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March of Sacrifices Guide (Spoilers)

WhitePawPrints
WhitePawPrints
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Another officer created this guide, so I will be posting it here and adjusting it so this is a very much WIP. Screenshots to be expected.

See guide for Moon Hunter Keep

Boss locations:
MoSMap.png

The Wyrd Sisters:
MoS1.png
There are three bosses here, each with their own aura surrounding them. Keep the sister's out of each other's AOE buffs.
Ursus (Sword and Board Boss): Green aura, unknown affect (thought to be resistances buffs for nearby allies). Heavy attacks must be blocked by the tank, and this will one shot any other player through blocks. Will occasionally Charge a player, knocking them back and doing moderate damage to them. Block if seen coming.
Rangifer (Healer): Yellow aura, unknown affect (thought to be healing received buffs to nearby allies). This boss has strong healing effects for her allies, including the common tether healing beam other healing NPC's have, and a ground AOE healing effect.
Strigidae (Nightblade Archer): Blue aura, debuffs players with Silence. The archer has a snipe that needs to be interrupted otherwise it will one shot a player, including tanks if not blocking. The archer will occasionally teleport strike a random player, making her aura go in undesirable areas. Stay out of her silence as it blocks all magicka based abilities, ultimates and synergies.
When one is killed, an animal aspect of them will spawn with the aura still in effect. The aspects will go to their closest living sister to give that sister the buffs from that.
Tank: Taunt the Ursus, the sword and board boss and keep her away from her sisters.
Healer: Stay near center, healing all the players.
DD: Ideally you want all three to die around the same time so the animal aspects are not causing issues. The best strategy my teams have found was to focus the Healer, and once its dead then DPS split between Ursus and Strigidae.

Aghaedh of the Solstice:
MoS2.png
The boss has four mini Spriggans around it with AOE's attached to them differing in color: Green, Blue (Slow), Orange and Red (Damage). These abilities have different effects, so you do not want to stand in them until the Seasons mechanic. Four Lurchers will spawn throughout the fight each with their own color, Green, Blue, Orange and Red, same colors as the AOE's. When a lurcher dies, it'll drop a matching glowing light on the ground that needs to be picked up with the Synergy button. Each player will need to pick up their own color. The boss will start a channeling ability, and each player must stand in the circle matching the color they picked up.
Tank: Taunt boss and all Lurchers to boss so that they all can be cleaved down. Do not forget to pick up a synergy when a Lurcher dies.
Healer: Group will be close for most of the fight except for the mechanic, so be sure to get out heals when the group splits to the different AOE's.
DD: Cleave down Lurchers and focus boss. If DPS is on the lower side, then focus the Lurchers.

Dagrund the Bulky:
This is an elemental boss, and he'll do a variety of attacks taking the form of fire, ice and lightning. Periodically the boss will raise his sword up in a channeling animation to send out elemental AOE's. Fire will spread out from boss then bounce off of a wall once; ice will spawn under the players feet and lightning will be hitting everyone over time that needs to be healed through (easy to do with self heals).
Dagrund will leap into the air every once in a while (on timer of about 60 seconds) that will send out four elemental attacks that will home in on each player. This WILL one shot every player, unless it is blocked or dodge rolled through. DPS is highly recommended to dodge roll through because you'll still take a lot of damage through the block.
Adds will spawn, thought to be at health percentages, and each add will have elemental attacks as well. Fire adds will spawn fire aoes that will stay until the add is killed. Ice adds will slow the players they hit, stacking the snare.
Tank: Hold Boss still, near spawn point. Adds cannot be chained in so don't bother with them.
Healer: Stay in center to heal whole group. Send out plenty of resource gains so that group has stamina for block and dodge rolls.
DD: Focus adds whenever they come up, noticeable by dialogue. Do not ignore adds until boss is under approximately 15%, then you can focus boss. When boss jumps, try to gain distance so you can see the homing AOE and have time to counter it.

