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https://forums.elderscrollsonline.com/en/discussion/683901

White-Gold Tower

FrancisCrawford
FrancisCrawford
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With the Imperial City event starting, there will be extra incentives to run White-Gold Tower. Notes on WGT start:
  • It is one of two dungeons in Imperial City, and generally regarded as the shorter and more interesting one.
  • It drops lots of desired loot.

In particular about the loot:
  • Spell Power Cure (SPC) is one of two healer sets that offer the consensus-must-provide Major Courage buff, and the only one of the two you can get without running a trial.
  • Essence Thief has tremendous numbers for stamina sustain.
  • Brands of the Imperium is a moderately well-regarded tanking set.
  • There are named drops for SPC lightning and inferno staffs.
  • The dungeon's quest reward is a blue SPC necklace.

White-Gold Tower is a confusing dungeon, whose mechanics have changed (i.e. been nerfed) at various times. That said:
  • There are four boss fights in total, plus a hallway fight with something that looks like a boss but really isn't.
  • Also, hallway fights tend to include daedroths that are fairly nasty as non-boss enemies go.
  • The first boss fight is with the "Adjudicator". She banishes random group members to a locked cage ("Intermediate" level of lock). That's the main unusual mechanic, although there are also periodic waves of weak adds, plus a couple of damage-dealing devices.
  • The second boss fight is with a triple boss. Like most triple bosses, they don't stay together as neatly as you would like for AoE purposes. Otherwise they aren't remarkable.
  • The third boss fight is with the "Planar Inhibitor". That's the famous and complicated one, with special taunt mechanics -- the "pinion" -- and portals that let adds in the room and should really be attacked and closed (which you're only able to do if you're one of the players with your screen grayed out).
  • The final boss fight is with Molag Kena. One mechanic is adds that explode hard when they die, so do not stand near them. THIS INCLUDES THE ADDS THAT ARE SHIELDING MOLAG KENA AT THE BEGINNING OF THE FIGHT. Another is a rotating wall of shock damage, so I'd appreciate a reminder as to how well block and/or dodge work against environmental AoEs like that, and what the timing should be on a dodge.

Previous threads on White-Gold Tower mechanics -- with lots of discussion of the "pinion" -- include https://forums.elderscrollsonline.com/en/discussion/492260/current-white-gold-tower-mechanics and https://forums.elderscrollsonline.com/en/discussion/381824/white-gold-tower-details .
Edited by FrancisCrawford on September 7, 2020 4:42AM
  • Grianasteri
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    Good summary.

    One comment Id make regarding Essence thief, is that tool tip wise it really does look too good to be true... but it isnt, because trying to use it in actual busy content, vet dungeons and trials etc, proves really quite demanding and frustrating.

    I am sure there are those skillful enough to use it, but most probably wont be and will spend half their time looking for the essence and trying to get it, instead of actually doing their job... dps.

    SPC got a "buff" of sorts, and now seems much more viable as a general support set (it used to limit the number of players it could affect).
    Edited by Grianasteri on September 3, 2020 11:29AM
  • FrancisCrawford
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    Good summary.

    One comment Id make regarding Essence thief, is that tool tip wise it really does look too good to be true... but it isnt, because trying to use it in actual busy content, vet dungeons and trials etc, proves really quite demanding and frustrating.

    I am sure there are those skillful enough to use it, but most probably wont be.

    SPC got a "buff" of sorts, and now seems much more viable as a general support set (it used to limit the number of players it could affect).

    ZoS has tried to make Essence Thief more viable in functionality. I don't know how successful they've been. It certainly seems melee-only. I'm actually wondering whether it might be useful for (selfish) tanking.
  • gamerguy757
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    Other tips:
    In the boss with the three people, Tank can stand on the center platform and chain in all three and top them up top
  • madarame_77
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    WGT hm is a lot easier than ICP hm for pug groups. That's for sure. No special mechanics, just roll-dodge the electric moving walls in execute phase. Easiest among dlc vet hm's in my opinion.
    Edited by madarame_77 on September 3, 2020 11:57AM
  • josiahva
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    With the Imperial City event starting, there will be extra incentives to run White-Gold Tower. Notes on WGT start:
    • It is one of two dungeons in Imperial City, and generally regarded as the shorter and more interesting one.
    • It drops lots of desired loot.

