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Whats TOP 5 Hardest HM vet dungeons?

ericshug
ericshug
1.HM Vet fang lair 2.HM VetScalecaller Peak 3. HM Moon Hunter Keep what else?
  • Vildebill
    Vildebill
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    HM in Lair of Maarselok is pretty intense in my opinion, a lot of mechanics. That, MHK and Fang Lair are the hardest in my opinion.
    EU PC
  • mairwen85
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    For a lot of groups Banished Cells 2 poses a huge obstacle still. It's deceptive and a lot of people go into it thinking: it's only Banished Cells. 😂 And get a nasty surprise.

    But in terms of actually difficult requirements Fang Lair, MHK, LoM, DoM
  • ccfeeling
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    I feel FV HM is the hardest...
    Its not about the roles performance, its about the communication, you cant skipped it by 100k dps B)
  • Elwendryll
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    I cleared all the HMs, no-death, speed-runs etc... And I keep clearing them regularly, I would say the HMs I'm not sure we can clear if we don't have the right group composition are:

    Lair of Maarselok, Moongrave Fane, Depths of Malatar. (Depth of Malatar, provided you don't cheese it by standing on the edge, because for some reason most people beside the tank have a very hard time staying alive)

    Then, in term of difficulty, Frostvault and Fang Lair maybe.

    MHK and SCP I'm very close to getting the trifectas, and I can consistently clear the HMs. Clearing LoM is really a gamble. I guess it comes down to practice ^^

    Maybe I'm biased but MHK and SCP are reasonably easy to me xD We managed to clear SCP HM with 2 terrible DDs, and experienced tank and healer, it took 2 frustrating hours, but we got it.
    Edited by Elwendryll on May 10, 2020 11:18AM
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  • FakeFox
    FakeFox
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    Icereach, Maarselok, Moonhunter Keep, Scalecaller Peak, Moonfane Grave
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  • valeriiya
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    Fang Lair turns to chaos on the last boss. MHK is tough if people aren't paying attention. I like Scalecaller, once you figure out the mechanics it's ok.
  • zvavi
    zvavi
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    IR MGF fv lom mhk
  • Treb_U_Shae
    Treb_U_Shae
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    FL, FV, MHK, MGF, and LoM
  • Malmai
    Malmai
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    HM = one shot mechanics
  • caperb
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    Our group is currently in the progress of doing all vet DLC achievements because cyrodiil is unplayable. We haven´t done LoM, FV and MGF HM yet, so can´t say something about these HM´s.

    For the HM´s we did, MHK was defenitely the hardest. All the mechanics (wolves + big wolves + warden + sign) happening at 25% health proved too much until we brought a necro to the group (the ultimate was a nice boost during the burn phase). FL and SCP are actually pretty easy once you got the mechanics because not too much mechanics go on at the same time.

    Icereach was pretty chaotic when we first tried without an healer, but when one DPS slotted some group heals it went pretty smooth. Same thing with DoM, not really hard once you got it.

    For no death, most dungeons went pretty smooth except MHK. We spent a considerable amount of time there, mainly because of some bugged bears, bugged sign boss and some bad luck with stuns during the last boss fight.
  • AndyMac
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    I've cleared Fanglair HM and Moonhunter Keep HM of these.

    Fanglair is very mechanic heavy, but doable with comms and good mechnical knowledge. Moonhunter Keep is a different level of crazy imo lol. The last phases are just sheer mayhem.

    I'd like to do Scalecaller HM but I've never been in a group that I felt could attempt it.
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  • Raudgrani
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    I be damned. So many say Fang Lair. I've done it a number of times by now over the last couple of weeks, to help others get it done. There's a few I haven't done yet (the 4 latest and maybe some more, not sure), but I didn't expect FL to be mentioned as one of the hardest.
  • heaven13
    heaven13
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    Raudgrani wrote: »
    I be damned. So many say Fang Lair. I've done it a number of times by now over the last couple of weeks, to help others get it done. There's a few I haven't done yet (the 4 latest and maybe some more, not sure), but I didn't expect FL to be mentioned as one of the hardest.

    I think it's because FL has so much RNG involved. Those broken walls are awful and even worse, blend with the boss who is already large to begin with. You can also end up with your little protective circle in the giant poison spit. And like most HMs, once someone dies, it's hard to recover. I'd rather die to failing mechanics than poor RNG.

