Hard mode is there are 2 adds - a nereid and a frost atroc and also an orb. The orb cannot be killed.
There are also 3 adds instead of 2 in the adds phase.
Only one can go in the green shield after add phase so this is the healer, the dps need to be in the frost atro frozen stuff and the nereid geyser and the tank will get himself stoned by the orb (or some variation of this) to survive the area wide peryite spray.
So the killing of those 2 must be timed, and their abilities used to protect you.
The orb cannot be killed and one touch from the beam and you're stoned so need to take care. Tbh I never even looked how much more health she has but probably 1mil - but don't quote me on that.
@Mureel that's Scalecaller Peak.Hard mode is there are 2 adds - a nereid and a frost atroc and also an orb. The orb cannot be killed.
There are also 3 adds instead of 2 in the adds phase.
Only one can go in the green shield after add phase so this is the healer, the dps need to be in the frost atro frozen stuff and the nereid geyser and the tank will get himself stoned by the orb (or some variation of this) to survive the area wide peryite spray.
So the killing of those 2 must be timed, and their abilities used to protect you.
The orb cannot be killed and one touch from the beam and you're stoned so need to take care. Tbh I never even looked how much more health she has but probably 1mil - but don't quote me on that.
Merlin13KAGL wrote: »@Mureel that's Scalecaller Peak.Hard mode is there are 2 adds - a nereid and a frost atroc and also an orb. The orb cannot be killed.
There are also 3 adds instead of 2 in the adds phase.
Only one can go in the green shield after add phase so this is the healer, the dps need to be in the frost atro frozen stuff and the nereid geyser and the tank will get himself stoned by the orb (or some variation of this) to survive the area wide peryite spray.
So the killing of those 2 must be timed, and their abilities used to protect you.
The orb cannot be killed and one touch from the beam and you're stoned so need to take care. Tbh I never even looked how much more health she has but probably 1mil - but don't quote me on that.
OP, the only cold damage I'm aware of is the conal with the spaces in between.
Step in the blank spots or block if can't.
I don't believe it's reflectable though. Not 100% certain on this, as I just step out of the way.
HM is more adds, more atro's, Necrotic Swarm from the other boss that must be interrupted, and ghost walls that come sooner and more often.
Hard mode is there are 2 adds - a nereid and a frost atroc and also an orb. The orb cannot be killed.
There are also 3 adds instead of 2 in the adds phase.
Only one can go in the green shield after add phase so this is the healer, the dps need to be in the frost atro frozen stuff and the nereid geyser and the tank will get himself stoned by the orb (or some variation of this) to survive the area wide peryite spray.
So the killing of those 2 must be timed, and their abilities used to protect you.
The orb cannot be killed and one touch from the beam and you're stoned so need to take care. Tbh I never even looked how much more health she has but probably 1mil - but don't quote me on that.
I know I am busy tanking the dragon and all, but I have NEVER seen a nereid or a frost atro in this fight...I have seen a Bone Colussus spawn, and a few small ads, as well as the poison bug. Are you talking about Fang Lair here? I havent done Scalecaller yet, but it sounds like descriptions I have heard from there.
Merlin13KAGL wrote: »@Mureel that's Scalecaller Peak.Hard mode is there are 2 adds - a nereid and a frost atroc and also an orb. The orb cannot be killed.
There are also 3 adds instead of 2 in the adds phase.
Only one can go in the green shield after add phase so this is the healer, the dps need to be in the frost atro frozen stuff and the nereid geyser and the tank will get himself stoned by the orb (or some variation of this) to survive the area wide peryite spray.
So the killing of those 2 must be timed, and their abilities used to protect you.
The orb cannot be killed and one touch from the beam and you're stoned so need to take care. Tbh I never even looked how much more health she has but probably 1mil - but don't quote me on that.
OP, the only cold damage I'm aware of is the conal with the spaces in between.
Step in the blank spots or block if can't.
I don't believe it's reflectable though. Not 100% certain on this, as I just step out of the way.
HM is more adds, more atro's, Necrotic Swarm from the other boss that must be interrupted, and ghost walls that come sooner and more often.
Merlin13KAGL wrote: »@Mureel that's Scalecaller Peak.Hard mode is there are 2 adds - a nereid and a frost atroc and also an orb. The orb cannot be killed.
