I just finished watch @LZH's video of their clear of HM. It was surprising to see that, in addition to having a full healer, he was also running a PvPesque setup--amber/shackle/destro/resto. Plus lingering health pots. Judging from that video, that fight in HM looks pretty insane. And probably overtuned.
Czekoludek wrote: »I haven't been three yet but I have a question, is this dung stamina friendly? We, stamina players, get so much only magicka friendly vet content in last few patches that I'm just worried now for my stam main
We gave the HM of this dungeon another try today.
The things that were killing us:
- The DoT from the boss's fire attack. Hits for about 10K per tick. We had a dedicated healer and I even swapped to a resto back bar, and surviving that DoT was still hit-or-miss. This DoT is just insanely punishing, and I survive it only with the help of multiple HoTs and a shield. I can't imagine how on earth a stamina character is supposed to deal with it.
- The 4.1.1 patch notes also said, "The Perfect Hunt Achievement now requires you to defeat Balorgh after desecrating the Moon Hunter Pack's banner, and without being hit by his fiery remnant ability for the duration of the encounter in Veteran March of Sacrifices." ... we tried dodging the boss's fire attack to avoid the DoT, and that didn't seem to work. Not sure how you expect us to avoid being hit by that fire attack.
- The dire wolves during the hunt. Individually, they hit for a mere 2-3K. But 2-3K hits add up to a lot when there's a pack of them are on you and when you're also dealing with all the other sources of incoming damage. We tried thinning out the pack, but they have just too much health, esp. considering that it's hard to do damage to them when you and the wolves are constantly moving. Their health should be low enough that if someone drops their destro on it, it should kill them. Their current level of health just seems inappropriate given everything else that we have to contend with during the hunt.
- Fire attack during the hunt. Your camera isn't looking at the boss because you're trying to find the trap and then navigate to it. And then, out of the blue, you get whacked by a fireball and have to deal with the subsequent DoT. And even when your camera is in the direction of the boss (or rather, pack of bosses), the fog of the hunt makes it so that half the time I can't see this attack coming.
- Boss shade cone during the hunt. Same concerns as above. Really hard to see it coming, and the way the boss shades don't render until they get really close makes it that much harder to see and anticipate this.
- Mechanics switch from electrified water to poisoned ground. During the normal phase, this is fine. During the hunt, you can't see the visual cues of this mechanics switch. Generally, I don't notice that the water's been electrified until I take a couple of damage ticks, and I don't notice that the ground is poisoned until aoes have already spawned. This means that we are taking more initial ticks from these mechanics. And normally, this would be a non-issue, but during the hunt, it just adds to what has become a grotesque pile of stacked mechanics.
All of these mechanics are manageable on their own. But when they're all stacked together, during a phase when much of your attention is focused on finding and navigating to traps, when there is a fog that limits your ability to see warnings and tells, all the while dealing with the possibility that that you'll get violated by strangler tentacles... it's all just too much. The gap between non-HM and HM is the largest that I've ever seen in a dungeon. You didn't add just a few new mechanics to HM--you added and stacked everything plus the kitchen sink.
Non-HM is fairly easy. On the other hand, HM is, frankly, an overtuned mess that is not enjoyable at all. It makes the Scalecaller, Fang Lair, and Moon Hunter Keep HMs look like leisurely walks in the park in comparison.
Class reps are just like our politicians. They promise mountains made of gold for us, but in the end, whenever they can they try to push their own agenda.
JPcrazysquirrel3 wrote: »How does anyone get the dungeons done on NA server? No one ever wants to do them. Like in Dragon Bones PTS, nobody wanted to try the dungeons, they just dueled the whole time in Evermore.
TheNightflame wrote: »(*whispers* please let there be a 4 man hardmode, with some sort of reward, that has a difficulty to rival trials)
We gave the HM of this dungeon another try today.
The things that were killing us:
- The DoT from the boss's fire attack. Hits for about 10K per tick. We had a dedicated healer and I even swapped to a resto back bar, and surviving that DoT was still hit-or-miss. This DoT is just insanely punishing, and I survive it only with the help of multiple HoTs and a shield. I can't imagine how on earth a stamina character is supposed to deal with it.