    A lot of the ones mentioned though are ones that require good, clear communication.
    • MHK isn't that bad, provided the dps take their time. I actually really like it because it's mechanic heavy but in a way that punishes you for burning too fast.
    • LoM is probably up there for me. It requires a TON of communication between the group. And if someone dies, it punishes you more than any other dungeon, by requiring the vines covering the dead body to be dpsed down before you can even get the rez.
    • MGF. So much health. So many mechanics. Again with a lot of communication and I've found it imperative to split the jobs up among everyone but once you get that rhythm down it's pretty fun!
    • FV is my least favorite. I hate the skeevaton mechanic. I hate that the difference with those brass rats amps up so much between variations. At least give people in non-HM the different roles so they can get used to what they should be doing. But really, I hate that accomplishing this hard mode depends more on how well you drive a rat than how well you perform your actual role, coupled with the fact that it's still (afaik) bugged and at least one person is gonna disconnect when you complete that phase.
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  • code65536
    code65536
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    It's really hard to compare the difficulties. Because they're difficult in different ways.

    And it also depends on what criteria you use to judge difficulty. I have just one MHK trifecta, but I have half a dozen Maarselok trifectas, so someone might look at that and say, "hey, Maarselok is much easier". Well, yea, LoM is easier than MHK for getting a deathless HM (because if you play the mechanics correctly, it's easy to stay alive in LoM HM, whereas MHK has a lot more bullsh*t), but for just getting a HM clear without any regard to the number of deaths, then MHK is far easier. (in part because the anti-rez mechanic in LoM HM makes it a lot less recoverable if something does go wrong.)

    And then you have a dungeon like Moongrave Fane, which can either be really easy or really hard, depending on how well the group understands the the nuances of the mechanics and strategizes around them. MGF HM with a group that understands what to do is very easy--easier than most other DLC HMs. But I've been in runs with really, really good players who aren't familiar with the strategies, and it's painful. So is MGF easy or hard? (This, BTW, is how fights should be designed: Where using the right strategy and playing mechanics well makes the fight really easy, but the fight is hard if you don't.)

    So my top 5 hardest, for doing deathless, with the people that I usually run with:
    • MHK: adds that one-shot, stuns, buggy symbol mechanic, and lots of overtuned damage, particularly from enragements and the wardens
    • Frostvault: steam cones plus rotating fire has ruined so many trifecta attempts (skeevaton phase is fun, actually)
    • Malatar: 1-shot walls
    • Fang Lair: 1-shot walls
    • March: I guess it's not so bad these days, but back when you couldn't break free of the stranglers, ugh

    And the 5 that I would least want to PUG for just a HM clear:
    • Frostvault: you can't PUG skeevaton phase
    • Maarselok: I don't want to imagine communicating seed information with PUGs
    • MGF: Can fall apart easily without someone experienced to handle the ball/hoarvor
    • Icereach: HM is pretty chaotic
    • Fang Lair: 1-shot walls and hard-to-recover fight
    Edited by code65536 on May 12, 2020 11:28PM
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  • MJallday
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    Frost vault- cos it’s bugged and one person will always will dc
    lom - because it’s horrible
    Fang lair - ditto
    MoS - it’s not hard just annoying
    Ice reach - same

    Have done them all on HM though so they’re not impossible, just require practice
  • code65536
    code65536
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    heaven13 wrote: »
    I hate the skeevaton mechanic. I hate that the difference with those brass rats amps up so much between variations. At least give people in non-HM the different roles so they can get used to what they should be doing. But really, I hate that accomplishing this hard mode depends more on how well you drive a rat than how well you perform your actual role, coupled with the fact that it's still (afaik) bugged and at least one person is gonna disconnect when you complete that phase.

    You would've loved Frostvault during the first week of PTS. Back then, the action started and we were attacked as soon as people landed in the maze (so we didn't have time to even look at our changed skills; we had to screenshot them to review them afterwards). The cooldowns on the Assault Skeevaton's abilities were higher. There were more spiders. And you had to do two skeevaton phases.

    They reduced the ability cooldowns (so it's much easier now to kill spiders), toned down the spider spawn slightly, and gave people time by not starting things until someone has fully charged their ult. These are all good changes that have made it more reasonable and accessible.

    But unfortunately, they now only require one maze run. :cry:

    I've heard a lot of people complain about how hard skeevaton is, but it really isn't that bad. When we pushed for the Frostvault trifecta last spring, we never lost the trifecta on skeevaton. The most common point of failure was the phase after the skeevaton phase when all hell breaks lose. For us, skeevaton was a nice relaxing break from the more stressful topside fight. It's my favorite part of any dungeon and I wish they kept the original design of having to run it twice.

    What worked well for us was that we used a hybrid strategy where we moved as a group of four to clear the first two pylons. If the first pylon was close to the starting point, we'd return after the first and then go for the second. If the first pylon was far, then we'd keep going and hit the second pylon before returning to recharge. We always took the path behind the Guardian Skeevaton's starting position, so we became very familiar with routes on that side. After clearing the first two, we'd return to the center, charge up, and split into two groups to take the final two.

