MooseKnuckles88 wrote: »I'm curious to know what others believe the minimum requirements are to complete scalecaller peak in veteran.
Vet: cpxxx
Vet HM: cpxxx
What would be the minimum dps requirements to complete either dungeon as well? I believe knowing the mechanics is extremely important for this dungeon.
MooseKnuckles88 wrote: »I'm just curious, I'm cp440 warden and I average 24k dps on target dummy without spell power pots (which is not anything to boast about). Zaan's helm and shoulders should make a big dps difference.
I have no idea of the requirements in CP... because CP themselves don't mean much. I've very good players at CP400 and very bad at CP700.
This dungeon is a bit tricky when talking about DPS.
Orzun and Rinaerus are easier if you have a better DPS, but mechanics are THE very important thing.
The lowest DPS I've seen doing those two boss was 45k effective DPS for the whole team.
Doylemish Ironheart is more about burst the "Laserballs" and AoE the adds than raw steady DPS. With the adds, hard to know group DPS on the boss only, so I have no indicator for you... Only thing : worst group I've completed him had a 25k and a 34k DPS guys (on test dunmy).
Matriarch Aldis is the one that care most about DPS if you want to skip its adds. (And it is doable). So far, we've always had 2 or 3 adds spawn and burst the boss. On this one, your DPS should be close to the dps you do on test dunmy, even higher thanks to group support. I'd say 30k for both DPS should be an easy pass. I don't know for lower.
Plague Concoctor Mortieu Okay... You don't care about dps, you will eventually kill him in the end. Just focus on mechanics, and dps adds. Tank is the VIP in this fight (even more than on Aldis). Don't do mistakes, the fight might be long.
Zaan the Scalecaller is a trick. Up until know, you had to burst down bosses to lower the number of adds / phases / mechanics. But, if you don't have 2x 35k+ dps, don't even think of skipping her sheningans. This fight is NOT about bursting, but about making her phase at the right moment. So, you have to adapt your dps.
In non-HM, it should be quite easy. Just take care about her one-shot mechanic and learn when it can happen or not.
In HM, timing when she phases is very important, to focus and kills ice-adds, then protect yourself, then focus the 2 *** adds. This means huge coordination and some burst.
About tanking... I did the non-HM with a CP400 tank whose gear wasn't optimized. And I tanked it with a CP700+ with blue gear. We did it multiple time HM with a real 500+ optimized tank.
About healing... Cannot say for sure, but I completed it 2 times with a CP600 Khajiit healer.
TL;DR
All in all, I'd say that 30k dps is way more than OK to do it. Just notice that this dungeon is about mechanics, and that those mechanics are really, really punitive if you don't care. Thus, there should be a cap around CP300-400 after which it is easier to complete it and struggle less. Vet-HM is about coordination, strategy and learning. (I tried it 30+ times when it was out before we could pass. And since then, it's a piece of cake.)
MooseKnuckles88 wrote: »I'm curious to know what others believe the minimum requirements are to complete scalecaller peak in veteran.
Vet: cpxxx
Vet HM: cpxxx
What would be the minimum dps requirements to complete either dungeon as well? I believe knowing the mechanics is extremely important for this dungeon.
I've run it with:
- CP300 Mag sorc, 12k dps
- CP380 Stam blade, 14k dps
- CP320 Sorc healer
- CP400 NB Tank
Took less than an hour.
Think the min requirements to enter are CP300 now, hardmode you could probably do at CP300 tbh, it's just mechs.
I have no idea of the requirements in CP... because CP themselves don't mean much. I've very good players at CP400 and very bad at CP700.
This dungeon is a bit tricky when talking about DPS.
Orzun and Rinaerus are easier if you have a better DPS, but mechanics are THE very important thing.
The lowest DPS I've seen doing those two boss was 45k effective DPS for the whole team.
