profundidob16_ESO wrote: »@WhitePawPrints
Very nice guide. I was just about to write one myself and you beat me to it ! Good work and I agree with almost all. Here's what I think is missing or can be better in the guide:
Mylene:
-The healer can stay near the tank but not with. In fact none of the 4 players can too close to one another. The reason is that the pounce not only pins the target down on the floor but also anyone close to him and before you know it there's no one left to interrupt. 4 meter range at all times between all party members
Archivist:
-The archivist has a ranged lightning (heavy) that effectivly 1-shots dps/healer unless interrupted. As tank as usually charge in to prevent the death
-There is a much safer positioning tactic. Instead of putting the healer completely at entrance and have him at times out of range from the dps who have sidestep behind wall or get killed by moving hulking werewolves, leave the entire entrance area up till the first 2 starting human adds to the tank and the tank only. No one else should ever enter this area. The tank stands in this area the whole fight facing the boss and causing all adds to face the entrance. He stands at maximum chainpull distance from the adds that spawn on the stairs (in front of boss but as far away as possible) ready to insta-pull them to center upon spawning. If they turn he can then easily take a few steps back inside his entrance rectangle area while staying in block if needed and forcing all adds to always face entrance. This way they never can get even near the enrage circle and never have any cone dmge (hulking werewolves) near any of the dps or healers. NO matter how the adds and big werewolf twist or turn they are never a danger to anyone but the tank and the healer can fit all 4 players in 1 healing spring circle the whole fight ! How awesome is that
@WhitePawPrints
one thing i don't get it - do i need to taunt last boss adds? Or only one pet and boss itself?
emilyhyoyeon wrote: »is it supposed to happen where (during final boss HM), there are only 3 available correct symbols to stand on, forcing one group member to die? it has happened to my group several times
emilyhyoyeon wrote: »is it supposed to happen where (during final boss HM), there are only 3 available correct symbols to stand on, forcing one group member to die? it has happened to my group several times
emilyhyoyeon wrote: »is it supposed to happen where (during final boss HM), there are only 3 available correct symbols to stand on, forcing one group member to die? it has happened to my group several times
WhitePawPrints wrote: »On final boss the most effective way I’ve found is that the tank does NOT taunt in adds. This is to avoid cleaving the boss down too much that can run the risk of the break chain mechanic. Also so the tank can be positioning the AOEs away from the group and less risk of dying to missing heavy attacks from the werewolf adds.
The adds are deadly so the DPS need to kite them, utilizing snares like Caltrops, roots like Trap and Mines and Stuns.
At 30% is when 4 werewolves will drop into the arena making it more difficult. Consistent use of CC abilities is needed. Typically my group goes for a straight burn after 30%. To note that my 2 DPS pull over 100k DPS combined so not sure if a burn is advisable for all groups.
Tank only needs to taunt one pet. If done with magicka DPS both pets can be burned separately and go down around the same time. With two stamina though, DPS focuses the taunted pet first, then tank taunts the second pet so it can be focused down.
profundidob16_ESO wrote: »WhitePawPrints wrote: »On final boss the most effective way I’ve found is that the tank does NOT taunt in adds. This is to avoid cleaving the boss down too much that can run the risk of the break chain mechanic. Also so the tank can be positioning the AOEs away from the group and less risk of dying to missing heavy attacks from the werewolf adds.
The adds are deadly so the DPS need to kite them, utilizing snares like Caltrops, roots like Trap and Mines and Stuns.
At 30% is when 4 werewolves will drop into the arena making it more difficult. Consistent use of CC abilities is needed. Typically my group goes for a straight burn after 30%. To note that my 2 DPS pull over 100k DPS combined so not sure if a burn is advisable for all groups.
Tank only needs to taunt one pet. If done with magicka DPS both pets can be burned separately and go down around the same time. With two stamina though, DPS focuses the taunted pet first, then tank taunts the second pet so it can be focused down.