    In particular about the loot:
    • Spell Power Cure (SPC) is one of two healer sets that offer the consensus-must-provide Major Courage buff, and the only one of the two you can get without running a trial.
    • Essence Thief has tremendous numbers for stamina sustain.
    • Brands of the Imperium is a moderately well-regarded tanking set.
    • There are named drops for SPC lightning and inferno staffs.
    • The dungeon's quest reward is a blue SPC necklace.

    White-Gold Tower is a confusing dungeon, whose mechanics have changed (i.e. been nerfed) at various times. That said:
    • There are four boss fights in total, plus a hallway fight with something that looks like a boss but really isn't.
    • Also, hallway fights tend to include daedroths that are fairly nasty as non-boss enemies go.
    • The first boss fight is with the "Adjudicator". She banishes random group members to a locked cage ("Intermediate" level of lock). That's the main unusual mechanic, although there are also periodic waves of weak adds, plus a couple of damage-dealing devices.
    • The second boss fight is with a triple boss. Like most triple bosses, they don't stay together as neatly as you would like for AoE purposes. Otherwise they aren't remarkable.
    • The third boss fight is with the "Planar Inhibitor". That's the famous and complicated one, with special taunt mechanics -- the "pinion" -- and portals that let adds in the room and should really be attacked and closed (which you're only able to do if you're one of the players with your screen grayed out).
    • The final boss fight is with Molag Kena. One mechanic is Atronach adds that explode hard when they die, so do not stand near them. Another is a rotating wall of shock damage, so I'd appreciate a reminder as to how well block and/or dodge work against environmental AoEs like that, and what the timing should be on a dodge.

    Previous threads on White-Gold Tower mechanics -- with lots of discussion of the "pinion" -- include https://forums.elderscrollsonline.com/en/discussion/492260/current-white-gold-tower-mechanics and https://forums.elderscrollsonline.com/en/discussion/381824/white-gold-tower-details .


    The planar inhibitor USED to be difficult and require teamwork...now a tank can hold her the entire fight without dying(as long as they kite in her coldfire phase...without the slow she used to have though, that is now easy). Now its just a pretty standard tank and spank fight...nerfed into oblivion, how sad.

    In the Kena fight the atronach ad doesn't just "explode hard". It chases someone, slowing them until it catches them, then explodes and one shots them(and anyone else in the aoe)....unless it is DPSed down before it gets to them. The lightning walls you can dodge roll through just fine...but its better to move with them(until that last 25% where you have 2 moving in opposite directions....at this phase the tank should take the boss to the outside to maximize time between walls)
    Edited by josiahva on September 3, 2020 3:23PM
  • josiahva
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    Other tips:
    In the boss with the three people, Tank can stand on the center platform and chain in all three and top them up top

    This is a TERRIBLE strategy, as a tank, you pull the TANK ad only up to the platform...the others can and do teleport wherever they want. If you stack the ads in this fight, the stacking ads aoe will kill anythig and everything caught in it fast. The best strategy is to seperate them(tank on platform, taunt the dual wielder and pull him away from the mage while the DPS focus the mage first, then the dual wielder, and tank last since he is harmless on pedestal.
  • mairwen85
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    josiahva wrote: »
    With the Imperial City event starting, there will be extra incentives to run White-Gold Tower. Notes on WGT start:
    • It is one of two dungeons in Imperial City, and generally regarded as the shorter and more interesting one.
    • It drops lots of desired loot.

    In particular about the loot:
    • Spell Power Cure (SPC) is one of two healer sets that offer the consensus-must-provide Major Courage buff, and the only one of the two you can get without running a trial.
    • Essence Thief has tremendous numbers for stamina sustain.
    • Brands of the Imperium is a moderately well-regarded tanking set.
    • There are named drops for SPC lightning and inferno staffs.
    • The dungeon's quest reward is a blue SPC necklace.