Doylemish Ironheart is more about burst the "Laserballs" and AoE the adds than raw steady DPS. With the adds, hard to know group DPS on the boss only, so I have no indicator for you... Only thing : worst group I've completed him had a 25k and a 34k DPS guys (on test dunmy).
Matriarch Aldis is the one that care most about DPS if you want to skip its adds. (And it is doable). So far, we've always had 2 or 3 adds spawn and burst the boss. On this one, your DPS should be close to the dps you do on test dunmy, even higher thanks to group support. I'd say 30k for both DPS should be an easy pass. I don't know for lower.
Plague Concoctor Mortieu Okay... You don't care about dps, you will eventually kill him in the end. Just focus on mechanics, and dps adds. Tank is the VIP in this fight (even more than on Aldis). Don't do mistakes, the fight might be long.
Zaan the Scalecaller is a trick. Up until know, you had to burst down bosses to lower the number of adds / phases / mechanics. But, if you don't have 2x 35k+ dps, don't even think of skipping her sheningans. This fight is NOT about bursting, but about making her phase at the right moment. So, you have to adapt your dps.
In non-HM, it should be quite easy. Just take care about her one-shot mechanic and learn when it can happen or not.
In HM, timing when she phases is very important, to focus and kills ice-adds, then protect yourself, then focus the 2 *** adds. This means huge coordination and some burst.
About tanking... I did the non-HM with a CP400 tank whose gear wasn't optimized. And I tanked it with a CP700+ with blue gear. We did it multiple time HM with a real 500+ optimized tank.
About healing... Cannot say for sure, but I completed it 2 times with a CP600 Khajiit healer.
TL;DR
All in all, I'd say that 30k dps is way more than OK to do it. Just notice that this dungeon is about mechanics, and that those mechanics are really, really punitive if you don't care. Thus, there should be a cap around CP300-400 after which it is easier to complete it and struggle less. Vet-HM is about coordination, strategy and learning. (I tried it 30+ times when it was out before we could pass. And since then, it's a piece of cake.)
At the plaguedoctor I was told as tank I didnt follow tactics while the dps didnt do anything about the adds, so the healer had a hard time. With dlc dungeons low cp isnt the issue, its the difficulty spike that is the real dealbreaker.
Elwendryll wrote: »MooseKnuckles88 wrote: »I'm curious to know what others believe the minimum requirements are to complete scalecaller peak in veteran.
Vet: cpxxx
Vet HM: cpxxx
What would be the minimum dps requirements to complete either dungeon as well? I believe knowing the mechanics is extremely important for this dungeon.
I've run it with:
- CP300 Mag sorc, 12k dps
- CP380 Stam blade, 14k dps
- CP320 Sorc healer
- CP400 NB Tank
Took less than an hour.
Think the min requirements to enter are CP300 now, hardmode you could probably do at CP300 tbh, it's just mechs.
non-HM?
MooseKnuckles88 wrote: »I'm just curious, I'm cp440 warden and I average 24k dps on target dummy without spell power pots (which is not anything to boast about). Zaan's helm and shoulders should make a big dps difference.
Well... On my Dunmer Magicka Nightblade, Zaan is about 2k5 dps. My weave isn't perfect, but on a full fight I manage about 1 light attack every 1.4 seconds.
So, if you weave neatly, yes, Zaan can be something like +8% boost to your dps.
BUT
Notice that Zaan is efficient only if you can stay close to your target. Its range will be shorter starting the next patch. So, if you need to move a lot during a fight, Zaan isn't a good call at all. Also, if you don't weave well, Zaan will be a waste.
It's very dependant to the content you try to do.
MooseKnuckles88 wrote: »I'm curious to know what others believe the minimum requirements are to complete scalecaller peak in veteran.
Vet: cpxxx
Vet HM: cpxxx
What would be the minimum dps requirements to complete either dungeon as well? I believe knowing the mechanics is extremely important for this dungeon.
Low dps:
First bosses keep seperate. 1 dd with crushing shock to interrupt the middle boss. Burn the one that wanders to 10% then focus the other one until it's dead, by this time the first boss will be low enough to execute (since the tank will still be doing damage to it).