I believe this tactic may work for your exceptional group with 2 dps that are able to pull over 100k and/or drop cc's of all sorts taking up 2-3 slots per dps while kiting at the same time in order to keep themselves from being killed by the deadly adds which are clearly meant to be tanked by something tankier than dps If you pulleld that off I'm convinced that your group is truly awesome but in no way a representation for the average 'HM worthy' group. =P It's possible for your group yes but there really should be an extra achievement for that level of play After trying your position initially as well on release day until we eventually found a better option and now comparing both I now clearly see a few problems with your proposed tactic that will make it impossible to apply for such a typical avarage 'HM worthy' group even though your group might be able to pull it off. Please allow me to identify them and immediately present the solution to them as well:
-Dps dying because they are not masters of cc in the first place and even if they manage to pull off cc their effective dps goes down by so much that they cannot kill the adds fast enough before dying themselves.
=> A better way imho is that the tank picks up and holds agro of all adds. After all a tank above all group members is equipped with aoe cc skills like talons or psijic equivalent (besides chainpull/ranged taunt) to allow everyone to escape their deadly damage and can easily survive some blows from them on top of the boss. In addition timewise (every second matters) he is the perfect group member to kite adds/boss/dogs and continuously (re)position himself and all mobs optimally as needed so that the dps can focus on unleashing their best dps including aoe without having to worry about killing themself or accidentily pushing boss.
-Tank dying due to unintended cleave damage on the boss which triggers more mechanics than wanted/bearable and to excessive aoe's dropping on top of boss+all adds. This is common when you try to tank the dog pets and everything else at the boss position since the adds do require some aoe dps and it's almost impossible not to hit the boss with unintended dps as everything is stacked in 1 spot. In addition since totems are being dropped on a player they will arrive in the middle of everything (dogs+adds+aoe+boss+totem drop...) causing deaths in no time as the totem fear causes tank to instadrop block mode (sometimes split second before heavy attack...) and send group members into red aoe and adds.
=> a better way imho is to tank the pet dogs in the 2 left/right corners at entrance. With regards to the 2dogs-1chain-mechanic the effect its exactly the same as tanking around the boss position but now the dps has alot of safe space to move around freely without having to worry about boss aoe or the boss himself, totems dropping with no safe space to move to and most of all no damage at all on the dps. They can work down the dogs, then boss, then adds all separately and control exactly when to push the boss health into next phase and when not to. There's never a risk for accidental cleave/aoe damage on the boss since he stands there alone with his aoe doing ranged attacks.
sidenote: Not 100% sure but I believe the totem to drop on furthest group member because every time I tank dogs there as tank in the left/right entrance corner the totem drops alot exactly on top of me (the tank) in the very corner and I can simply sidestep/roll to the other corner since both corners are only 2m apart. This makes it all alot more controlled and accessible to lower dps groups since using this tactic they can now work down each phase separately 1 by 1 instead of getting multiple mechanics together. When I tank at boss position the totem drops in al sorts of random locations, probably because I'm not longer the guaranteed furthest person away from boss.
-Killing both pets at once with split dps while 1 pet is taunted and the other chained is very risky business for obvious reasons and as you said it yourself, not even an option for all builds. The chained pet that is not taunted can still insta-kill a melee dps with it's cleave and if the other dps doesn't kill the taunted dog fast enough the chained one will insta-kill him with a timer triggered jump mechanic that cannot be interrupted. In other words dog 1 must be down within a specific timer window or some dps dies because the second dog was not taunted fast enough. The only alternative is that the tank taunts both dogs to him at some point and we all know where that leads...
=> a better way imho would be that the tank safely (for himself) tanks only 1 dog at a time and keeps that dog facing the entrance so its cleave dmge can never hit the dps while the other dog is safely chained away to its wall. As soon as the first dog dies the tank pulls the next dog to him and both dps keep standing in place doing the same shared dps including aoe on the second dog now (maximizing total dps uptime on the dogs). No need for 1 dps to move to the other dog and restart dps cycle to help finish off. Also both dps always have a safe zone to stand in on 1 side of the room. In addition during the phase where the boss goes melee and comes to the center with adds popping up in center as well and the dps kills them exactly there the dogs will respawn. The tank can then safely pull the first dog back to the entrance while the boss teleports back to the other side of the room and the dps has time to clear up last adds in the center and then come kill the dogs again. This way the damage is controlled and separated in 3 different parts of the room instead of all on top of eachother
I hope this detailed explanation helps clarify
emilyhyoyeon wrote: »is it supposed to happen where (during final boss HM), there are only 3 available correct symbols to stand on, forcing one group member to die? it has happened to my group several times
there is 4 available correct symboles to stand on.
