FrancisCrawford wrote: »Much as I wrote in the Malatar thread: Thanks for the useful and early guide!!
I didn't see anything in that description that suggests there's much benefit to the healer having a purge skill. Rather, it's the usual situation in which the important DoTs are unpurgeable. Am I overlooking something? For example, are any of the snares realistically worth purging?
So, unless I get this wrong, it appears that the opening to the Year of Dragons is locked behind a modern Group Dungeon challenge. IE one that is impossible to solo.
So it appears that this is a Damp Squib that a large proportion of the players will never get to see or even access.
No ESO Plus? No Year of the Dragon!
Not a group/team player? Nothing for you here!
What do ZOS think that they are achieving with this stupid idea?
Only making it mostly impossible to participate in 'the big deal of 2019'!
Malborn
PC-EU
1004 CP
PVE Player
So, unless I get this wrong, it appears that the opening to the Year of Dragons is locked behind a modern Group Dungeon challenge. IE one that is impossible to solo.
So it appears that this is a Damp Squib that a large proportion of the players will never get to see or even access.
No ESO Plus? No Year of the Dragon!
Not a group/team player? Nothing for you here!
What do ZOS think that they are achieving with this stupid idea?
Only making it mostly impossible to participate in 'the big deal of 2019'!
Malborn
PC-EU
1004 CP
PVE Player
WhitePawPrints wrote: »So, unless I get this wrong, it appears that the opening to the Year of Dragons is locked behind a modern Group Dungeon challenge. IE one that is impossible to solo.
So it appears that this is a Damp Squib that a large proportion of the players will never get to see or even access.
No ESO Plus? No Year of the Dragon!
Not a group/team player? Nothing for you here!
What do ZOS think that they are achieving with this stupid idea?
Only making it mostly impossible to participate in 'the big deal of 2019'!
Malborn
PC-EU
1004 CP
PVE Player
Both dungeons do have a lockdown mechanic, both being on the first boss of their dungeon. I've never done them on normal, but I presume their primary mechanic is still in place. I don't know if it's possible to burn them down in normal fast enough to avoid the lockdown mechanic, especially for Depths where it is based on health percentage instead of a timer.
So, no the dungeons are not meant to be solo'd by any means. But it is definitely possible to very easily two man the dungeons, so just find a friend and at your CP level you should be competent enough to easily get through both dungeons on normal to learn the story. You can use Group Finder, and find a pug to do them with. If PuG's struggle with the lockdown mechanics, then refer them to a guide like this one.
P.S. The vast majority of the ESO community will easily be able to access these dungeons. If a player refuses to get a friend or two to run some of the tougher content, then that is on them for locking themselves out of that content.
John_Falstaff wrote: »Just to bump a thread with a snippet of information if it's not present elsewhere: the Vault Protector fight is made much easier if someone (tank has the safest time doing it) detonates those rolling stun balls when they're next to dwemer spheres, it one-shots them on the spot and group doesn't have to kite the (potentially empowered if nobody bashes when they roll to shielded spiders) spheres while ducking laser beams. (Not my discovery, just relaying it. ^^)
profundidob16_ESO wrote: »John_Falstaff wrote: »Just to bump a thread with a snippet of information if it's not present elsewhere: the Vault Protector fight is made much easier if someone (tank has the safest time doing it) detonates those rolling stun balls when they're next to dwemer spheres, it one-shots them on the spot and group doesn't have to kite the (potentially empowered if nobody bashes when they roll to shielded spiders) spheres while ducking laser beams. (Not my discovery, just relaying it. ^^)
oooorrrrr you could just do the mechanics and properly avoid them instead of sacrificing the tank for your convenience !
John_Falstaff wrote: »profundidob16_ESO wrote: »John_Falstaff wrote: »Just to bump a thread with a snippet of information if it's not present elsewhere: the Vault Protector fight is made much easier if someone (tank has the safest time doing it) detonates those rolling stun balls when they're next to dwemer spheres, it one-shots them on the spot and group doesn't have to kite the (potentially empowered if nobody bashes when they roll to shielded spiders) spheres while ducking laser beams. (Not my discovery, just relaying it. ^^)
oooorrrrr you could just do the mechanics and properly avoid them instead of sacrificing the tank for your convenience !
When that electrified stun ball is capable of one-shotting dwemer spheres, then it's clearly intended to be a part of mechanics, no? ^^ I don't see such peculiar interaction as something typical in ESO dungeons, it's something intentionally designed. Maybe a DD can also block-walk into a stun ball with little consequence, I didn't try yet.
