Grianasteri 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).
FrancisCrawford 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 .
gamerguy757 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
FrancisCrawford 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.
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).FrancisCrawford wrote: »Grianasteri 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.
Good idea, I have it from back then I farmed SPC, As in why are banks fullDarkstorne wrote: »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).FrancisCrawford wrote: »Grianasteri 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 just worry that after grinding for all that I'll hate the constant roll-dodge playstyle after 30 secondsBut it would make for a very thematic acrobatic melee warrior build, with great self healing and sustain.
FrancisCrawford 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.
FrancisCrawford wrote: »Grianasteri 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.
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
gamerguy757 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.
emilyhyoyeon wrote: »gamerguy757 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
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.FrancisCrawford 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.FrancisCrawford 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.
It actually annoys me when DPS runs to the shortcut, when I clearly show where I am going.
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.FrancisCrawford 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.
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.