It was harder than average for quests bosses but not an issue as I think you can not fail as San will keep the fight alive so it don't reset.
This is an good design for strong quest bosses as you can have an boss with decent health so you know you fought an boss, but you can also not wipe over and over.
MrBrownstone wrote: »I mean, for the average quester. I never slot self heal or shields for questing because I know things die instantly. However on that particular boss fight I actually died on my first try and I had to use dodgeroll! I was surprised that for once, that a quest required some basic game mechanics knowledge. I'm pretty sure that lots of players who only do questing and never attempted content that requires actual mechanics like block, dodgeroll and heal, struggled there. Those fireballs are veteran content.
Nope - I just AOE'd the trash, then ran in a circle dropping AOE and weaving light attacks, and the dragon fell over dead.
Puzzlenuts wrote: »Trying to pick the correct tiles to get into the 1st door with 20 or so people standing on them was the most difficult part of the quest for me
These discussions are meaningless without any indication of a character's level, CPs and gear etc.
These discussions are meaningless without any indication of a character's level, CPs and gear etc.
Sometimes - but this fight is typical of a lot of MMO 'story' combat where simple game play can counter fight mechanics without the need for fancy gear or alternate progression systems.
In this case, simply running in a circle to avoid the damage spots while using whatever damage abilities are available to your character (including spamming LA) is enough to beat the boss.
I have a brother I tried to talk into playing this game (a new player) but he quit because he said the landscape monsters were too easy and boring.
Dusk_Coven wrote: ».
Dusk_Coven wrote: »I have a brother I tried to talk into playing this game (a new player) but he quit because he said the landscape monsters were too easy and boring.
1000 quests (or even 100 or 10) later he'd have just wanted to get things done and move things along.
The Dragonhold Prologue was made to be potentially a starter quest for a new player and it's always hard to have newb adventurers alongside hero-figures like Sai, and still make the encounter FEEL heroic. This is not a new problem. Fantasy novels and the first RPGs encountered this. Often the hero will overshadow the player's new toon and that's not a good experience. But yet somehow the encounter must still be passable.
That is the challenge of One Tamriel, which lets people jump into the game at various points of its expansions, rather than lock them behind levelled areas so it takes forever to get to the latest story. Unlike a lot of levelled-area games, we don't have a strictly linear story anymore. The Elsweyr story arc is sufficiently separate from all the stories that went before, same as Murkmire.