There are also 3 adds instead of 2 in the adds phase.
Only one can go in the green shield after add phase so this is the healer, the dps need to be in the frost atro frozen stuff and the nereid geyser and the tank will get himself stoned by the orb (or some variation of this) to survive the area wide peryite spray.
So the killing of those 2 must be timed, and their abilities used to protect you.
The orb cannot be killed and one touch from the beam and you're stoned so need to take care. Tbh I never even looked how much more health she has but probably 1mil - but don't quote me on that.
OP, the only cold damage I'm aware of is the conal with the spaces in between.
Step in the blank spots or block if can't.
I don't believe it's reflectable though. Not 100% certain on this, as I just step out of the way.
HM is more adds, more atro's, Necrotic Swarm from the other boss that must be interrupted, and ghost walls that come sooner and more often.
I've tanked both Hard modes successfully, so I can give you some tips on this one:
1. spam absorb magic + heavy attacks on the boss. His light attacks are icy projectiles that you can absorb or reflect.
2. You'll see a growing AoE below you when the boss charges his poison bomb. You need to dodge roll or block+move when the AoE is full. The boss will spawn 2 shalks that follow you, snare you and reduce your armor rating to 0 when they reach you
3. This is why you need to cc/immobilise the shalks immediately after they spawn so they cannot follow you and then kite around the boss until they disappear or get killed. The armor reduction is likely why you take that much damage.
4. On hard mode, on the last phase with random ghosts, you need to stay in the middle, and have your camera on maximum range, and circle around with the camera so you see where the ghosts spawn and then adjust your movements accordingly. This is really insane, as you have at least three or four stacking mechanics(boss +shalks+colossus+ghosts+talons from adds) on top of each other that will most likely overwhelm you.
I've tanked both Hard modes successfully, so I can give you some tips on this one:
1. spam absorb magic + heavy attacks on the boss. His light attacks are icy projectiles that you can absorb or reflect.
2. You'll see a growing AoE below you when the boss charges his poison bomb. You need to dodge roll or block+move when the AoE is full. The boss will spawn 2 shalks that follow you, snare you and reduce your armor rating to 0 when they reach you
3. This is why you need to cc/immobilise the shalks immediately after they spawn so they cannot follow you and then kite around the boss until they disappear or get killed. The armor reduction is likely why you take that much damage.
4. On hard mode, on the last phase with random ghosts, you need to stay in the middle, and have your camera on maximum range, and circle around with the camera so you see where the ghosts spawn and then adjust your movements accordingly. This is really insane, as you have at least three or four stacking mechanics(boss +shalks+colossus+ghosts+talons from adds) on top of each other that will most likely overwhelm you.
profundidob16_ESO wrote: »for HM: best I've found so far is have dps ranged interrupt Orryn the black while the healer focus on burst healing through the first hits until he's been interrupt and thus teleports away. A really good healer can even burst heal through the entire dmge in case the dps was unable to interrupt in time. The healer can also bash him if need enough while burst casting. Healer switching to second bar to range interrupt is too risky and less preferred
profundidob16_ESO wrote: »I've tanked both Hard modes successfully, so I can give you some tips on this one:
1. spam absorb magic + heavy attacks on the boss. His light attacks are icy projectiles that you can absorb or reflect.
2. You'll see a growing AoE below you when the boss charges his poison bomb. You need to dodge roll or block+move when the AoE is full. The boss will spawn 2 shalks that follow you, snare you and reduce your armor rating to 0 when they reach you
3. This is why you need to cc/immobilise the shalks immediately after they spawn so they cannot follow you and then kite around the boss until they disappear or get killed. The armor reduction is likely why you take that much damage.
4. On hard mode, on the last phase with random ghosts, you need to stay in the middle, and have your camera on maximum range, and circle around with the camera so you see where the ghosts spawn and then adjust your movements accordingly. This is really insane, as you have at least three or four stacking mechanics(boss +shalks+colossus+ghosts+talons from adds) on top of each other that will most likely overwhelm you.
+1 Exactly !
@OP as the large poison circle grows larger and larger, watch the second small circle spawn and the shalk appears right after. Talons to root it and sidestep. Repeat as needed and never let it touch you.
