Everest_Lionheart wrote: »I ran the arena a lot on the PTS and I knew the Minotaur boss and the last one will be tricky compared to all other bosses in there.
The last boss should be difficult, that is fine, if you have the right build the shades won't cause any trouble. I think the problem with the Minotaur boss is that there is just too many mechanics such as the grapple hook (which isn't made for in combat purposes because you have to sheath your weapon mid fight), his color change, the mages fire mechanic and trillions of stuns and interrupting which all make the fight a lot longer.
I have seen many players not get the ESSENCES that boost your stats by up to 10k, I recommend reading the Vateshran Holllows Arena guide (English & German Versions) to get more info on that.
If you need further help you can also check out my Youtube Playlist of Vateshran Hollows which has runs of almost all magicka/stamina setups.
If you ask me the minotaur is like a million times easier than the last fight is. Are the mechanics kind of annoying? Sure. But at least it doesn't force you to play an offensive build like the last fight does. Why even have defensive gear in the game in the first place if you aren't going to allow players to use it to be able to complete the content? This is especially the case since actual tank gear drops from this arena. The last fight is just bad design. It's impossible for defensive builds. I don't know why the developers of this game just assume everyone plays a DPS build. Then they wonder why tanks are so rare.
No build is good for all content. That's what I like about eso, you have make some changes depending on what content you're doing. I even change gear/skills in the same dungeon/trial/arena depending on fights. That doesn't mean I can't do it with some fixed build but it just makes fights so much easier if you make adjustments.
I found the last boss fight difficult at first on pts. And now got the trifecta for all my toons, including stam. It's all about practice and getting used to it and knowing your class/builds. Same thing was with vMA at first, it took me days of raging to clear, now I can do flawless runs with my eyes closed.
Just keep at it and you will get it.
PS I also got the trifecta with my dk tank. I only changed to dps gear but kept cp, lord mundus, attributes etc as tank. My dps was only around 20-25k but it was enough, cleared in 43 min.
It's not so much about whether I can win or not, Kurat. It's about being able to win as a defensive build, the kind I actually like to play and have invested all my time and effort into. I just don't find it interesting or challenging to force players to change into a DPS build to defeat content. For example: I just got done doing The Wounding (since I have to start over so I can get these gimmicky "buffs) and I tried for an hour trying to defeat the secret boss. I eventually gave up, as I simply did not have the DPS to shut down his healing.
Then I switched to a DPS build and beat it first time in a few minutes and was by far the easiest boss. Am I suddenly more skilled? No. I'm the exact same player. If anything, I was playing a lot more skillfully on my tank. The only difference was my DPS build had more damage and boom, I won. It's stupid.
I wish the developers of this game would move away from this silly and false idea that inserting DPS race mechanics into a fight makes it more "challenging". It doesn't. All it does is force players to use DPS builds. That's literally all it does and I'm tired of them ruining content for people by obsessing over that illusion of challenge that is the DPS race mechanic because it brings nothing of worth to a fight and just alienates players like myself.
The last fight you need a build that you would literally never use for any other content in the game because it would be ineffective in anything outside of questing or maybe soloing a vet dungeon (many vet dungeons have even harder DPS checks than vateshran.) In this way it is forcing you into a different play style. I would never wear earthgore on a stam DPS while slotting 2 heals and 2 shields or wear a stam sustain set for any other content in the game. The build itself is absurd and turns into a self buff machine with a couple AOE’s that spams 1 attack between mechanics. It kind of throws “play how you want” straight out the window.
Anyone who is having problem with collosus and chain ghosts, just kill all the collosus before you start focusing the boss. They are chained at beginning but all it takes it 1 LA to make them active. Or else they become active on their own at every 25% of boss health, and if you burst the boss down too fast, then you'll end up with more than one on you and other mobs plus ghosts...
Afaik they auto-respawn, at least no matter how much I tried to free and kill them before focusing boss, she'd always summon one at some point anyway. The % is weird too. I'm not sure if it's buggy or a random value in a set range but I've seen her summon the first colossus at 80% and 65% both. I've also seen her summon 2 at once at 65%, I'm absolutely certain it wasn't me accidentally pulling because she literally yelled 'THE VOID GIVES ME STRENGTH!' twice in a row and sure enough, here come to colossi. Honestly, this would be much easier if it at least was consistent...