Tarcyr:
MoS4.png
Hunting Phase: When you first enter this arena, there'll be heavy fog flowing through it. If you do not enter stealth, you'll find yourself be teleported into the air and you'll take fall damage. This will occur any time that you break stealth or are detected during this phase.. Every time you're teleported into the air during a single phase, the higher you will drop from until the third time you will be killed. This phase also occurs at health percentages of 80%, 55% and 20%. Immediately enter sneak and spread out two the four cardinal directions of the room when notification of the Hunt beginning. Be mindful of your stamina, and for Magicka toons, Vampire is recommended for the stealth movement buff.
Wisp: A friendly wisp will be floating around the area. When the wisp lands on a location, it'll have a green AOE around it, and a player must go to that Wisp and Synergize it. This must be done three times for each phase. It will then find the boss and you can exit stealth until the next Hunting Phase.
With each progressing Hunting Phase, there are additional attacks to watch out for so that they don't pull you out of stealth. Stampeding Indriks, Ice AOE's spawn under your feet, Fire bouncing off walls and an Ice AOE that spawns on two random players and sticks on them. The AOE on players is why players need to stay spread out, so another player won't go near the AOE'd player and be revealed. When the Wisp is no longer moving and with all these AOEs, it is best to call out who is going for the Wisp.
Hint: If you are teleported into the air, you have a few seconds to re-enter stealth. So cast a self heal as soon as you touch the ground then go in stealth.
Hint: Do not attempt to resurrect a player during Hunting Phase as you will be instantly revealed.

Tacyr Abilities:
Light Attack: Tacyr has a frontal cone cleave attack so do not stand in front of the boss.
Stampede: Tacyr will rear up and send out ethereal Indriks at each player. Block or sidestep them, otherwise you'll be knocked back and dealt a moderate amount of damage.
Fire Rampage: Tacyr will gain a shield and start rampaging leaving a firewall in her wake. Very simple to stay out of those.
Lightning Prance: Tacyr's most dangerous ability is when she starts prancing in place and casting lightning to all players. This lightning ability will wipe the group within about two or three stampedes, which is within about two seconds. It MUST be bashed or interrupted immediately.
Hint: Often right out of a Hunting Phase, Tacyr will start her lightning Stampede so be ready for it. Do not get resurrections until she has been interrupted of that phase.


Tacyr Adds: Every now and then adds will spawn in, and they are a huge threat if they get off their channeling ability. This will Bolt Trap a player, which stun locks them in place and can be very deadly if at the wrong time. To get a bolted player up, another player must go over to them and use a Synergy.
Hint: If Tacyr is pushed to her next Hunting Phase, the adds will be killed by the mechanic and are no longer a concern.

Tank: Turn boss whenever possible, and be mindful of bashing the lightning prance. Adds are not a priority, but they can be taunted in.
Healer: Lots of resource abilities need to go out so that all players have resources to interrupt the lightning prance. Do not attempt to heal while in a Hunting Phase as this will reveal you. If you have long lasting HoT's, refresh them right before the Hunting Phase beings.
DD: Focus adds when they spawn.

Balorgh:
There are three islands in this last area, and you must pay attention to those islands. Commonly referred to as Left Island, Right Island and Exit Island (facing into the arena). The boss will do a ground slam that will make poisonous spores spawn on the three islands so you must be off of them at this point. After that, the boss will do a lightning attack that will electrify the water and you must fight the boss on the islands.
Hint: After each phase, move to the one that just ended so you're ready for the next phase. I.E. After island poison AOE's are over, move boss onto an island so that when his lightning attack comes, you're all already out of the water. When water is no longer electrified, move back into water so you're off the island for the next poison phase.
Darkness: At health percentages the arena will be covered in darkness and fog. One random player will recieve a targeted AOE under their feet, and this player will be targeted by the enraged boss. Keep your distance! A blue pillar of light will spawn a few seconds after the initial darkness spawns so keep searching. The light spawns are: Entrance, Left Island, Right Island, Middle Island Left, and Middle Island Right. The targeted player must pull the boss THROUGH that blue pillar of light. All group members should be going to that pillar of light as well so when boss is broken out of the darkness, tank can take immediate control.
Darkness Adds: During the dark phase, several wolves will spawn in. The longer the dark phase last, the more wolves that spawn. These wolves have an uncleansable snare that will stack. Beware them while trying to search for the blue pillar of light. The wolves will stay after the dark phase ends, and they are a big threat with their snare so they must be cleaved down.