    White-Gold Tower is a confusing dungeon, whose mechanics have changed (i.e. been nerfed) at various times. That said:
    • There are four boss fights in total, plus a hallway fight with something that looks like a boss but really isn't.
    • Also, hallway fights tend to include daedroths that are fairly nasty as non-boss enemies go.
    • The first boss fight is with the "Adjudicator". She banishes random group members to a locked cage ("Intermediate" level of lock). That's the main unusual mechanic, although there are also periodic waves of weak adds, plus a couple of damage-dealing devices.
    • The second boss fight is with a triple boss. Like most triple bosses, they don't stay together as neatly as you would like for AoE purposes. Otherwise they aren't remarkable.
    • The third boss fight is with the "Planar Inhibitor". That's the famous and complicated one, with special taunt mechanics -- the "pinion" -- and portals that let adds in the room and should really be attacked and closed (which you're only able to do if you're one of the players with your screen grayed out).
    • The final boss fight is with Molag Kena. One mechanic is Atronach adds that explode hard when they die, so do not stand near them. Another is a rotating wall of shock damage, so I'd appreciate a reminder as to how well block and/or dodge work against environmental AoEs like that, and what the timing should be on a dodge.

    Previous threads on White-Gold Tower mechanics -- with lots of discussion of the "pinion" -- include https://forums.elderscrollsonline.com/en/discussion/492260/current-white-gold-tower-mechanics and https://forums.elderscrollsonline.com/en/discussion/381824/white-gold-tower-details .


    The planar inhibitor USED to be difficult and require teamwork...now a tank can hold her the entire fight without dying(as long as they kite in her coldfire phase...without the slow she used to have though, that is now easy). Now its just a pretty standard tank and spank fight...nerfed into oblivion, how sad.

    Kite? Why? Every run I do it's just stack and burn yolo. The whole dungeon is a joke nowadays.
  • Darkstorne
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    Good summary.

    One comment Id make regarding Essence thief, is that tool tip wise it really does look too good to be true... but it isnt, because trying to use it in actual busy content, vet dungeons and trials etc, proves really quite demanding and frustrating.

    I am sure there are those skillful enough to use it, but most probably wont be.

    SPC got a "buff" of sorts, and now seems much more viable as a general support set (it used to limit the number of players it could affect).

    ZoS has tried to make Essence Thief more viable in functionality. I don't know how successful they've been. It certainly seems melee-only. I'm actually wondering whether it might be useful for (selfish) tanking.
    I keep thinking about trying it out on a melee Bosmer, roll-dodging into the Essence Thief proc to trigger their racial bonus for penetration values at the same time (another weirdly mobility-based upkeep). Could also work well with the Way of Air set (weapon damage buff after roll dodging) or Senche's Bite (+15% crit damage bonus after roll dodging).

    I just worry that after grinding for all that I'll hate the constant roll-dodge playstyle after 30 seconds :tongue: But it would make for a very thematic acrobatic melee warrior build, with great self healing and sustain.
  • zaria
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    Darkstorne wrote: »
    Good summary.

    One comment Id make regarding Essence thief, is that tool tip wise it really does look too good to be true... but it isnt, because trying to use it in actual busy content, vet dungeons and trials etc, proves really quite demanding and frustrating.

    I am sure there are those skillful enough to use it, but most probably wont be.

    SPC got a "buff" of sorts, and now seems much more viable as a general support set (it used to limit the number of players it could affect).

    ZoS has tried to make Essence Thief more viable in functionality. I don't know how successful they've been. It certainly seems melee-only. I'm actually wondering whether it might be useful for (selfish) tanking.
    I keep thinking about trying it out on a melee Bosmer, roll-dodging into the Essence Thief proc to trigger their racial bonus for penetration values at the same time (another weirdly mobility-based upkeep). Could also work well with the Way of Air set (weapon damage buff after roll dodging) or Senche's Bite (+15% crit damage bonus after roll dodging).