Once you kill the Colossus that are there when you start the fight, Boss does not spawn any more...I can confirm this...the only time they come back is when you come back from portal phase. And as far as for multiple colossus, that I'm not sure how happens, but I've noticed the health percentage of boss is probably not the main factor for Colossus to turn on. But then again I kill them 1st, so can't be sure about multiple going on at same time.
In my case, all 3 are dead even before reaches 90% and after that I just burn the boss...
Feels like a wierd strat to me, especially since the colossi replenish after the portal phases.
IMHO it's better to just stay on the boss and burn her to 10% straight with aoe cleaving taking care of adds.
Both Stam and mag had options to put out high aoe cleave dmg while also pushing the boss hard.
I can't wait for them to add leaderboards as then we will see what the absolute top players strats are gonna be.
Something tells me that lightning staff heavy attack builds will be able to pull some solid scores here.
Yes, its a bit wierd but it helps for those who don't have a lot of AOE damage. This way, they don't get more than 1 colossus at a time and less adds to deal with.
If you burn the boss straight to 10...you'll have all 4 of them on you, and they will follow in portal phase as well, and when you come back, another1 or 2 will be waiting.
Waffennacht wrote: »Everest_Lionheart wrote: »I ran the arena a lot on the PTS and I knew the Minotaur boss and the last one will be tricky compared to all other bosses in there.
The last boss should be difficult, that is fine, if you have the right build the shades won't cause any trouble. I think the problem with the Minotaur boss is that there is just too many mechanics such as the grapple hook (which isn't made for in combat purposes because you have to sheath your weapon mid fight), his color change, the mages fire mechanic and trillions of stuns and interrupting which all make the fight a lot longer.
I have seen many players not get the ESSENCES that boost your stats by up to 10k, I recommend reading the Vateshran Holllows Arena guide (English & German Versions) to get more info on that.
If you need further help you can also check out my Youtube Playlist of Vateshran Hollows which has runs of almost all magicka/stamina setups.
If you ask me the minotaur is like a million times easier than the last fight is. Are the mechanics kind of annoying? Sure. But at least it doesn't force you to play an offensive build like the last fight does. Why even have defensive gear in the game in the first place if you aren't going to allow players to use it to be able to complete the content? This is especially the case since actual tank gear drops from this arena. The last fight is just bad design. It's impossible for defensive builds. I don't know why the developers of this game just assume everyone plays a DPS build. Then they wonder why tanks are so rare.
No build is good for all content. That's what I like about eso, you have make some changes depending on what content you're doing. I even change gear/skills in the same dungeon/trial/arena depending on fights. That doesn't mean I can't do it with some fixed build but it just makes fights so much easier if you make adjustments.
I found the last boss fight difficult at first on pts. And now got the trifecta for all my toons, including stam. It's all about practice and getting used to it and knowing your class/builds. Same thing was with vMA at first, it took me days of raging to clear, now I can do flawless runs with my eyes closed.
Just keep at it and you will get it.
PS I also got the trifecta with my dk tank. I only changed to dps gear but kept cp, lord mundus, attributes etc as tank. My dps was only around 20-25k but it was enough, cleared in 43 min.
It's not so much about whether I can win or not, Kurat. It's about being able to win as a defensive build, the kind I actually like to play and have invested all my time and effort into. I just don't find it interesting or challenging to force players to change into a DPS build to defeat content. For example: I just got done doing The Wounding (since I have to start over so I can get these gimmicky "buffs) and I tried for an hour trying to defeat the secret boss. I eventually gave up, as I simply did not have the DPS to shut down his healing.
Then I switched to a DPS build and beat it first time in a few minutes and was by far the easiest boss. Am I suddenly more skilled? No. I'm the exact same player. If anything, I was playing a lot more skillfully on my tank. The only difference was my DPS build had more damage and boom, I won. It's stupid.
I wish the developers of this game would move away from this silly and false idea that inserting DPS race mechanics into a fight makes it more "challenging". It doesn't. All it does is force players to use DPS builds. That's literally all it does and I'm tired of them ruining content for people by obsessing over that illusion of challenge that is the DPS race mechanic because it brings nothing of worth to a fight and just alienates players like myself.
The last fight you need a build that you would literally never use for any other content in the game because it would be ineffective in anything outside of questing or maybe soloing a vet dungeon (many vet dungeons have even harder DPS checks than vateshran.) In this way it is forcing you into a different play style. I would never wear earthgore on a stam DPS while slotting 2 heals and 2 shields or wear a stam sustain set for any other content in the game. The build itself is absurd and turns into a self buff machine with a couple AOE’s that spams 1 attack between mechanics. It kind of throws “play how you want” straight out the window.