You are not supposed to take the dmge at all lol
for HM: best I've found so far is have dps ranged interrupt Orryn the black while the healer focus on burst healing through the first hits until he's been interrupt and thus teleports away. A really good healer can even burst heal through the entire dmge in case the dps was unable to interrupt in time. The healer can also bash him if need enough while burst casting. Healer switching to second bar to range interrupt is too risky and less preferred
ps: interesting to see you were creative and found a way to still take that dmge and survive but I guarantee you it won't work in the HM version
profundidob16_ESO wrote: »I've tanked both Hard modes successfully, so I can give you some tips on this one:
1. spam absorb magic + heavy attacks on the boss. His light attacks are icy projectiles that you can absorb or reflect.
2. You'll see a growing AoE below you when the boss charges his poison bomb. You need to dodge roll or block+move when the AoE is full. The boss will spawn 2 shalks that follow you, snare you and reduce your armor rating to 0 when they reach you
3. This is why you need to cc/immobilise the shalks immediately after they spawn so they cannot follow you and then kite around the boss until they disappear or get killed. The armor reduction is likely why you take that much damage.
4. On hard mode, on the last phase with random ghosts, you need to stay in the middle, and have your camera on maximum range, and circle around with the camera so you see where the ghosts spawn and then adjust your movements accordingly. This is really insane, as you have at least three or four stacking mechanics(boss +shalks+colossus+ghosts+talons from adds) on top of each other that will most likely overwhelm you.
+1 Exactly !
@OP as the large poison circle grows larger and larger, watch the second small circle spawn and the shalk appears right after. Talons to root it and sidestep. Repeat as needed and never let it touch you.
You are not supposed to take the dmge at all lol
for HM: best I've found so far is have dps ranged interrupt Orryn the black while the healer focus on burst healing through the first hits until he's been interrupt and thus teleports away. A really good healer can even burst heal through the entire dmge in case the dps was unable to interrupt in time. The healer can also bash him if need enough while burst casting. Healer switching to second bar to range interrupt is too risky and less preferred
ps: interesting to see you were creative and found a way to still take that dmge and survive but I guarantee you it won't work in the HM version
Except, I believe the OP is speaking on a different mechanic entirely. As poison damage does not cause a "Chilled" status effect. Am I correct on this, OP?
profundidob16_ESO wrote: »profundidob16_ESO wrote: »I've tanked both Hard modes successfully, so I can give you some tips on this one:
1. spam absorb magic + heavy attacks on the boss. His light attacks are icy projectiles that you can absorb or reflect.
2. You'll see a growing AoE below you when the boss charges his poison bomb. You need to dodge roll or block+move when the AoE is full. The boss will spawn 2 shalks that follow you, snare you and reduce your armor rating to 0 when they reach you
3. This is why you need to cc/immobilise the shalks immediately after they spawn so they cannot follow you and then kite around the boss until they disappear or get killed. The armor reduction is likely why you take that much damage.
4. On hard mode, on the last phase with random ghosts, you need to stay in the middle, and have your camera on maximum range, and circle around with the camera so you see where the ghosts spawn and then adjust your movements accordingly. This is really insane, as you have at least three or four stacking mechanics(boss +shalks+colossus+ghosts+talons from adds) on top of each other that will most likely overwhelm you.
+1 Exactly !
@OP as the large poison circle grows larger and larger, watch the second small circle spawn and the shalk appears right after. Talons to root it and sidestep. Repeat as needed and never let it touch you.
You are not supposed to take the dmge at all lol
for HM: best I've found so far is have dps ranged interrupt Orryn the black while the healer focus on burst healing through the first hits until he's been interrupt and thus teleports away. A really good healer can even burst heal through the entire dmge in case the dps was unable to interrupt in time. The healer can also bash him if need enough while burst casting. Healer switching to second bar to range interrupt is too risky and less preferred
ps: interesting to see you were creative and found a way to still take that dmge and survive but I guarantee you it won't work in the HM version
Except, I believe the OP is speaking on a different mechanic entirely. As poison damage does not cause a "Chilled" status effect. Am I correct on this, OP?
nono, he's speaking about this exact mechanic. Again, the first circle that grows into a big one = poison. The second small one spawns the 1-2 shalks and are cast upon you by the dragon as cold dmge. THAT is the one you need root and sidestep as soon as you see it drop.
profundidob16_ESO wrote: »profundidob16_ESO wrote: »I've tanked both Hard modes successfully, so I can give you some tips on this one:
1. spam absorb magic + heavy attacks on the boss. His light attacks are icy projectiles that you can absorb or reflect.