    I just worry that after grinding for all that I'll hate the constant roll-dodge playstyle after 30 seconds :tongue: But it would make for a very thematic acrobatic melee warrior build, with great self healing and sustain.
    Good idea, I have it from back then I farmed SPC, As in why are banks full :)
    It look like an nice set for stuff like soloing bosses, perhaps general overland too however here i love Vicious Serpent.
    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • josiahva
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    mairwen85 wrote: »
    josiahva wrote: »
    With the Imperial City event starting, there will be extra incentives to run White-Gold Tower. Notes on WGT start:
    • It is one of two dungeons in Imperial City, and generally regarded as the shorter and more interesting one.
    • It drops lots of desired loot.

    In particular about the loot:
    • Spell Power Cure (SPC) is one of two healer sets that offer the consensus-must-provide Major Courage buff, and the only one of the two you can get without running a trial.
    • Essence Thief has tremendous numbers for stamina sustain.
    • Brands of the Imperium is a moderately well-regarded tanking set.
    • There are named drops for SPC lightning and inferno staffs.
    • The dungeon's quest reward is a blue SPC necklace.

    White-Gold Tower is a confusing dungeon, whose mechanics have changed (i.e. been nerfed) at various times. That said:
    • There are four boss fights in total, plus a hallway fight with something that looks like a boss but really isn't.
    • Also, hallway fights tend to include daedroths that are fairly nasty as non-boss enemies go.
    • The first boss fight is with the "Adjudicator". She banishes random group members to a locked cage ("Intermediate" level of lock). That's the main unusual mechanic, although there are also periodic waves of weak adds, plus a couple of damage-dealing devices.
    • The second boss fight is with a triple boss. Like most triple bosses, they don't stay together as neatly as you would like for AoE purposes. Otherwise they aren't remarkable.
    • The third boss fight is with the "Planar Inhibitor". That's the famous and complicated one, with special taunt mechanics -- the "pinion" -- and portals that let adds in the room and should really be attacked and closed (which you're only able to do if you're one of the players with your screen grayed out).
    • The final boss fight is with Molag Kena. One mechanic is Atronach adds that explode hard when they die, so do not stand near them. Another is a rotating wall of shock damage, so I'd appreciate a reminder as to how well block and/or dodge work against environmental AoEs like that, and what the timing should be on a dodge.

    Previous threads on White-Gold Tower mechanics -- with lots of discussion of the "pinion" -- include https://forums.elderscrollsonline.com/en/discussion/492260/current-white-gold-tower-mechanics and https://forums.elderscrollsonline.com/en/discussion/381824/white-gold-tower-details .


    The planar inhibitor USED to be difficult and require teamwork...now a tank can hold her the entire fight without dying(as long as they kite in her coldfire phase...without the slow she used to have though, that is now easy). Now its just a pretty standard tank and spank fight...nerfed into oblivion, how sad.

    Kite? Why? Every run I do it's just stack and burn yolo. The whole dungeon is a joke nowadays.

    Absolutely...as long as DPS is high enough...but if low DPS, yes, the tank still has to kite if she reaches coldfire
  • Grianasteri
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    Good summary.

    One comment Id make regarding Essence thief, is that tool tip wise it really does look too good to be true... but it isnt, because trying to use it in actual busy content, vet dungeons and trials etc, proves really quite demanding and frustrating.

    I am sure there are those skillful enough to use it, but most probably wont be.

    SPC got a "buff" of sorts, and now seems much more viable as a general support set (it used to limit the number of players it could affect).

    ZoS has tried to make Essence Thief more viable in functionality. I don't know how successful they've been. It certainly seems melee-only. I'm actually wondering whether it might be useful for (selfish) tanking.

    Yes, the essence used to land like a LONG way from you. But now it lands pretty much next to your target... but, you still have to move to get it, you still have to watch out for it procing, in busy content, with damage and aoes all over the place... its annoying to use.

    As I say, there will be people who can make it work, but even if you can get it close to 100%, I think its been tested and there are better sets for damage and for sustain.