I ran Mother's Sorrow/Perfected False God's. A very, very, very common mag DPS build for lots of content. Literally the only change I made from a dps build was to slot elemental drain for the breach and mag return (since normally a healer would provide that)
Exactly the problem; just slot the same thing as every single mag dps multi player content build and literally ignore mechanics and get the dungeon done in minutes.
Thats not what solo content should be. Its fine for 4 man + content, as you expect maximizing dps to be rewarded.
But in solo content, strategy and thought and interactions should be rewarded.
The whole arena up until the final boss proves they can do it just fine lol
Oh, I agree. The arena is too easy. I was hoping for something on par with how difficult vMA was at launch.
The forums would have exploded if that had happened.
We already have lots of people complaining vVH is "too hard", some in this thread. When it's almost faceroll easy for somebody who's already done vMA.
Have you done the last fight without those special buffs?
Because it's hard for me to imagine anyone saying that fight is too easy.
Yeah out of all the mmos I have played vVH is the worst pve content I have ever played. Zero thought was put into it as a whole the mechanics are laughable at best. The ONLY thing that makes it even remotely tough are lag and just being unable to tab target because? Zos has no idea what they are doing. 0/10.
Mettaricana wrote: »Minotaur needs a health nerf by about half the glitches suck the ghosts need to be back a foot to avoid being pushed off as soon as you grapple.
The final boss needs to chill tf out with the bone colossus and the enemy difficulty or reduce the health on the tether ring adds because they body block all dps against them..
Really a badly made arena
Mettaricana wrote: »Minotaur needs a health nerf by about half the glitches suck the ghosts need to be back a foot to avoid being pushed off as soon as you grapple.
The final boss needs to chill tf out with the bone colossus and the enemy difficulty or reduce the health on the tether ring adds because they body block all dps against them..
Really a badly made arena
Didn't experience any glitches with the minotaur THANK GOD, so I killed him on my second attempt with the help of sigils.
The last boss 100% needs some adjustments. Adds body blocking the ring shades is a pain and is something that you simply cannot control, thus it's a bad design thing
😄😄 Happened with me too, *** flameshaper.Everest_Lionheart wrote: »Break tether, interrupt flame shaper (still casting), interrupt flame shaper (still casting), interrupt flame shaper (finally works), exit tether ring, flame shaper camped in middle begins channel again while remaining shades channel explosion]
Clear in first run on my stamDK with one death (build: chudan, briarheart and VO).
Side arenas are too easy. I love more punishing mechanichs, like poison flowerfs in vMA, or some oneshots.
Minotaur boss is tricky, tooks me 5+ minutes to find out what i should do (yes, all 5 mins he cant kill me)
Last boss is not melee friendly. Harder than side bosses, but not hard enough.
IMHO, vMA is harde, than Vateshran hollows.
And one more thing. This is arena. I dont like hidden bosses, secret boosts and jumping mechs. I want to kill stuff and have all top rewards (skins, colors, titles) only by complete vet, no-death and speedrun. Not by searching something on normal.
Clear in first run on my stamDK with one death (build: chudan, briarheart and VO).
Side arenas are too easy. I love more punishing mechanichs, like poison flowerfs in vMA, or some oneshots.
Minotaur boss is tricky, tooks me 5+ minutes to find out what i should do (yes, all 5 mins he cant kill me)
Last boss is not melee friendly. Harder than side bosses, but not hard enough.
IMHO, vMA is harde, than Vateshran hollows.
And one more thing. This is arena. I dont like hidden bosses, secret boosts and jumping mechs. I want to kill stuff and have all top rewards (skins, colors, titles) only by complete vet, no-death and speedrun. Not by searching something on normal.
I only got the skin when I did vet, not normal. The title is also from trifecta on vet, not normal. I'm confused by what you are implying?
Ok I just logged on to finish the last boss. My buffs are now gone for some reason. THAT was enough for me to close the game completely.
vesselwiththepestle wrote: »So far I've done Vateshran ~15 times, 1 time was on Stamblade, the other times it was on Mag DK.