- The 4.1.1 patch notes also said, "The Perfect Hunt Achievement now requires you to defeat Balorgh after desecrating the Moon Hunter Pack's banner, and without being hit by his fiery remnant ability for the duration of the encounter in Veteran March of Sacrifices." ... we tried dodging the boss's fire attack to avoid the DoT, and that didn't seem to work. Not sure how you expect us to avoid being hit by that fire attack.
- The dire wolves during the hunt. Individually, they hit for a mere 2-3K. But 2-3K hits add up to a lot when there's a pack of them are on you and when you're also dealing with all the other sources of incoming damage. We tried thinning out the pack, but they have just too much health, esp. considering that it's hard to do damage to them when you and the wolves are constantly moving. Their health should be low enough that if someone drops their destro on it, it should kill them. Their current level of health just seems inappropriate given everything else that we have to contend with during the hunt.
- Fire attack during the hunt. Your camera isn't looking at the boss because you're trying to find the trap and then navigate to it. And then, out of the blue, you get whacked by a fireball and have to deal with the subsequent DoT. And even when your camera is in the direction of the boss (or rather, pack of bosses), the fog of the hunt makes it so that half the time I can't see this attack coming.
- Boss shade cone during the hunt. Same concerns as above. Really hard to see it coming, and the way the boss shades don't render until they get really close makes it that much harder to see and anticipate this.
- Mechanics switch from electrified water to poisoned ground. During the normal phase, this is fine. During the hunt, you can't see the visual cues of this mechanics switch. Generally, I don't notice that the water's been electrified until I take a couple of damage ticks, and I don't notice that the ground is poisoned until aoes have already spawned. This means that we are taking more initial ticks from these mechanics. And normally, this would be a non-issue, but during the hunt, it just adds to what has become a grotesque pile of stacked mechanics.
All of these mechanics are manageable on their own. But when they're all stacked together, during a phase when much of your attention is focused on finding and navigating to traps, when there is a fog that limits your ability to see warnings and tells, all the while dealing with the possibility that that you'll get violated by strangler tentacles... it's all just too much. The gap between non-HM and HM is the largest that I've ever seen in a dungeon. You didn't add just a few new mechanics to HM--you added and stacked everything plus the kitchen sink.
Non-HM is fairly easy. On the other hand, HM is, frankly, an overtuned mess that is not enjoyable at all. It makes the Scalecaller, Fang Lair, and Moon Hunter Keep HMs look like leisurely walks in the park in comparison.
profundidob16_ESO wrote: »We gave the HM of this dungeon another try today.
The things that were killing us:
- The DoT from the boss's fire attack. Hits for about 10K per tick. We had a dedicated healer and I even swapped to a resto back bar, and surviving that DoT was still hit-or-miss. This DoT is just insanely punishing, and I survive it only with the help of multiple HoTs and a shield. I can't imagine how on earth a stamina character is supposed to deal with it.
- The 4.1.1 patch notes also said, "The Perfect Hunt Achievement now requires you to defeat Balorgh after desecrating the Moon Hunter Pack's banner, and without being hit by his fiery remnant ability for the duration of the encounter in Veteran March of Sacrifices." ... we tried dodging the boss's fire attack to avoid the DoT, and that didn't seem to work. Not sure how you expect us to avoid being hit by that fire attack.
- The dire wolves during the hunt. Individually, they hit for a mere 2-3K. But 2-3K hits add up to a lot when there's a pack of them are on you and when you're also dealing with all the other sources of incoming damage. We tried thinning out the pack, but they have just too much health, esp. considering that it's hard to do damage to them when you and the wolves are constantly moving. Their health should be low enough that if someone drops their destro on it, it should kill them. Their current level of health just seems inappropriate given everything else that we have to contend with during the hunt.
- Fire attack during the hunt. Your camera isn't looking at the boss because you're trying to find the trap and then navigate to it. And then, out of the blue, you get whacked by a fireball and have to deal with the subsequent DoT. And even when your camera is in the direction of the boss (or rather, pack of bosses), the fog of the hunt makes it so that half the time I can't see this attack coming.
- Boss shade cone during the hunt. Same concerns as above. Really hard to see it coming, and the way the boss shades don't render until they get really close makes it that much harder to see and anticipate this.