    We would normally clear skeevaton phase with a whole minute to spare. If our luck was good with the pylon locations, we can have 1.5m or sometimes even 2m left over. And if our pylon location luck was terrible, we'd still clear it with a comfortable 30s to spare.

    https://youtu.be/gOQiwBs8Cug
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  • Nirntrotter
    Nirntrotter
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    FL because of the sociopathic RNG involved, it seemingly drags on forever and when you make it through the slog leading up to execute you get ***** by a pinkie toe of a ghost sticking out of that bloody ghost wall, because who needs a clear indicator of where a oneshot mechanic ends, right?!

    I was going to continue the list, but honestly, most of the mechanics are not scary at all and doable with some practice (assuming people are communicating). A fair bit will even punish you for bursting too fast. But everything that involves RNG that can completely screw you over because of bad luck, THAT is the true horror.
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  • Kirameku
    Kirameku
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    FL took us 20 runs to get triple because those walls are too random and I just hate them. Is it difficult to clear? No. Is it hard to not to die? For me, it was x)
    As for purely HMs, LoM, FV and SCP are hardest in my opinion
  • heaven13
    heaven13
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    code65536 wrote: »
    heaven13 wrote: »
    I hate the skeevaton mechanic. I hate that the difference with those brass rats amps up so much between variations. At least give people in non-HM the different roles so they can get used to what they should be doing. But really, I hate that accomplishing this hard mode depends more on how well you drive a rat than how well you perform your actual role, coupled with the fact that it's still (afaik) bugged and at least one person is gonna disconnect when you complete that phase.

    You would've loved Frostvault during the first week of PTS. Back then, the action started and we were attacked as soon as people landed in the maze (so we didn't have time to even look at our changed skills; we had to screenshot them to review them afterwards). The cooldowns on the Assault Skeevaton's abilities were higher. There were more spiders. And you had to do two skeevaton phases.

    They reduced the ability cooldowns (so it's much easier now to kill spiders), toned down the spider spawn slightly, and gave people time by not starting things until someone has fully charged their ult. These are all good changes that have made it more reasonable and accessible.

    But unfortunately, they now only require one maze run. :cry:

    I've heard a lot of people complain about how hard skeevaton is, but it really isn't that bad. When we pushed for the Frostvault trifecta last spring, we never lost the trifecta on skeevaton. The most common point of failure was the phase after the skeevaton phase when all hell breaks lose. For us, skeevaton was a nice relaxing break from the more stressful topside fight. It's my favorite part of any dungeon and I wish they kept the original design of having to run it twice.

    What worked well for us was that we used a hybrid strategy where we moved as a group of four to clear the first two pylons. If the first pylon was close to the starting point, we'd return after the first and then go for the second. If the first pylon was far, then we'd keep going and hit the second pylon before returning to recharge. We always took the path behind the Guardian Skeevaton's starting position, so we became very familiar with routes on that side. After clearing the first two, we'd return to the center, charge up, and split into two groups to take the final two.

    We would normally clear skeevaton phase with a whole minute to spare. If our luck was good with the pylon locations, we can have 1.5m or sometimes even 2m left over. And if our pylon location luck was terrible, we'd still clear it with a comfortable 30s to spare.

    https://youtu.be/gOQiwBs8Cug

    This post makes me shudder at the old pts version, lol.

    I'm one of those kinesthetic learners so not being able to practice what buttons do (even if I can look at them first) is what gets me. Even though I've done HM on a dps, we switched skeevaton roles around so I thankfully ended up with support rat. I need to 'practice' what to do with a dps rat and I never feel like I quite get it.
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  • zvavi
    zvavi
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    LoM hm is not that bad, I even pugged it once, we just run to the spore, then split, no communication involved, if one ran different way, he would turn back and cleanse where the others are. (If all 3 the same tank goes there)
    Edited by zvavi on May 12, 2020 3:17PM
  • looshora
    looshora
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    In my experience as a Tank.
    I'd say in no specific order.

    Fang Lair
    Depths of Malatar
    Moon Hunter Keep
    Ice Reach
    Frostvault

    I can give reasons on all of them but i think other people covered it pretty well.
    However as hard as it is I do enjoy Frostvault and Ice Reach, the other three..... I'll do them but it doesn't mean I'll enjoy it.
    Have a list of toons
    The Big 3
    Rotiq - DK Tank Dungeons and Trials all day long
    Narshan - MagNB Grand Master Crafter, Quester, Assassin to the stars
    Irros - MagSorc - PvP also known as "That dead guy over there"
    Alts that are...well...alive
    Silavor - MagPlar
    Nezkuz - StamSorc/Wolf
    Kentho - DK Healer/Vampire
    Hirl - NecroTank wip
    Umatal - DK wip
    United States of Tamriel - Templar Tank wip
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