    That said, it looks nice :)
  • Scion_of_Yggdrasil
    Scion_of_Yggdrasil
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    Splendid tips/summary!

    I just want to add that you can stun the triple bosses. Time Stop works wonders (on normal). Haven't done this one on vet yet so can't confirm...

    If the tank keeps agro, I keep them frozen in place (AOE says thank you). Makes for some great screen captures too. Stunned one of the bosses mid air swinging last time!
  • FrancisCrawford
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    So I just did my first WGT run of the event. I went in on normal, as I hadn't been in the dungeon for a while. Two of the group members were at max CP, and the other two were in the 300ish range.

    Per Combat Metrics, the Molag Kena fight took 13 seconds. The Planar Inhibitor took 17. The Adjudicator took 23 (rounded up). The triple boss, however, took a little over a minute, not least because one of the DDs somehow managed to get himself killed, and nobody bothered to rez.
  • FrancisCrawford
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    I did another Normal run with a somewhat less powerful group.

    Molag Kena: 27.07 seconds.
    Planar Inhibitor: 31.39 seconds.
    Triple boss: 30.02 seconds.
    Adjudicator: 25.43 seconds.

    Yes, it's still possible to have a lot of trouble in this dungeon, if the group weak (or very confused). But it's no longer something one needs to shy away from out of fear.

  • Nairinhe
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    Inhibitor no longer snares in its blue phase? Oh my, I rememeber duo-ing it, when we had to calculate how much DPS we need to squeeze out to burn it before it goes blue :|
  • FrancisCrawford
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    Nairinhe wrote: »
    Inhibitor no longer snares in its blue phase? Oh my, I rememeber duo-ing it, when we had to calculate how much DPS we need to squeeze out to burn it before it goes blue :|

    When I've had difficult runs, I've tended to view it more as a heal check than a DPS check, although that may be my bias because I heal. :) E.g., last event I was in there in vet with an under CP300 tank who had never done the dungeon before. I literally changed to Sanctuary for the extra healing to get us through the fight. And yeah, he was kiting.

    Longer ago than that, I group I was in only beat that fight through using Veil of Blades.

    And in general, while as per my stories above it hasn't at all mattered yet, this event I've been running Winter's Respite as my second set rather than Worm Cult.
    Edited by FrancisCrawford on September 4, 2020 11:26AM
  • Aznarb
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    I remember my 1st time on WGT, the HM with the high dot dmg and the atro was a nightmare but it was pretty fun.
    Now.. Who care about lightning ? Can heal through with a single Radial Regen.
    Atro ? Never seen one in years..

    TBH I find some Trash more annoying than boss (the one with the masse where the HA can OS you if no Tank/dodge)
    [ PC EU ]

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    [Crazy Gatherer & Compulsive Thief]

  • FrancisCrawford
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    Does anybody have damage numbers for what happens during the Planar Inhibitor fight? I've never tanked that dungeon, so I don't know from experience..
    Edited by FrancisCrawford on September 4, 2020 12:51PM
  • emilyhyoyeon
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    josiahva wrote: »
    Other tips:
    In the boss with the three people, Tank can stand on the center platform and chain in all three and top them up top

    This is a TERRIBLE strategy, as a tank, you pull the TANK ad only up to the platform...the others can and do teleport wherever they want. If you stack the ads in this fight, the stacking ads aoe will kill anythig and everything caught in it fast. The best strategy is to seperate them(tank on platform, taunt the dual wielder and pull him away from the mage while the DPS focus the mage first, then the dual wielder, and tank last since he is harmless on pedestal.

    I think gamerguy was referring to the later boss with 3 people, where there is a clear platform and where pulling the adds together is actually fine to do. The earlier boss fight IIRC doesn't actually have as obvious of a platform as the later fight, which is why I think he was referring to the later fight.
    Although since we're talking about it, in my groups I have no problem handling the stacked adds on any role. It depends on the people in your group but I just wanted to mention that I wouldn't completely disregard stacking the bosses in the earlier fight too, especially if your group has AOE ults up like elemental storm or something
    IGN @ emilypumpkin, imperial pumpkin seller
    Tullanisse Starborne, altmer battlemage & scholar of the ayleids

    High Priest Eraamine as a houseguest please C:
  • FrancisCrawford
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    Since we have this thread open:

    I've struggled with the Molag Kena rotating lightning walls in vet or certainly HM.

