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PTS Update 18 - Feedback on Summerset Worldbosses

schattenkind
schattenkind
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I didnt find any existing category to put this in, if there is any, remove this one then.

Lets talk about the worldbosses on summerset.
I try not to poste any mechanics to not spoil, just overall experience.

My experience, being a halfway experienced player and fighting with max cp and max'ed gear, solo on magsorc.
I will rate each boss with stars for difficulty (1 star = easy, 5 stars = hard) and for mechanics (1 star = boring, 5 stars = challenging) from my point of view.

1. The Queen's Hatchery - Queen of the Reef
Difficulty: *
Mechanics: *

Experience: This one I find pretty easy. His attacks are no real threat, the flying crabs you can avoid easily if youre not totaly drunk, no need for dodgeroll, even have time to use dark exchange inbetween the flying crabs so not even close to run out of ressources. I needed some time in lack of dps, coz I played with my pvp setup, but being on a pve setup he will go down quickly. No real challenge. The Mudcrab boss from Stormhave I find harder.

Suggestion: Make it more challenging, which is not increase health of boss but harder to survive.

2. Keelsplitters Nest - Keelsplitter
Difficulty: **
Mchanics: **

Experience: Only hard thing on this, is the health of 8m. No real threat in terms of damage, the snaring snakes are a good idea but not really preventing from fight (melee might disagree), the snares from boss are easily to avoid and dont do much damage. There is a lot of time to recover ressources when the boss flies to another location. I was using Meditation to recover in fight, which basically makes you vulnerable for time being stunned, but even with that no danger to come even close to death.

Suggestion: Again, make it more challenging. Instead of pumping up the health this high there should be some sort of mechanics which makes it harder to survive or at least to recover. Aside of the snakes there is nothing really special and the snakes dont do much harm.

3. Welenkin Cove - B'Korgen
Difficulty:****
Mechanics: *****

Experience: Here even after a few tries I couldnt figure out the mechanics. It is in good balance between doing damage and protection, which means you have constantly to be aware of dmg you take but also focus on dealing damage. So far the most interesting boss fight. In order to survive (solo) I had to play very defensively, which (apart from the pvp setup) lead to a long long fight. I actually enjoyed this one.

Suggestion: Currently none. Thats how it should be.

4. Indrik Frolic - Caanerin
Difficulty:***
Mechanics: ***

Experience: Being solo its medium challenging. The green ghost deers which stun and eat up ressources are easy to avoid (at least in range combat) and I almost never get hit by them. The special attack from the boss is not deadly but forces you to go defense. The spawning adds distract from attacking boss only, but overall do no much harm.

Suggestion: Make the adds be more distracting. As it is now, you can ignore them. Boss itself is ok.



The other 2 I test later.
PC - EU
Primary: PvP: magSorc, magNB, PvE: DK Tank, Templar Heal
Secondary: PvP: magDK, Templar, PvE: Warden something
  • schattenkind
    schattenkind
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    5. Gryphon Run - Haeliata & Nagravia
    Difficulty:****
    Mechanics: ***

    Experience: Nicely done. It is challenging, especially when both bosses come together. The red circled attacks they do are pretty predictible and mostly easy to avoid (ranged combat), but when you f*** up and they hit, they hit badly. The jumping stun is easy to avoid as long as you have enough stam to dodge it. The interesting part when both bosses are around becomes more defensive, and the fight takes longer then. Still doable. I like that the bosses dont stand still, almost never, which makes it harder to aoe.

    Suggestion: It seems like the melee players will get more hits than ranged, because being ranged you can better avoid the special attacks. I wish there was some special attack which addresses directly to ranged players, which either forces them to defense or forces them to be closer to boss. The space given makes it easier than it should be.

    6. Graveld's Hideaway - Graveld
    Difficulty:***
    Mechanics: ***

    Experience: The fight is medium difficult, the fire special effects look gorgeous. The damage received is pretty mid scale tho, it is avoidable, especially at range. When boss hides and the salamander flood comes, it is like a break to recover. They dont do much harm and give you plenty of time to regain ulti and ressources, which makes the fight easier. I couldnt figure out if the time you need to get rid of those changes anything in the boss fight. The boss himself goes down easily, especially because he is easy to hold in one place.

    Suggestion: The boss could be more challenging in terms of pressure, because you have time to recover and his attacks are not a big threat. The salamander flood should feel more like part of the boss fight, rather than an intermission to recover. For me personally I would increase the difficulty by adding more dmg to their attacks and increase the amount of them spawning, to give it more feeling of a special attack and something you wanna end fast instead of enjoying it.


    I wonder if anyone else could share his/hers experience in order to make some of this more interesting. Mostly I would like to see what less experienced players say, because thats the part being hard to assess once one is used to solo almost anything.
    PC - EU
    Primary: PvP: magSorc, magNB, PvE: DK Tank, Templar Heal
    Secondary: PvP: magDK, Templar, PvE: Warden something
  • casparian
    casparian
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    flying crabs

    Sign me the heII up
    Former 7-day PVP campaign regular, Flawless Conqueror. MagDK/stamsorc/stamplar/mageblade. Currently retired from the wars; waiting on performance improvements.
  • schattenkind
    schattenkind
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    Well, they re of course not actually flying... Raining crabs? Droping crabs? If you done the boss you know what is ment by that...
    PC - EU
    Primary: PvP: magSorc, magNB, PvE: DK Tank, Templar Heal
    Secondary: PvP: magDK, Templar, PvE: Warden something
  • AndyMac
    AndyMac
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    I did Keelsplitter and Gravel solo - mDK - cap CP - tbh they seemed a bit easy - just saying.

    I tried to solo B'korgen but I couldn't work out the mechanics.
    Anduiil - Magicka DK - EP
  • suttorane
    suttorane
    Soul Shriven
    I noticed today while soloing the salamander boss that it would agro my pet (pet sorc) and keep knocking it away and then resetting itself by moving too far away from spawn point. during the fight i had to keep recalling my pet to me so it wouldnt reset itself
  • schattenkind
    schattenkind
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    Any more feedback on this? Dont be shy...
    PC - EU
    Primary: PvP: magSorc, magNB, PvE: DK Tank, Templar Heal
    Secondary: PvP: magDK, Templar, PvE: Warden something
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