Group composition:
- DK tank
- Templar healer
- Stamcro DD
- Magblade DD
We completed Veteran Hard Mode. Did not attempt normal or non-HM.
Boss-specific feedback:
Keeper of the Kiln:
This fight was confusing at first, but we eventually figured it out, and it's pretty straightforward once we understood what needed to happen. We loved the mechanics of this fight, though I suspect that this will likely be a stumbling block for PUGs.
Ondagore the Mad:
The tank reported an issue of not being able to use the grappling hook while he was being attacked. There's quite a bit of damage during the Mender phase that didn't seem readily intuitive/understandable.
Kjalnar Tombskald:
Abyss is not very well-telegraphed. It's super-fun getting whacked by Abyss coming from behind you while you are dealing with Imbued skeletons. We kept wiping to the skeletons and couldn't really get past 78% until we figured out a strategy of CC'ing the skeletons so that we could kill them more reliably. When we cleared HM, we also got the achievement for not letting any of the skeletons empower.
The giant skeleton that spawns at 50% is... disappointing. Great visual effect. But then disappointing to see that its bite does not match its bark. The second half of the fight did not feel significantly different than the first half.
It's hard to compare difficulty, but if we are to use the time it took for us to clear the HM, then from the time we first laid eyes on the final boss to when we killed him in HM, we had spent only about an hour. In contrast, Frostvault HM from that dungeons week 1 PTS took us something like 2-3 days with a 2-3hr session per day to clear. Maarselok HM took us at least 3-4 hours to clear for the first time on PTS. So by that metric, this dungeon's HM was easy. And repetitive. Again, the fight after 50% did not feel any different than the fight before 50%.
What is noticeably missing is from this HM is teamplay. In Frostvault HM, the rat phase enforced a division of labor and coordination. In Maarselok HM, the puzzle of the seed mechanic requires coordination and communication. And the Ghastly Wound from MGF HM strongly rewards good coordination and division of labor/roles. The amount of coordination/teamplay required for Unhallowed HM is disappointingly less than what we got with last year's dungeons.
Versus Icereach HM, I do like that Unhallowed is less chaotic and it that it felt like we had control over what was going on.https://youtu.be/Hpm5tKU6emY
And finally... we took some time to explore! We found all three hidden bosses and got Knock Knock.Did you find anything… interesting?
If you pan your camera up, you'll see that there are three grappling posts above you. During the fight, the boss will gain a damage shield. When this happens, everyone (except the tank) should use one of the three grappling posts. One of the three areas above will contain a sigil on the ground.
Once this sigil has been identified, everyone can jump back down. Tell the tank which sigil was found, and the tank will bring the boss to the corresponding sigil down below. Once the boss is standing atop the correct sigil, break its damage shield (don't break it before it reaches the correct sigil, as it will just recast the shield), and that will cause the boss to kneel and stop the kiln mechanic.[/spoiler]
LtSnowballin wrote: »
If you pan your camera up, you'll see that there are three grappling posts above you. During the fight, the boss will gain a damage shield. When this happens, everyone (except the tank) should use one of the three grappling posts. One of the three areas above will contain a sigil on the ground.
Once this sigil has been identified, everyone can jump back down. Tell the tank which sigil was found, and the tank will bring the boss to the corresponding sigil down below. Once the boss is standing atop the correct sigil, break its damage shield (don't break it before it reaches the correct sigil, as it will just recast the shield), and that will cause the boss to kneel and stop the kiln mechanic.[/spoiler]
So, what we did was the harder way? The way you described y'all doing it, seems to be the MUCH harder way to do it than the way we did. I just tanked the boss away whilst they killed the adds, then I brought him all 3 times to the sigil with only 1 of the circles filled out.
ZOS_GinaBruno wrote: »This is the official feedback thread for Unhallowed Grave. Specific feedback that the team is looking for includes the following:
- Did you enjoy this new dungeon?
- How did the difficulty compare to existing dungeons on Normal and Veteran versions?
- Did you complete Normal or Veteran (or both)?
- Did you find anything… interesting?
- Which was your favorite boss in this dungeon, and why?
- What level and build was the character you used?
- Do you have any other general feedback?