Sometimes there is a bug and you can't see 1 of the 4 " symbole " above the tiny zone.
emilyhyoyeon wrote: »emilyhyoyeon wrote: »is it supposed to happen where (during final boss HM), there are only 3 available correct symbols to stand on, forcing one group member to die? it has happened to my group several times
there is 4 available correct symboles to stand on.
Sometimes there is a bug and you can't see 1 of the 4 " symbole " above the tiny zone.
so, there sometimes IS only 3 symbols
This. I don't really mind all the one-shot mechanics, it's lazy design but there's always a way for you to survive those one-shot attacks if you're careful but being killed when it's out of your control is just stupid design and the dev obviously didn't think about PUGs when he put that mechanic in the dungeons.I tried to do this with a PUG last night and it was a disaster. I was the tank and no matter how many times I asked people to watch and interrupt the first and third bosses they never would and I died countless times. This is a great mechanic for a Vet dungeon but a mechanic that you can't dodge or avoid in any way and will 100% of the time kill you unless other players actually are aware and react really fast seems a bit rough for a normal difficulty. This is the reason FGII is such a PUG killer.
@WhitePawPrints
On execute HM, after final rune/adds phases, can I just taunt her (I'll use wings for her LAs), then taunt the unchained pets away, and let team burn boss? She will remain stationary there yes?
Just double checking before run in the AM!
(My team has big DPS and I can self sustain pretty well)
Thank you!
This. I don't really mind all the one-shot mechanics, it's lazy design but there's always a way for you to survive those one-shot attacks if you're careful but being killed when it's out of your control is just stupid design and the dev obviously didn't think about PUGs when he put that mechanic in the dungeons.I tried to do this with a PUG last night and it was a disaster. I was the tank and no matter how many times I asked people to watch and interrupt the first and third bosses they never would and I died countless times. This is a great mechanic for a Vet dungeon but a mechanic that you can't dodge or avoid in any way and will 100% of the time kill you unless other players actually are aware and react really fast seems a bit rough for a normal difficulty. This is the reason FGII is such a PUG killer.
coplannb16_ESO wrote: »This. I don't really mind all the one-shot mechanics, it's lazy design but there's always a way for you to survive those one-shot attacks if you're careful but being killed when it's out of your control is just stupid design and the dev obviously didn't think about PUGs when he put that mechanic in the dungeons.I tried to do this with a PUG last night and it was a disaster. I was the tank and no matter how many times I asked people to watch and interrupt the first and third bosses they never would and I died countless times. This is a great mechanic for a Vet dungeon but a mechanic that you can't dodge or avoid in any way and will 100% of the time kill you unless other players actually are aware and react really fast seems a bit rough for a normal difficulty. This is the reason FGII is such a PUG killer.
/agree
I dont really understand how even high CP players seem not to know how/when/why to interrupt mobs (or to dodge a charged heavy attack). How hard is it to use Crushing Shock or LB/RB?
@WhitePawPrints
On execute HM, after final rune/adds phases, can I just taunt her (I'll use wings for her LAs), then taunt the unchained pets away, and let team burn boss? She will remain stationary there yes?
Just double checking before run in the AM!
(My team has big DPS and I can self sustain pretty well)
Thank you!
jerrodbuffington wrote: »Questions regarding hm boss
During the fight with Zel and Ary, our tanks taunts zel and goes to the boss.. problem zel will run off from the tank and start attacking one of the other players.. first thought is the tank cant keep taunt.. but when the dog comes out I see the animation for jnner fire, then within a couple seconds zel will be out attacking the other players.. tanks taunts again and zel takes two step toward him then turns around again..