    What are the options? Shielding obviously can help. Does blocking?

    And what's the timing on dodge? I read in an unrelated thread that one has to FINISH one's roll before being hit by something like that. Is that true? It would certainly explain some of my past problems if it is ...
  • josiahva
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    josiahva wrote: »
    Other tips:
    In the boss with the three people, Tank can stand on the center platform and chain in all three and top them up top

    This is a TERRIBLE strategy, as a tank, you pull the TANK ad only up to the platform...the others can and do teleport wherever they want. If you stack the ads in this fight, the stacking ads aoe will kill anythig and everything caught in it fast. The best strategy is to seperate them(tank on platform, taunt the dual wielder and pull him away from the mage while the DPS focus the mage first, then the dual wielder, and tank last since he is harmless on pedestal.

    I think gamerguy was referring to the later boss with 3 people, where there is a clear platform and where pulling the adds together is actually fine to do. The earlier boss fight IIRC doesn't actually have as obvious of a platform as the later fight, which is why I think he was referring to the later fight.
    Although since we're talking about it, in my groups I have no problem handling the stacked adds on any role. It depends on the people in your group but I just wanted to mention that I wouldn't completely disregard stacking the bosses in the earlier fight too, especially if your group has AOE ults up like elemental storm or something

    This is what happens in pug groups if you stack the triple bosses:

    1. You stack them, hoping the DPS will AoE down all of them.
    2. Each and every one of of them(the tank, the mage, and the dual wielder) will drop their own aoes.
    3. The tank will use chains to pull in one of the DPS or the healer and they insta-die because now they are sitting in 3 stacked aoes...stacking works both ways.
    4. I then spend the rest of the fight picking up dead people and separating the bosses they way they should have been to begin with.

    Does it take more time? Sure...but if your DPS is not on top of their game, its far safer than stacking them...especially if going for a no death run.

    There is a later mob that consists of 3 ads, a healer, and archer and a 2 hander guy...depending on DPS there I will either pull them together(if DPS is good enough) or separate the archer and the 2 hander as a group from the healer if the DPS is lower....low DPS makes it so the healer can actually heal them well enough to be a pain....that isnt a boss fight though. I do sometimes also pull the Daedroth out in the hall into this fight as well if I feel the DPS is high enough.
  • Merforum
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    Essence thief 'essence' is hard to find in busy fight, but great if you can find the essence. DONT use it for bow bar though because it's really only useful at melee range (to get to it before it disappears).

    The key to WGT is HIGH DPS, because most of the boss fights are phased based on boss health and some of the mechanics don't even happen if you lower boss health fast enough. As example, last boss has 4 phases where she goes to the middle based on health, if you knock her down FAST the atronach doesn't even spawn. Also if you kill the adds around her fast enough she throws fewer shock waves.

    One weird thing on that final fight I have noticed is the carpets are NOT accurate. Most dungeons I can literally stand at the very edge of the (red) carpet and not take any damage, in WGT final boss, if you are any where near the edge of 4 dudes or atronach blowing up you take big damage or not way out of boss cone you get blown back.

    I have to disagree with previous poster saying on the pinion boss that the tank should just stand there with the boss. It is 100% easier to have 2 people keep grabbing the pinion on opposite sides of room and run slow boss back and forth while other 2 people DPS crap out of him. Or at absolute minimum for someone to grab pinion in blue fire phase to eliminate it all together rather than having tank or whoever gets to close to die from blue fire. I mean it is stupidly simple to just grab pinion and end blue fire totally rather than do anything else.