- Mechanics switch from electrified water to poisoned ground. During the normal phase, this is fine. During the hunt, you can't see the visual cues of this mechanics switch. Generally, I don't notice that the water's been electrified until I take a couple of damage ticks, and I don't notice that the ground is poisoned until aoes have already spawned. This means that we are taking more initial ticks from these mechanics. And normally, this would be a non-issue, but during the hunt, it just adds to what has become a grotesque pile of stacked mechanics.
All of these mechanics are manageable on their own. But when they're all stacked together, during a phase when much of your attention is focused on finding and navigating to traps, when there is a fog that limits your ability to see warnings and tells, all the while dealing with the possibility that that you'll get violated by strangler tentacles... it's all just too much. The gap between non-HM and HM is the largest that I've ever seen in a dungeon. You didn't add just a few new mechanics to HM--you added and stacked everything plus the kitchen sink.
Non-HM is fairly easy. On the other hand, HM is, frankly, an overtuned mess that is not enjoyable at all. It makes the Scalecaller, Fang Lair, and Moon Hunter Keep HMs look like leisurely walks in the park in comparison.
Follow the logic. If a dot ticks for 10K a tick on a serious prepped character it's meant to be prevented or avoided through mechanics that you are currently not aware of yet. Like for instance stay close enough to the boss so he never uses it (like last boss 'tempest island' for example where she only does the chuck norris roundkick if you go out of melee range)
This mechanic would force you to all be close at certain times and spread out to avoid land or water at other times
profundidob16_ESO wrote: »We gave the HM of this dungeon another try today.
The things that were killing us:
- The DoT from the boss's fire attack. Hits for about 10K per tick. We had a dedicated healer and I even swapped to a resto back bar, and surviving that DoT was still hit-or-miss. This DoT is just insanely punishing, and I survive it only with the help of multiple HoTs and a shield. I can't imagine how on earth a stamina character is supposed to deal with it.
- The 4.1.1 patch notes also said, "The Perfect Hunt Achievement now requires you to defeat Balorgh after desecrating the Moon Hunter Pack's banner, and without being hit by his fiery remnant ability for the duration of the encounter in Veteran March of Sacrifices." ... we tried dodging the boss's fire attack to avoid the DoT, and that didn't seem to work. Not sure how you expect us to avoid being hit by that fire attack.
- The dire wolves during the hunt. Individually, they hit for a mere 2-3K. But 2-3K hits add up to a lot when there's a pack of them are on you and when you're also dealing with all the other sources of incoming damage. We tried thinning out the pack, but they have just too much health, esp. considering that it's hard to do damage to them when you and the wolves are constantly moving. Their health should be low enough that if someone drops their destro on it, it should kill them. Their current level of health just seems inappropriate given everything else that we have to contend with during the hunt.
- Fire attack during the hunt. Your camera isn't looking at the boss because you're trying to find the trap and then navigate to it. And then, out of the blue, you get whacked by a fireball and have to deal with the subsequent DoT. And even when your camera is in the direction of the boss (or rather, pack of bosses), the fog of the hunt makes it so that half the time I can't see this attack coming.
- Boss shade cone during the hunt. Same concerns as above. Really hard to see it coming, and the way the boss shades don't render until they get really close makes it that much harder to see and anticipate this.
- Mechanics switch from electrified water to poisoned ground. During the normal phase, this is fine. During the hunt, you can't see the visual cues of this mechanics switch. Generally, I don't notice that the water's been electrified until I take a couple of damage ticks, and I don't notice that the ground is poisoned until aoes have already spawned. This means that we are taking more initial ticks from these mechanics. And normally, this would be a non-issue, but during the hunt, it just adds to what has become a grotesque pile of stacked mechanics.
All of these mechanics are manageable on their own. But when they're all stacked together, during a phase when much of your attention is focused on finding and navigating to traps, when there is a fog that limits your ability to see warnings and tells, all the while dealing with the possibility that that you'll get violated by strangler tentacles... it's all just too much. The gap between non-HM and HM is the largest that I've ever seen in a dungeon. You didn't add just a few new mechanics to HM--you added and stacked everything plus the kitchen sink.