Balorgh Abilities
Ground Slam: Large AOE around boss that must be avoided. Only the tank can survive it if blocking, but still highly recommended to get out of the AOE.
Breath Attack: A conal attack that will follow the target, usually the tank if taunted. This conal attack will kill anyone other than the tank instantly so tank must keep boss turned away and not turn boss while the attack is ongoing.
Edited by WhitePawPrints on July 22, 2018 6:55PM
  • WhitePawPrints
    WhitePawPrints
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    Finished with text guide, will be adding screenshots soon TM
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  • Sungod
    Sungod
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    This is great. TY!
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  • WhitePawPrints
    WhitePawPrints
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    I didn't finish all the pictures but the mechanics haven't changed with the release.
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  • ValkyriesWolf
    ValkyriesWolf
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    @WhitePawPrints
    Do you also, by chance, know how to get the Great Indrik Hunt Achievement? I mean, I think we found the locations where the Indriks should be, but no Indriks there. So, perhaps you know what the trick in getting the Indriks to spawn in the first place is? Kill specific enemies, kill all enemies in the area, pick up an item or perform some other task, just be there at the first secret place (we first found the second one and third and only after the Endboss fight the first) before Endboss gets killed,......?
    Edited by ValkyriesWolf on August 14, 2018 4:47PM
    Metal forever \m/
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  • jeedrzej
    jeedrzej
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    You need to find a whisp. First is in the backpack, second in the mushrooms, third in... I dont know how to name that... Some kind of plant.
    Jeedrzej - Magica Dragonknight lvl 50
    Ealian Elieilijas - Magica Sorcerer lvl 50
    Enerias Kazner - Magica Templar lvl 50
    Marcelius SIlny - Stamina Dragonknight lvl 50
    Anvena Kazner - Stamina NIghtblade lvl 50
    Arcynekromantka Anastazja - Magica Nightblade lvl 50
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    Anvena Karen - Stamina Templat lvl 50
    Furia Dorathis - Stamina Dragonknight lvl 50
    Verinia Dziecię Światła - Magica Templar lvl 50
    Anwen Llenariolis - Magica Warden lvl 50
    Welandil Mroźne Serce - Magicka Warden lvl 50
    Brunein Silny - Stamina Warden lvl 50
    Jilialis Szept Nocy - Magicka Sorcerer lvl 50
    Dareiva Tancerka Cieni - Stamina NIghtblade lvl 50
    Doweriusz Desson - Magicka Necromancer lvl 40

    Achievement Hunter
    32560 Achievement Points
    CP1203
    3916 collected books
    305 days in-game
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  • ValkyriesWolf
    ValkyriesWolf
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    Ah ok, thanks. :)
    Hope we'll find it then, or the backpack for it xD
    Metal forever \m/
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  • Xuhora
    Xuhora
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    @ValkyriesWolf there are 3 locations (the three little lakes on the map with small islands in them)

    What you have to do: near every entrance there is a hidden plant, which you have to find and interact with. Once found, they act exactly like the whisp on the indrik bossfight.
    For every golden indrik killed you get a boon, which is permanent, unless you activate the hardmode.

    Ps: you may have to search the area pretty good, the special plants are hard to find, but if you are near them, they make a sound similar to nirnroots.
    Hope that helps, happy hunting!
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  • WhitePawPrints
    WhitePawPrints
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    As others explained, basically the same thing as Tacyr. You have to reveal those three Indriks through interactable objects/locations.
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  • ValkyriesWolf
    ValkyriesWolf
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    Ah ok, thanks to you as well :)
    Metal forever \m/
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  • code65536
    code65536
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    @ValkyriesWolf @jeedrzej You have to find the wisps, but their locations are randomized--they change each time you run the dungeon. For example, the wisp to start the first hunt could be a mysterious nightstand inside a cottage, it could be a mysterious backpack inside another cottage, or it could be a mysterious brush far outside of the cottages. There may be other locations for that first wisp, but those are the three that I can remember seeing.
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  • mocap
    mocap
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    i think i gave up in this dungeon... already while reading this guide :D
    (will try it though with pugs one-two times)
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  • Qbiken
    Qbiken
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    Great guide, but boi do I wish ZOS could´ve tuned down HM in this dungeon.....
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  • WhitePawPrints
    WhitePawPrints
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    Boon locations.

    [BoonMOS.png

    Damage boon increased Weapon and Spell Power by 275.

    Stealth boon removes speed and stamina cost from Stealth.

    Health boon increased health by 2500 and reduces damage taken by 5%.

    Still testing it a bit more.
    Edited by WhitePawPrints on August 18, 2018 2:44AM
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  • SilverWF
    SilverWF
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    Last fight HM, please
    And how to deal with invisible fire projectiles, that coming from nowhere in the Hunt phases
    And how to prevent (or make it much rarer) the Hunt phase - I know, it's possible

    Ah, I like ZOS's way to design stuff so much!
    Edited by SilverWF on August 18, 2018 2:54AM
    • PC EU. Ebonheart Pact. CP 1k+
    • YouTube: All ESO disguises (2014)
    • EU players are humans too! We want our maintenances in the least pop time (at deep night) and not lasted for several hours!
    • Animation canceR - is true PvP cancer! When you can't see which actions your opponent do - you can't react properly on them!
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  • code65536
    code65536
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    @WhitePawPrints The wisp locations for the golden hunts are not static. They are randomized and in a different spot each time you run the dungeon.
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  • WhitePawPrints
    WhitePawPrints
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    code65536 wrote: »
    @WhitePawPrints The wisp locations for the golden hunts are not static. They are randomized and in a different spot each time you run the dungeon.