2. You'll see a growing AoE below you when the boss charges his poison bomb. You need to dodge roll or block+move when the AoE is full. The boss will spawn 2 shalks that follow you, snare you and reduce your armor rating to 0 when they reach you
3. This is why you need to cc/immobilise the shalks immediately after they spawn so they cannot follow you and then kite around the boss until they disappear or get killed. The armor reduction is likely why you take that much damage.
4. On hard mode, on the last phase with random ghosts, you need to stay in the middle, and have your camera on maximum range, and circle around with the camera so you see where the ghosts spawn and then adjust your movements accordingly. This is really insane, as you have at least three or four stacking mechanics(boss +shalks+colossus+ghosts+talons from adds) on top of each other that will most likely overwhelm you.
+1 Exactly !
@OP as the large poison circle grows larger and larger, watch the second small circle spawn and the shalk appears right after. Talons to root it and sidestep. Repeat as needed and never let it touch you.
You are not supposed to take the dmge at all lol
for HM: best I've found so far is have dps ranged interrupt Orryn the black while the healer focus on burst healing through the first hits until he's been interrupt and thus teleports away. A really good healer can even burst heal through the entire dmge in case the dps was unable to interrupt in time. The healer can also bash him if need enough while burst casting. Healer switching to second bar to range interrupt is too risky and less preferred
ps: interesting to see you were creative and found a way to still take that dmge and survive but I guarantee you it won't work in the HM version
Except, I believe the OP is speaking on a different mechanic entirely. As poison damage does not cause a "Chilled" status effect. Am I correct on this, OP?
nono, he's speaking about this exact mechanic. Again, the first circle that grows into a big one = poison. The second small one spawns the 1-2 shalks and are cast upon you by the dragon as cold dmge. THAT is the one you need root and sidestep as soon as you see it drop.
nonono, those giant Scarabs do NOT cause a Chilled status effect! You are mistaken. Thurvokun himself causes the chilled status effect with his Ice projectiles, aka his light attacks.
profundidob16_ESO wrote: »profundidob16_ESO wrote: »profundidob16_ESO wrote: »I've tanked both Hard modes successfully, so I can give you some tips on this one:
1. spam absorb magic + heavy attacks on the boss. His light attacks are icy projectiles that you can absorb or reflect.
2. You'll see a growing AoE below you when the boss charges his poison bomb. You need to dodge roll or block+move when the AoE is full. The boss will spawn 2 shalks that follow you, snare you and reduce your armor rating to 0 when they reach you
3. This is why you need to cc/immobilise the shalks immediately after they spawn so they cannot follow you and then kite around the boss until they disappear or get killed. The armor reduction is likely why you take that much damage.
4. On hard mode, on the last phase with random ghosts, you need to stay in the middle, and have your camera on maximum range, and circle around with the camera so you see where the ghosts spawn and then adjust your movements accordingly. This is really insane, as you have at least three or four stacking mechanics(boss +shalks+colossus+ghosts+talons from adds) on top of each other that will most likely overwhelm you.
+1 Exactly !
@OP as the large poison circle grows larger and larger, watch the second small circle spawn and the shalk appears right after. Talons to root it and sidestep. Repeat as needed and never let it touch you.