Non-HM is fairly easy. On the other hand, HM is, frankly, an overtuned mess that is not enjoyable at all. It makes the Scalecaller, Fang Lair, and Moon Hunter Keep HMs look like leisurely walks in the park in comparison.
Follow the logic. If a dot ticks for 10K a tick on a serious prepped character it's meant to be prevented or avoided through mechanics that you are currently not aware of yet. Like for instance stay close enough to the boss so he never uses it (like last boss 'tempest island' for example where she only does the chuck norris roundkick if you go out of melee range)
This mechanic would force you to all be close at certain times and spread out to avoid land or water at other times
Of course. There is a deliberate reason why, in my post, I mentioned the existence of an achievement that seemingly requires the avoidance of that fire. Yes, we tried dodging (maybe we mistimed it?). And yes, we tried engaging the boss at various ranges, and it hit us regardless of whether we were standing far back or whether we were so close to the boss that we were just outside of the 1-shot AoE from the boss when he does do the fire attack.
The only thing that had worked was when someone engaged their invisibility cloak right when the fireball launched, which caused it to miss (because cloak causes all in-flight projectiles to miss, as most people who have fought a nightblade in PvP will have noticed), but we assume that is not what ZOS intended.
So either the DoT needs to be tuned down, or there is a bug that is making avoidance too difficult, or the means to avoid it are so obscure and non-obvious that we (and, AFAIK, other groups) have not figured it out (MC's clear of HM involved them just brute-force healing through the DoT). Either way, something needs to be adjusted.
profundidob16_ESO wrote: »profundidob16_ESO wrote: »We gave the HM of this dungeon another try today.
The things that were killing us:
- The DoT from the boss's fire attack. Hits for about 10K per tick. We had a dedicated healer and I even swapped to a resto back bar, and surviving that DoT was still hit-or-miss. This DoT is just insanely punishing, and I survive it only with the help of multiple HoTs and a shield. I can't imagine how on earth a stamina character is supposed to deal with it.
- The 4.1.1 patch notes also said, "The Perfect Hunt Achievement now requires you to defeat Balorgh after desecrating the Moon Hunter Pack's banner, and without being hit by his fiery remnant ability for the duration of the encounter in Veteran March of Sacrifices." ... we tried dodging the boss's fire attack to avoid the DoT, and that didn't seem to work. Not sure how you expect us to avoid being hit by that fire attack.
- The dire wolves during the hunt. Individually, they hit for a mere 2-3K. But 2-3K hits add up to a lot when there's a pack of them are on you and when you're also dealing with all the other sources of incoming damage. We tried thinning out the pack, but they have just too much health, esp. considering that it's hard to do damage to them when you and the wolves are constantly moving. Their health should be low enough that if someone drops their destro on it, it should kill them. Their current level of health just seems inappropriate given everything else that we have to contend with during the hunt.
- Fire attack during the hunt. Your camera isn't looking at the boss because you're trying to find the trap and then navigate to it. And then, out of the blue, you get whacked by a fireball and have to deal with the subsequent DoT. And even when your camera is in the direction of the boss (or rather, pack of bosses), the fog of the hunt makes it so that half the time I can't see this attack coming.
- Boss shade cone during the hunt. Same concerns as above. Really hard to see it coming, and the way the boss shades don't render until they get really close makes it that much harder to see and anticipate this.
- Mechanics switch from electrified water to poisoned ground. During the normal phase, this is fine. During the hunt, you can't see the visual cues of this mechanics switch. Generally, I don't notice that the water's been electrified until I take a couple of damage ticks, and I don't notice that the ground is poisoned until aoes have already spawned. This means that we are taking more initial ticks from these mechanics. And normally, this would be a non-issue, but during the hunt, it just adds to what has become a grotesque pile of stacked mechanics.
All of these mechanics are manageable on their own. But when they're all stacked together, during a phase when much of your attention is focused on finding and navigating to traps, when there is a fog that limits your ability to see warnings and tells, all the while dealing with the possibility that that you'll get violated by strangler tentacles... it's all just too much. The gap between non-HM and HM is the largest that I've ever seen in a dungeon. You didn't add just a few new mechanics to HM--you added and stacked everything plus the kitchen sink.
