darkshade Caverns I
- Elden Hollow I
- Wayrest Sewers I
- Arx Corinium
- City of Ash I
- Crypt of Hearts I
- Direfrost Keep
- Tempest Island
- Volenfell
- Blackheart Haven
- Blessed Crucible
- Selene's Web
- Vaults of Madness
Those are the "Part I" dungeons that did not have a vet or HM before One Tamriel. Before, the now "Part II" dungeons were the vet dungeons and "Part I" were the normal. With One Tamriel, they changed it to all dungeons having a normal, vet and hard mode.
The following dungeons, in addition to anita's list, have specific activation modes and/or boss mechanics for hard mode:
- Elden Hollow II: Boss gets adds that heal him in addition to those that tangle you.
- City of Ash II: Two of the five platforms disappear immediately, turning the fight into a stronger DPS race.
- White-Gold Tower: Lighting rows turn faster, Atronachs spawn more often etc.
- ICP: There's random meteor impacts in addition to all the other mechanics
- Ruins of Mazzatun: Stone Shapers spawn as addds
- Bloodroot Forge: The synergies disappear and you have to do the fight without the option to remove lava pools or interrupting stomp phase
- Falkreath Hold: Two of the columns disappear, meaning you have to deal more DPS and coordinate players so they all use the same column when needed.
In addition to anita's comprehensive list, a few additions.
In the following dungeons, you have a "scroll of glorious battle" lying around somewhere in/before the boss arena. HM in those dungeons means the boss has more health and does more damage, otherwise mechanics are identical:
- Fungal Grotto I
- Spindleclutch I
- The Banished Cells I
- Darkshade Caverns I
- Elden Hollow I
- Wayrest Sewers I
- Arx Corinium
- City of Ash I
- Crypt of Hearts I
- Direfrost Keep
- Tempest Island
- Volenfell
- Blackheart Haven
- Blessed Crucible
- Selene's Web
- Vaults of Madness
Those are the "Part I" dungeons that did not have a vet or HM before One Tamriel. Before, the now "Part II" dungeons were the vet dungeons and "Part I" were the normal. With One Tamriel, they changed it to all dungeons having a normal, vet and hard mode.
The following dungeons, in addition to anita's list, have specific activation modes and/or boss mechanics for hard mode:
- Elden Hollow II: Boss gets adds that heal him in addition to those that tangle you.
- City of Ash II: Two of the five platforms disappear immediately, turning the fight into a stronger DPS race.
- White-Gold Tower: Lighting rows turn faster, Atronachs spawn more often etc.
- ICP: There's random meteor impacts in addition to all the other mechanics
- Ruins of Mazzatun: Stone Shapers spawn as addds
- Bloodroot Forge: The synergies disappear and you have to do the fight without the option to remove lava pools or interrupting stomp phase
- Falkreath Hold: Two of the columns disappear, meaning you have to deal more DPS and coordinate players so they all use the same column when needed.