Anyone else have issues with zel not obeying taunt. 2 different tanks I know have had the same issue.
When the shock wardens come out the boss will one shot our tank.. is she enraged when the wardens are out? We have been putting her in the circle where the warden dies but it seems she enrages and murders our tank within 5 seconds of a shock warden spawn. Are we missing something?
I'm on ps4.. if that helps
profundidob16_ESO wrote: »Note for Code and other pc users reading this: @code65536 has made an awesome addon called "code's combat alerts" that warns you when to switch and taunt the other dog in time. I tested it extensively last week and unfortunately the warning comes just a bit too late. Often right upon seeing the message I would ranged taunt and the dog still ignores and jumps anyway indicating we're 1-2 seconds too late. Perhaps Code will shorten the warning timer a little bit in next update. Then it will be perfect. Until then it definately gives you an idea of when you are too late with taunting
profundidob16_ESO wrote: »Note for Code and other pc users reading this: @code65536 has made an awesome addon called "code's combat alerts" that warns you when to switch and taunt the other dog in time. I tested it extensively last week and unfortunately the warning comes just a bit too late. Often right upon seeing the message I would ranged taunt and the dog still ignores and jumps anyway indicating we're 1-2 seconds too late. Perhaps Code will shorten the warning timer a little bit in next update. Then it will be perfect. Until then it definately gives you an idea of when you are too late with taunting
By time the switch mechanic triggers, they will do the pounce unless one of them cowers (i.e., the only way to prevent the pounce at that point is if one of them was already at low health and just a hit away from cowering).
The alert is not there to prevent the pounce. It's there to let the tank know that they should taunt the other wolf because the wolf that they're holding will become untauntable, and it's there to serve as a pre-warning for everyone else that a pounce will happen soon.
profundidob16_ESO wrote: »profundidob16_ESO wrote: »Note for Code and other pc users reading this: @code65536 has made an awesome addon called "code's combat alerts" that warns you when to switch and taunt the other dog in time. I tested it extensively last week and unfortunately the warning comes just a bit too late. Often right upon seeing the message I would ranged taunt and the dog still ignores and jumps anyway indicating we're 1-2 seconds too late. Perhaps Code will shorten the warning timer a little bit in next update. Then it will be perfect. Until then it definately gives you an idea of when you are too late with taunting
By time the switch mechanic triggers, they will do the pounce unless one of them cowers (i.e., the only way to prevent the pounce at that point is if one of them was already at low health and just a hit away from cowering).
The alert is not there to prevent the pounce. It's there to let the tank know that they should taunt the other wolf because the wolf that they're holding will become untauntable, and it's there to serve as a pre-warning for everyone else that a pounce will happen soon.
I know, I wrote this to let you know that exactly that warning comes too late
profundidob16_ESO wrote: »profundidob16_ESO wrote: »Note for Code and other pc users reading this: @code65536 has made an awesome addon called "code's combat alerts" that warns you when to switch and taunt the other dog in time. I tested it extensively last week and unfortunately the warning comes just a bit too late. Often right upon seeing the message I would ranged taunt and the dog still ignores and jumps anyway indicating we're 1-2 seconds too late. Perhaps Code will shorten the warning timer a little bit in next update. Then it will be perfect. Until then it definately gives you an idea of when you are too late with taunting
By time the switch mechanic triggers, they will do the pounce unless one of them cowers (i.e., the only way to prevent the pounce at that point is if one of them was already at low health and just a hit away from cowering).
The alert is not there to prevent the pounce. It's there to let the tank know that they should taunt the other wolf because the wolf that they're holding will become untauntable, and it's there to serve as a pre-warning for everyone else that a pounce will happen soon.
I know, I wrote this to let you know that exactly that warning comes too late
My point is that there is no earlier cue to detect/alert. It can't be earlier. The alert was never intended to prevent the pounce.
so i hit vet version too (no HM). With PUG
All bosses killed from the first try. Though i hardly can name this group as PUG, i clearly sure that was a premade one, 900+ CP, insane dps, 100% know mechanics. Just lucky.