Non-HM is fairly easy. On the other hand, HM is, frankly, an overtuned mess that is not enjoyable at all. It makes the Scalecaller, Fang Lair, and Moon Hunter Keep HMs look like leisurely walks in the park in comparison.
Follow the logic. If a dot ticks for 10K a tick on a serious prepped character it's meant to be prevented or avoided through mechanics that you are currently not aware of yet. Like for instance stay close enough to the boss so he never uses it (like last boss 'tempest island' for example where she only does the chuck norris roundkick if you go out of melee range)
This mechanic would force you to all be close at certain times and spread out to avoid land or water at other times
Of course. There is a deliberate reason why, in my post, I mentioned the existence of an achievement that seemingly requires the avoidance of that fire. Yes, we tried dodging (maybe we mistimed it?). And yes, we tried engaging the boss at various ranges, and it hit us regardless of whether we were standing far back or whether we were so close to the boss that we were just outside of the 1-shot AoE from the boss when he does do the fire attack.
The only thing that had worked was when someone engaged their invisibility cloak right when the fireball launched, which caused it to miss (because cloak causes all in-flight projectiles to miss, as most people who have fought a nightblade in PvP will have noticed), but we assume that is not what ZOS intended.
So either the DoT needs to be tuned down, or there is a bug that is making avoidance too difficult, or the means to avoid it are so obscure and non-obvious that we (and, AFAIK, other groups) have not figured it out (MC's clear of HM involved them just brute-force healing through the DoT). Either way, something needs to be adjusted.
I see. You tried several things already yes. I'll try it too if I get the chance soon. In the meanwhile something else to try: could you lose the fire dot by entering the water ? Then by staying on the edges of water/land you could always react fast and reduce the dot ticking to only 1 solo hit. Also Purge dispelling or practiced incantation cleansing did not work I suppose ?
profundidob16_ESO wrote: »profundidob16_ESO wrote: »We gave the HM of this dungeon another try today.
The things that were killing us:
- The DoT from the boss's fire attack. Hits for about 10K per tick. We had a dedicated healer and I even swapped to a resto back bar, and surviving that DoT was still hit-or-miss. This DoT is just insanely punishing, and I survive it only with the help of multiple HoTs and a shield. I can't imagine how on earth a stamina character is supposed to deal with it.
- The 4.1.1 patch notes also said, "The Perfect Hunt Achievement now requires you to defeat Balorgh after desecrating the Moon Hunter Pack's banner, and without being hit by his fiery remnant ability for the duration of the encounter in Veteran March of Sacrifices." ... we tried dodging the boss's fire attack to avoid the DoT, and that didn't seem to work. Not sure how you expect us to avoid being hit by that fire attack.
- The dire wolves during the hunt. Individually, they hit for a mere 2-3K. But 2-3K hits add up to a lot when there's a pack of them are on you and when you're also dealing with all the other sources of incoming damage. We tried thinning out the pack, but they have just too much health, esp. considering that it's hard to do damage to them when you and the wolves are constantly moving. Their health should be low enough that if someone drops their destro on it, it should kill them. Their current level of health just seems inappropriate given everything else that we have to contend with during the hunt.
- Fire attack during the hunt. Your camera isn't looking at the boss because you're trying to find the trap and then navigate to it. And then, out of the blue, you get whacked by a fireball and have to deal with the subsequent DoT. And even when your camera is in the direction of the boss (or rather, pack of bosses), the fog of the hunt makes it so that half the time I can't see this attack coming.
- Boss shade cone during the hunt. Same concerns as above. Really hard to see it coming, and the way the boss shades don't render until they get really close makes it that much harder to see and anticipate this.
- Mechanics switch from electrified water to poisoned ground. During the normal phase, this is fine. During the hunt, you can't see the visual cues of this mechanics switch. Generally, I don't notice that the water's been electrified until I take a couple of damage ticks, and I don't notice that the ground is poisoned until aoes have already spawned. This means that we are taking more initial ticks from these mechanics. And normally, this would be a non-issue, but during the hunt, it just adds to what has become a grotesque pile of stacked mechanics.