Yes, that is one way to kill the spheres, and there's even an achievement for killing adds that way.John_Falstaff wrote: »Just to bump a thread with a snippet of information if it's not present elsewhere: the Vault Protector fight is made much easier if someone (tank has the safest time doing it) detonates those rolling stun balls when they're next to dwemer spheres, it one-shots them on the spot and group doesn't have to kite the (potentially empowered if nobody bashes when they roll to shielded spiders) spheres while ducking laser beams. (Not my discovery, just relaying it. ^^)
Or, the healer and DDs could just pay attention and sidestep them. And the times when they can't be sidestepped--i.e., during laser sweeps--it doesn't matter who they are targeted on since everyone will be stacked together.profundidob16_ESO wrote: »The Tank is supposed to take agro of all adds, forcing the dwarven lifted up spheres to shoot their aoe at him instead of blowing up dd's or healer since healer and dd have little time to interrupt them.
I'm not sure what you mean by this. The spheres are differentiated the instant they spawn, before they even touch the ground. The ones that you can kill will have a red nameplate (if you play with enemy nameplates on), and the ones you can't don't. They don't differentiate at some later point--they are differentiated immediately, even as they are in their spawn-in animation. Here are two screencaps from a video of one of our runs. In the first screencap, if you look on the far right, you can see a sphere that just emerged from its hole. And it has a (blurry) hostile nameplate. In the second screencap, on the left, you can see an explosive rolling sphere that just reached the ground and hasn't reached its starting position--its hostile AoE telegraph is already forming ahead of it, and it's going to roll into that telegraph.profundidob16_ESO wrote: »On top of please realize that all spheres that spawn start off as 'rolling' spheres.
Again, I don't recommend people going out of their way to do it. But if the opportunity arises, it's a pretty good idea. The damage isn't too bad. I survive it as a DD and it poses no real threat to the tank. The real risk is in the stun, if it happens during a laser sweep. I definitely don't recommend detonating them on purpose during a laser sweep.profundidob16_ESO wrote: »To ask the tank to cover for slow dps by going and detonating them proactively and risking getting himself killed ?
John_Falstaff wrote: »@profundidob16_ESO , so you're trying to sell me that an interaction between game elements that is clearly not present in other dungeons is something that was implemented unintentionally. Oh, code accidentally works in a way that makes stun balls explode spheres... certainly not intended as mechanic, of course you know for certain. And you're trying to color the fight as dps race and blame 'slow dps' for failures instead of failure to find proper mechanics. Mmmkay.
As far as I can tell this is not entirely correct. Lasers are linked to both time and health. Sometimes the boss gets stuck in animations and my group is able to burn him to below 75% before first laser comes. In this case first two laser rounds will happen nearly immediately after each other. My guess is that laser rounds have to happen at 90, 75, 50 and 25% and then additional lasers are tied to a timer.profundidob16_ESO wrote: »John_Falstaff wrote: »@profundidob16_ESO , so you're trying to sell me that an interaction between game elements that is clearly not present in other dungeons is something that was implemented unintentionally. Oh, code accidentally works in a way that makes stun balls explode spheres... certainly not intended as mechanic, of course you know for certain. And you're trying to color the fight as dps race and blame 'slow dps' for failures instead of failure to find proper mechanics. Mmmkay.
Right at the start of every laser round which is linked to a timer instead of boss health according to my last check and thus comes anyway -regardless of the players' actions- will add a sphere and spider.
Or, the healer and DDs could just pay attention and sidestep them. And the times when they can't be sidestepped--i.e., during laser sweeps--it doesn't matter who they are targeted on since everyone will be stacked together.
I meant the shooting spheres also appear first as round balls (like the rolling spheres) and roll into position first before lifting themselves up after coming out. Or at least that's what I remember in my head. I'm doubting myself now on that visual animation. Let me take a screenshot next run to show what I mean. Maybe I'm completely mistaken about the animation.profundidob16_ESO wrote: »On top of please realize that all spheres that spawn start off as 'rolling' spheres.
As far as I can tell this is not entirely correct. Lasers are linked to both time and health. Sometimes the boss gets stuck in animations and my group is able to burn him to below 75% before first laser comes. In this case first two laser rounds will happen nearly immediately after each other. My guess is that laser rounds have to happen at 90, 75, 50 and 25% and then additional lasers are tied to a timer.profundidob16_ESO wrote: »John_Falstaff wrote: »@profundidob16_ESO , so you're trying to sell me that an interaction between game elements that is clearly not present in other dungeons is something that was implemented unintentionally. Oh, code accidentally works in a way that makes stun balls explode spheres... certainly not intended as mechanic, of course you know for certain. And you're trying to color the fight as dps race and blame 'slow dps' for failures instead of failure to find proper mechanics. Mmmkay.
Right at the start of every laser round which is linked to a timer instead of boss health according to my last check and thus comes anyway -regardless of the players' actions- will add a sphere and spider.
what about that Phoenix set (mag) ?WhitePawPrints wrote: »So, no the dungeons are not meant to be solo'd by any means