Second boss, do 1 gargoyle at a time. Keep the main boss in the middle of the room so DD's can circle around it while doing damage. Focus the ads as they spawn as they will pile up, if a group member gets fossilised bash the boss first and wait for the ball to focus someone else before freeing (so you don't get frozen mid freeing them).
Third boss, will spawn in ads every 10% so don't ultimate him. Ignore the boss as soon as the ads spawn in to focus them, save your ultimates until the boss is at 30%~ then just focus on burning.
Fourth boss, will poison the room and you have to kill certain ads to form an antidote. Save ultimates until you get the antidote so you can nuke the boss & the ad that comes in at the same time (heavy attacks hit for 70k+). Ignore the boss until all other ads in the room are dead (as they pile up quick).
Last boss, mechs mechs mechs. Ensure each DD knows which statue they are targeting or you'll wipe. Keep the boss taunted near the statues so you can get out of the poison cone quickly. Kite the fire mech away from the rest of the group (literally run back and forward until its over). When someone gets grabbed by fire the tank blocks first, then if its the tank a MagDD blocks next.
LadyNalcarya wrote: »I have no idea of the requirements in CP... because CP themselves don't mean much. I've very good players at CP400 and very bad at CP700.
This dungeon is a bit tricky when talking about DPS.
Orzun and Rinaerus are easier if you have a better DPS, but mechanics are THE very important thing.
The lowest DPS I've seen doing those two boss was 45k effective DPS for the whole team.
Doylemish Ironheart is more about burst the "Laserballs" and AoE the adds than raw steady DPS. With the adds, hard to know group DPS on the boss only, so I have no indicator for you... Only thing : worst group I've completed him had a 25k and a 34k DPS guys (on test dunmy).
Matriarch Aldis is the one that care most about DPS if you want to skip its adds. (And it is doable). So far, we've always had 2 or 3 adds spawn and burst the boss. On this one, your DPS should be close to the dps you do on test dunmy, even higher thanks to group support. I'd say 30k for both DPS should be an easy pass. I don't know for lower.
Plague Concoctor Mortieu Okay... You don't care about dps, you will eventually kill him in the end. Just focus on mechanics, and dps adds. Tank is the VIP in this fight (even more than on Aldis). Don't do mistakes, the fight might be long.
Zaan the Scalecaller is a trick. Up until know, you had to burst down bosses to lower the number of adds / phases / mechanics. But, if you don't have 2x 35k+ dps, don't even think of skipping her sheningans. This fight is NOT about bursting, but about making her phase at the right moment. So, you have to adapt your dps.
In non-HM, it should be quite easy. Just take care about her one-shot mechanic and learn when it can happen or not.
In HM, timing when she phases is very important, to focus and kills ice-adds, then protect yourself, then focus the 2 *** adds. This means huge coordination and some burst.
About tanking... I did the non-HM with a CP400 tank whose gear wasn't optimized. And I tanked it with a CP700+ with blue gear. We did it multiple time HM with a real 500+ optimized tank.
About healing... Cannot say for sure, but I completed it 2 times with a CP600 Khajiit healer.
TL;DR
All in all, I'd say that 30k dps is way more than OK to do it. Just notice that this dungeon is about mechanics, and that those mechanics are really, really punitive if you don't care. Thus, there should be a cap around CP300-400 after which it is easier to complete it and struggle less. Vet-HM is about coordination, strategy and learning. (I tried it 30+ times when it was out before we could pass. And since then, it's a piece of cake.)
At the plaguedoctor I was told as tank I didnt follow tactics while the dps didnt do anything about the adds, so the healer had a hard time. With dlc dungeons low cp isnt the issue, its the difficulty spike that is the real dealbreaker.
Ignoring adds is a bad idea. It just makes the fight harder for no good reason (this boss has too much hp to burst him for average players).