All of these mechanics are manageable on their own. But when they're all stacked together, during a phase when much of your attention is focused on finding and navigating to traps, when there is a fog that limits your ability to see warnings and tells, all the while dealing with the possibility that that you'll get violated by strangler tentacles... it's all just too much. The gap between non-HM and HM is the largest that I've ever seen in a dungeon. You didn't add just a few new mechanics to HM--you added and stacked everything plus the kitchen sink.
Non-HM is fairly easy. On the other hand, HM is, frankly, an overtuned mess that is not enjoyable at all. It makes the Scalecaller, Fang Lair, and Moon Hunter Keep HMs look like leisurely walks in the park in comparison.
Follow the logic. If a dot ticks for 10K a tick on a serious prepped character it's meant to be prevented or avoided through mechanics that you are currently not aware of yet. Like for instance stay close enough to the boss so he never uses it (like last boss 'tempest island' for example where she only does the chuck norris roundkick if you go out of melee range)
This mechanic would force you to all be close at certain times and spread out to avoid land or water at other times
Of course. There is a deliberate reason why, in my post, I mentioned the existence of an achievement that seemingly requires the avoidance of that fire. Yes, we tried dodging (maybe we mistimed it?). And yes, we tried engaging the boss at various ranges, and it hit us regardless of whether we were standing far back or whether we were so close to the boss that we were just outside of the 1-shot AoE from the boss when he does do the fire attack.
The only thing that had worked was when someone engaged their invisibility cloak right when the fireball launched, which caused it to miss (because cloak causes all in-flight projectiles to miss, as most people who have fought a nightblade in PvP will have noticed), but we assume that is not what ZOS intended.
So either the DoT needs to be tuned down, or there is a bug that is making avoidance too difficult, or the means to avoid it are so obscure and non-obvious that we (and, AFAIK, other groups) have not figured it out (MC's clear of HM involved them just brute-force healing through the DoT). Either way, something needs to be adjusted.
I see. You tried several things already yes. I'll try it too if I get the chance soon. In the meanwhile something else to try: could you lose the fire dot by entering the water ? Then by staying on the edges of water/land you could always react fast and reduce the dot ticking to only 1 solo hit. Also Purge dispelling or practiced incantation cleansing did not work I suppose ?
Water does not dispel the fire DoT. Purge does not remove the fire DoT. I have a feeling that ZOS didn't really playtest this mechanic, since it is present only on vet HM.
I’ve tried some positioning myself so that the boss isn’t aimed towards the party but he’ll still spit out fireballs that curve towards the rest of the team. Assuming there is a mechanic to avoid the projectile, my best guess at this point is crouching as it’s coming towards you. But I’d assume it is truly unavoidable.
As for the achievement, I’ll double check, but I think that fiery remnant is something else (presumably the trail of fire he leaves after a charge). Iirc, the projectile itself is fire blast and the dot is burning embers. Not sure what the aoe slam is called offhand.
I’ve tried some positioning myself so that the boss isn’t aimed towards the party but he’ll still spit out fireballs that curve towards the rest of the team. Assuming there is a mechanic to avoid the projectile, my best guess at this point is crouching as it’s coming towards you. But I’d assume it is truly unavoidable.
As for the achievement, I’ll double check, but I think that fiery remnant is something else (presumably the trail of fire he leaves after a charge). Iirc, the projectile itself is fire blast and the dot is burning embers. Not sure what the aoe slam is called offhand.
As far as I can tell--and please correct me if I'm wrong--the fireballs are called Fire Blast. When they hit, they apply an effect called Fiery Remnant. And the DoT damage from that effect is called Burning Embers.
I’ve tried some positioning myself so that the boss isn’t aimed towards the party but he’ll still spit out fireballs that curve towards the rest of the team. Assuming there is a mechanic to avoid the projectile, my best guess at this point is crouching as it’s coming towards you. But I’d assume it is truly unavoidable.
As for the achievement, I’ll double check, but I think that fiery remnant is something else (presumably the trail of fire he leaves after a charge). Iirc, the projectile itself is fire blast and the dot is burning embers. Not sure what the aoe slam is called offhand.
As far as I can tell--and please correct me if I'm wrong--the fireballs are called Fire Blast. When they hit, they apply an effect called Fiery Remnant. And the DoT damage from that effect is called Burning Embers.