LtSnowballin wrote: »
If you pan your camera up, you'll see that there are three grappling posts above you. During the fight, the boss will gain a damage shield. When this happens, everyone (except the tank) should use one of the three grappling posts. One of the three areas above will contain a sigil on the ground.
Once this sigil has been identified, everyone can jump back down. Tell the tank which sigil was found, and the tank will bring the boss to the corresponding sigil down below. Once the boss is standing atop the correct sigil, break its damage shield (don't break it before it reaches the correct sigil, as it will just recast the shield), and that will cause the boss to kneel and stop the kiln mechanic.[/spoiler]
So, what we did was the harder way? The way you described y'all doing it, seems to be the MUCH harder way to do it than the way we did. I just tanked the boss away whilst they killed the adds, then I brought him all 3 times to the sigil with only 1 of the circles filled out.
Were you on normal or vet? I'm pretty sure you can disregard the entire grapple-and-find-the-correct-sigil mechanic on normal.
LtSnowballin wrote: »LtSnowballin wrote: »
If you pan your camera up, you'll see that there are three grappling posts above you. During the fight, the boss will gain a damage shield. When this happens, everyone (except the tank) should use one of the three grappling posts. One of the three areas above will contain a sigil on the ground.
Once this sigil has been identified, everyone can jump back down. Tell the tank which sigil was found, and the tank will bring the boss to the corresponding sigil down below. Once the boss is standing atop the correct sigil, break its damage shield (don't break it before it reaches the correct sigil, as it will just recast the shield), and that will cause the boss to kneel and stop the kiln mechanic.[/spoiler]
So, what we did was the harder way? The way you described y'all doing it, seems to be the MUCH harder way to do it than the way we did. I just tanked the boss away whilst they killed the adds, then I brought him all 3 times to the sigil with only 1 of the circles filled out.
Were you on normal or vet? I'm pretty sure you can disregard the entire grapple-and-find-the-correct-sigil mechanic on normal.
We ignored the grapple entirely on vet. We never went up, just burned the adds then held the boss on the rune with only 1 circle filled nad when he hit it, it worked.
Ahh, okay. Hmm, it's possible that just happened to be the correct sigil each time, in which case, you got really lucky. Or maybe there's a bug with the mechanic working even if you go to the wrong sigil.
ZOS_GinaBruno wrote: »Do you have any other general feedback?
ZOS_GinaBruno wrote: »Do you have any other general feedback?
So, about The Keeper of the Kiln boss...
The first time my group did this fight, we apparently did it the "hard" way and ended up getting the Ceramic Panic achievement. But honestly, there should be a separate achievement for the way we did it.
How you're supposed to do it:
Boss gets a shield, someone uses grappling posts up top to find the symbol and presses E on it to highlight the correct one for the tank to go to with the boss to stop the fire.
How you're likely supposed to get Ceramic Panic:
Same as above, but you don't press E on the symbol and just post the number 1-4 in the group chat/voice chat.
How we did it:
Focused adds, then focus boss once there are no adds, then when the boss starts the fire thing the tank went to hold the boss always on the symbol with 1 circle on it for the boss to do the sword in ground thing to stop the fire. Rinse and repeat until dead. Personally, this way is far easier than doing it as intended.
My suggestion:
Add a separate achievement for doing it that way with the description "without using the grappling bow" or whatever, because it just seems this would be a given. Possible oversight?
IMHO, that and what @LtSnowballin posted sounds like a bug with a mechanic.
LtSnowballin wrote: »
Ahh, okay. Hmm, it's possible that just happened to be the correct sigil each time, in which case, you got really lucky. Or maybe there's a bug with the mechanic working even if you go to the wrong sigil.
So, after 3 manning (1 tank 2 dps) both Trifectas yesterday, we were able to replicate it 2 times on the keeper of the kiln where we never went up, but only held the boss on the rune with only 1 circle filled after killing adds. It could very well be a bug. Overall, both of these dungeons were honestly disappointing and too easy. Like said, we 3 manned each dungeons trifecta and I have the videos to prove each. They're too easy, the mechanics don't hurt at all. The only one we struggled with was the timing with Icereach last boss HM.