    I'll be updating their locations as I find more of them. .
    SilverWF wrote: »
    Last fight HM, please
    And how to deal with invisible fire projectiles, that coming from nowhere in the Hunt phases
    And how to prevent (or make it much rarer) the Hunt phase - I know, it's possible

    Ah, I like ZOS's way to design stuff so much!

    Hunt phase on the final boss? I have actually not noticed a pattern with them. They are health triggers at first, but it seems in execute phase they go into a timer trigger. I haven't looked much more into it.


    And for HM... give up adventuring, cry in a corner for a while, and don't think of werewolves. D:
    Edited by WhitePawPrints on August 19, 2018 10:24PM
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  • Dymence
    Dymence
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    code65536 wrote: »
    @WhitePawPrints The wisp locations for the golden hunts are not static. They are randomized and in a different spot each time you run the dungeon.

    I'll be updating their locations as I find more of them. .
    SilverWF wrote: »
    Last fight HM, please
    And how to deal with invisible fire projectiles, that coming from nowhere in the Hunt phases
    And how to prevent (or make it much rarer) the Hunt phase - I know, it's possible

    Ah, I like ZOS's way to design stuff so much!

    You cannot skip the hunt phases. There are only the three hunt phases throughout the f ight.

    I've not run into any UI errors involving invisible AOEs during the hunt phases.

    And for HM... give up adventuring, cry in a corner for a while, and don't think of werewolves. D:

    You're not meant to skip the hunt phases, but you can. On HM, at least. How? Who knows. Seems pretty randomly bugging out.
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  • code65536
    code65536
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    Dymence wrote: »
    code65536 wrote: »
    @WhitePawPrints The wisp locations for the golden hunts are not static. They are randomized and in a different spot each time you run the dungeon.

    I'll be updating their locations as I find more of them. .
    SilverWF wrote: »
    Last fight HM, please
    And how to deal with invisible fire projectiles, that coming from nowhere in the Hunt phases
    And how to prevent (or make it much rarer) the Hunt phase - I know, it's possible

    Ah, I like ZOS's way to design stuff so much!

    You cannot skip the hunt phases. There are only the three hunt phases throughout the f ight.

    I've not run into any UI errors involving invisible AOEs during the hunt phases.

    And for HM... give up adventuring, cry in a corner for a while, and don't think of werewolves. D:

    You're not meant to skip the hunt phases, but you can. On HM, at least. How? Who knows. Seems pretty randomly bugging out.

    It actually happened on the ESO Live stream today. The one pull where they got to 60%, they did so because they skipped the 80% hunt. Though I'm not sure if they even noticed. (Or if they did notice, they didn't comment on it at all.)

    The skipping happens only on HM. I've never seen it happen on non-HM.
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  • Dymence
    Dymence
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    code65536 wrote: »
    Dymence wrote: »
    code65536 wrote: »
    @WhitePawPrints The wisp locations for the golden hunts are not static. They are randomized and in a different spot each time you run the dungeon.

    I'll be updating their locations as I find more of them. .
    SilverWF wrote: »
    Last fight HM, please
    And how to deal with invisible fire projectiles, that coming from nowhere in the Hunt phases
    And how to prevent (or make it much rarer) the Hunt phase - I know, it's possible

    Ah, I like ZOS's way to design stuff so much!

    You cannot skip the hunt phases. There are only the three hunt phases throughout the f ight.

    I've not run into any UI errors involving invisible AOEs during the hunt phases.

    And for HM... give up adventuring, cry in a corner for a while, and don't think of werewolves. D:

    You're not meant to skip the hunt phases, but you can. On HM, at least. How? Who knows. Seems pretty randomly bugging out.

    It actually happened on the ESO Live stream today. The one pull where they got to 60%, they did so because they skipped the 80% hunt. Though I'm not sure if they even noticed. (Or if they did notice, they didn't comment on it at all.)

    The skipping happens only on HM. I've never seen it happen on non-HM.

    That's actually pretty funny
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  • Skullstachio
    Skullstachio
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    Boon locations.

    [BoonMOS.png

    Damage boon increased Weapon and Spell Power by 275.