You are not supposed to take the dmge at all lol
for HM: best I've found so far is have dps ranged interrupt Orryn the black while the healer focus on burst healing through the first hits until he's been interrupt and thus teleports away. A really good healer can even burst heal through the entire dmge in case the dps was unable to interrupt in time. The healer can also bash him if need enough while burst casting. Healer switching to second bar to range interrupt is too risky and less preferred
ps: interesting to see you were creative and found a way to still take that dmge and survive but I guarantee you it won't work in the HM version
Except, I believe the OP is speaking on a different mechanic entirely. As poison damage does not cause a "Chilled" status effect. Am I correct on this, OP?
nono, he's speaking about this exact mechanic. Again, the first circle that grows into a big one = poison. The second small one spawns the 1-2 shalks and are cast upon you by the dragon as cold dmge. THAT is the one you need root and sidestep as soon as you see it drop.
nonono, those giant Scarabs do NOT cause a Chilled status effect! You are mistaken. Thurvokun himself causes the chilled status effect with his Ice projectiles, aka his light attacks.
seriously what part in English about "are cast upon you by the dragon as cold dmge" was not clear ?? Let me rephrase that just for you: DRAGON (source of damage) casts COLD damage on YOU (receiver of damage). Better now ?? Nothing you just claimed even connects to what I typed earlier. I'm done here
So last night I got my first vet Fang Lair clear(yay me).50k health and I always have a shield worth at least 20k up. This was about my 8th run of the dungeon as a pug tank. I wanted to discuss the boss though, the first few times I tried him I was always dying from an extremely powerful DOT called gripping cold(if I remember correctly) it would do some 70k damage over the course of a few seconds. So I tried absorb magicka in the hopes that this would absorb enough damage to stop it...no such luck, too many projectiles coming in, it made a difference, but not enough of one. So I slotted dragon-fire scale instead and just spammed it the entire fight...problem solved. Evidently the projectiles coming from the dragon(frozen bolt?) will eventually put the DOT on you(gripping cold?) if enough hit you. Am I interpreting that mechanic right? As soon as I spammed wings the entire fight, I was never hit with the DOT again and the fight became laughable from a tank perspective. If so...I am wondering how miserable this fight must be for non-DK, non-Warden tanks, since they would have to rely entirely upon absorb magicka, like I said, Absorb magicka made a noticeable difference, but I don't think tanks below 50k health would easily survive without a class reflect. Is there any other way to avoid the insanely powerful DOT here? Anyone know? I doubt this boss will ever be a problem for my DK tank again, but some day I may want to try it out with my sorc tank, and I can just imagine the misery that will be.
On another note: Now the non-HM vet is done, what differences in the fight for HM?
Like the OP had mentioned, I run absorb magicka to lessen the blow, but that itself isn't a cure-all solution. I am a Templar tank, and as such I toss Ritual down to cleanse myself routinely if there's DoTs of any sort around, I feel like it helps, but I'll have to get back to you on if it actually works because there's so much going on, I don't look very carefully. I also burst heal myself with Breath of Life.
My group had Thurvokun down to 200,000 health on Hard Mode, past 2nd phase where Orryn revives him to half health. But we still have yet to complete. I think I might head in there in a few minutes, hopefully I can come back with a clear answer on the cleansing afterwards. I'll report back!
thegenuinebuzz wrote: »If you take a light attack from the boss, and do not block it or mitigate it entirely ( Wings, Absorb magic) It puts the DoT on you, that's why it seems the boss does 0 damage, but your health is constantly ticked down even though its direct damage attacks aren't doing a ton. I tanked this in Torug's/Powerful Assault, and it's recommended to be permablocking, as i didn't use wings or Absorb Magicka, wings are a godsend; or so I've heard from another good tank on my server
thegenuinebuzz wrote: »If you take a light attack from the boss, and do not block it or mitigate it entirely ( Wings, Absorb magic) It puts the DoT on you, that's why it seems the boss does 0 damage, but your health is constantly ticked down even though its direct damage attacks aren't doing a ton. I tanked this in Torug's/Powerful Assault, and it's recommended to be permablocking, as i didn't use wings or Absorb Magicka, wings are a godsend; or so I've heard from another good tank on my server
thegenuinebuzz wrote: »If you take a light attack from the boss, and do not block it or mitigate it entirely ( Wings, Absorb magic) It puts the DoT on you, that's why it seems the boss does 0 damage, but your health is constantly ticked down even though its direct damage attacks aren't doing a ton. I tanked this in Torug's/Powerful Assault, and it's recommended to be permablocking, as i didn't use wings or Absorb Magicka, wings are a godsend; or so I've heard from another good tank on my server
Yes, I'd appreciate the insight as well! Also, was this on Veteran or Hard Mode?