    BTW overall, DPS all bosses as fast as possible. Best runs I ever did were with NO Tank, 4 DPS with good self heal. Yesterday I did it 4 times with tank toons, and it was brutal, low health PVP dps pugs in every run. These dudes think their cheesy combo moves that they can kill non-PVP players in 2 seconds with will do anything on PVE Bosses. Then they get 1 shot because they ran in front of me it is Hilarious.

    Also these pugs constantly aggoing adds and running all over the screen, made almost every fight a nightmare, 50 minutes on one run. I literally should have known too, I came in after the first boss was dead so didn't get credit for pledge, they said help them finish then run again up to first boss only then leave, they said the tank just did that. I said that is a *** move and I won't do it, ill just to it twice.

    So I tried to help them, what a mistake, first the dps turned into wolf, ran ahead in every fight because he did want to 'run out' of wolf. My DPS was 6K as tank, total DPS was 10-15K, miserable. I said in chat I know why the first tank left, then on the final boss this pug was just standing there not doing anything, then he logged off. Then the healer was just standing there, think they were friends, so we kicked him too. Tried it with 2 of us, me tank but DPS too low. Then got 2 more players, tried again DPS still too low. I had to switch to DPS gear/skills, killed boss on 5th run I was only one alive at the end, even rezzing 3 times. NIGHTMARE.

    Next time I am just bailing as soon as I know the DPS is rubbish. I hate being jerk but I have arthritis and can't afford to do same thing over and over and get wiped 5 times.
  • FrancisCrawford
    FrancisCrawford
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    On my last two runs, somebody has died right at the beginning of the Molag Kena fight. I made some edits to the first post accordingly, but let's be clear:

    At the beginning of the Molag Kena fight (and also later if it goes on too long), there are four adds channeling a shield for her. These adds explode hard when they die, with a fairly big radius. Do not be near these adds.

    Is there anything else we should, er, add to that point?
  • FrancisCrawford
    FrancisCrawford
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    Another thing:

    It is common right at the beginning of WGT to run along a wall and skip some trash mobs. This saves time only if everybody in your group does it. Commonly, somebody in the group does not do it. Oops.
  • Sarannah
    Sarannah
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    Another thing:

    It is common right at the beginning of WGT to run along a wall and skip some trash mobs. This saves time only if everybody in your group does it. Commonly, somebody in the group does not do it. Oops.
    As a tank I take the long way around, as there is like a 90% chance someone pulls those mobs anyways. It is faster and cleaner to just take the long way around.

    It actually annoys me when DPS runs to the shortcut, when I clearly show where I am going.
  • Ackwalan
    Ackwalan
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    Sarannah wrote: »
    Another thing:

    It is common right at the beginning of WGT to run along a wall and skip some trash mobs. This saves time only if everybody in your group does it. Commonly, somebody in the group does not do it. Oops.
    As a tank I take the long way around, as there is like a 90% chance someone pulls those mobs anyways. It is faster and cleaner to just take the long way around.

    It actually annoys me when DPS runs to the shortcut, when I clearly show where I am going.

    As a tank I always go along the wall, and just kill the mob at the door and wait. The people that take the long way, either show up dead or dragging all the mobs with them. It's all the same to me.
  • Merforum
    Merforum
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    Ackwalan wrote: »
    Sarannah wrote: »
    Another thing:

    It is common right at the beginning of WGT to run along a wall and skip some trash mobs. This saves time only if everybody in your group does it. Commonly, somebody in the group does not do it. Oops.
    As a tank I take the long way around, as there is like a 90% chance someone pulls those mobs anyways. It is faster and cleaner to just take the long way around.

    It actually annoys me when DPS runs to the shortcut, when I clearly show where I am going.

    As a tank I always go along the wall, and just kill the mob at the door and wait. The people that take the long way, either show up dead or dragging all the mobs with them. It's all the same to me.

    2 times recently taking that shortcut caused one of the adds to stand on the wall and be unkillable but not let us through the door, because it thought we were still fighting. I recommend going the long way so that doesn't happen. Not worth wasting 3+ minutes to save 1 minute. BTW this is a recent because they put a couple extra adds right near the wall to prevent this 'shortcut' but it is glitched.
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