    Stealth boon removes speed and stamina cost from Stealth.

    Health boon increased health by 2500 and reduces damage taken by 5%.

    Still testing it a bit more.

    If I recall correctly, didn’t Gina state with the boons that they would have secondary effects for players afflicted with Lycanthropy?
    I know what you di-Iddly did... (you would be wise not to do that again during a time when Suspicion in the gaming space is at an all time high.)
    by not actually revealing real drop tables in the game for all items, you only prove what has been proven with proof of concept that you can/will manipulate item drop chances based on certain elements performed by the player.
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  • code65536
    code65536
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    Alpha-Lupi wrote: »
    Boon locations.

    [BoonMOS.png

    Damage boon increased Weapon and Spell Power by 275.

    Stealth boon removes speed and stamina cost from Stealth.

    Health boon increased health by 2500 and reduces damage taken by 5%.

    Still testing it a bit more.

    If I recall correctly, didn’t Gina state with the boons that they would have secondary effects for players afflicted with Lycanthropy?

    Yes, the bonuses granted by the first and third boons are larger if you're in WW form.
    boons_hircine.png

    (All boons are disabled if you enable HM on the final boss.)
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  • erlewine
    erlewine
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    you can skip the hunt phases by pushing past the health percentage that triggers the darkness phase, while he is casting fiery remnant. he always casts fiery remnant right after completing a charge ability. so you can get the boss to 81%, then wait for a charge, and quickly burst it to 79% as soon as the charge ends. repeat at 61, 41, 21.

    best way to dodge fiery remnant dot is to use the addon "Code's Combat Alerts" - it will warn you when its time to dodge roll.
    eisley the worst
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  • Skullstachio
    Skullstachio
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    code65536 wrote: »
    Alpha-Lupi wrote: »
    Boon locations.

    [BoonMOS.png

    Damage boon increased Weapon and Spell Power by 275.

    Stealth boon removes speed and stamina cost from Stealth.

    Health boon increased health by 2500 and reduces damage taken by 5%.

    Still testing it a bit more.

    If I recall correctly, didn’t Gina state with the boons that they would have secondary effects for players afflicted with Lycanthropy?

    Yes, the bonuses granted by the first and third boons are larger if you're in WW form.
    boons_hircine.png

    (All boons are disabled if you enable HM on the final boss.)

    You do know the boon of prowling also grants a bonus to werewolves stating: “as a werewolf, You gain Immunity to teleportation Magic and werewolves can interact with hunting wisps.”
    I know what you di-Iddly did... (you would be wise not to do that again during a time when Suspicion in the gaming space is at an all time high.)
    by not actually revealing real drop tables in the game for all items, you only prove what has been proven with proof of concept that you can/will manipulate item drop chances based on certain elements performed by the player.
    Options
  • CrazyWolf712
    CrazyWolf712
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    Alpha-Lupi wrote: »
    code65536 wrote: »
    Alpha-Lupi wrote: »
    Boon locations.

    [BoonMOS.png

    Damage boon increased Weapon and Spell Power by 275.

    Stealth boon removes speed and stamina cost from Stealth.

    Health boon increased health by 2500 and reduces damage taken by 5%.

    Still testing it a bit more.

    If I recall correctly, didn’t Gina state with the boons that they would have secondary effects for players afflicted with Lycanthropy?

    Yes, the bonuses granted by the first and third boons are larger if you're in WW form.
    boons_hircine.png

    (All boons are disabled if you enable HM on the final boss.)

    You do know the boon of prowling also grants a bonus to werewolves stating: “as a werewolf, You gain Immunity to teleportation Magic and werewolves can interact with hunting wisps.”

    Yup! The Boon of Prowling is assential for werewolf players as they completely ignore the mechanics of the Indrik boss fight, so they have the edge.. They are also the only ones who are able to resurrect other players in the stealth phase.
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  • Tashira_Ronin
    Tashira_Ronin
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    Have you done the stalwart sister achieve? At what point are they attuned so it will fail the achieve?
    NA/PC/DC - played since beta
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  • code65536
    code65536
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    Have you done the stalwart sister achieve? At what point are they attuned so it will fail the achieve?

    We had the tank take the melee sister and hold it behind the giant pillar where she had no LoS on us and could not do her shield charge to us.

    The other two sisters were untaunted. The blue circle one will teleport to a player at random, so everyone is positioned such that if she jumps to them, she won't be inside the circle of the healer sister. We kill the blue circle one (the silence is so annoying) then the healer and then the melee one that the tank had been playing around with.
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