On Stamblade I could burst the last boss and just ignore the ghost mechanics. Very easy kill, but you need the dps for it, I gues when you reach ~75k dps at the raid dummy you might consider try nuking the boss. As soon as you can nuke the boss, this becomes one of the easiest boss fights in the arena (side bosses apart, I consider the first red boss the easiest one).
On Mag DK, on which I learned the arena, the fight was lot tougher because I couldn't burst the boss and I needed to play the mechanic. At the same time there were so many adds and there came more and more... In the end, when I finally got the trifecta achievement, I was just spamming Deep Breath for 10 seconds or so. So I'd say this boss is considerably harder than the rest of the bosses. When I did my first run, I got to the last boss with 10 lives left or so. Then I guess I needed like 20 tries or so on the last boss, or at least as much time as I needed for the whole arena before it... Biggest problem was to understand some mechanics (why is the boss summoning several colossus at once etc.) and to actually hit that ghost to break the wall, even when you get it in tab target, when it hides behind the boss or some colossus it's nearly impossible to hit. Yes, you can use aoe damage, your destro ult etc., I know I know, but stuff like that makes the last boss the least fun to play for me.
I think in general the difficulty seems ok, although overall I've got the feeling that having good dps is more important than in vma, or at least a lot more helpful.
That minotaurus boss, I don't like all that jumping around, it's laggy and strange and when you need to interrupt the ghosts, you lose so much time to actually damage the boss, when you can finally damage you need to change the platform again, then you need to kill those ranged ghosts, you can barely hit the boss, then change platform again, oh, it's time to interrupt... it's just mechanics, no combat... I don't like that, but I guess there are players who like that kind of game.
Actually I have most issues now with the big blue boss, the last one in the blue area. The beholders on top, often I can't target them with melee skills although standing right next to them. Their hit box is too small, that is a huge issue. This needs to be fixed.
Waffennacht wrote: »Everest_Lionheart wrote: »I ran the arena a lot on the PTS and I knew the Minotaur boss and the last one will be tricky compared to all other bosses in there.
The last boss should be difficult, that is fine, if you have the right build the shades won't cause any trouble. I think the problem with the Minotaur boss is that there is just too many mechanics such as the grapple hook (which isn't made for in combat purposes because you have to sheath your weapon mid fight), his color change, the mages fire mechanic and trillions of stuns and interrupting which all make the fight a lot longer.
I have seen many players not get the ESSENCES that boost your stats by up to 10k, I recommend reading the Vateshran Holllows Arena guide (English & German Versions) to get more info on that.
If you need further help you can also check out my Youtube Playlist of Vateshran Hollows which has runs of almost all magicka/stamina setups.
If you ask me the minotaur is like a million times easier than the last fight is. Are the mechanics kind of annoying? Sure. But at least it doesn't force you to play an offensive build like the last fight does. Why even have defensive gear in the game in the first place if you aren't going to allow players to use it to be able to complete the content? This is especially the case since actual tank gear drops from this arena. The last fight is just bad design. It's impossible for defensive builds. I don't know why the developers of this game just assume everyone plays a DPS build. Then they wonder why tanks are so rare.
No build is good for all content. That's what I like about eso, you have make some changes depending on what content you're doing. I even change gear/skills in the same dungeon/trial/arena depending on fights. That doesn't mean I can't do it with some fixed build but it just makes fights so much easier if you make adjustments.
I found the last boss fight difficult at first on pts. And now got the trifecta for all my toons, including stam. It's all about practice and getting used to it and knowing your class/builds. Same thing was with vMA at first, it took me days of raging to clear, now I can do flawless runs with my eyes closed.
Just keep at it and you will get it.
PS I also got the trifecta with my dk tank. I only changed to dps gear but kept cp, lord mundus, attributes etc as tank. My dps was only around 20-25k but it was enough, cleared in 43 min.
It's not so much about whether I can win or not, Kurat. It's about being able to win as a defensive build, the kind I actually like to play and have invested all my time and effort into. I just don't find it interesting or challenging to force players to change into a DPS build to defeat content. For example: I just got done doing The Wounding (since I have to start over so I can get these gimmicky "buffs) and I tried for an hour trying to defeat the secret boss. I eventually gave up, as I simply did not have the DPS to shut down his healing.
Then I switched to a DPS build and beat it first time in a few minutes and was by far the easiest boss. Am I suddenly more skilled? No. I'm the exact same player. If anything, I was playing a lot more skillfully on my tank. The only difference was my DPS build had more damage and boom, I won. It's stupid.
I wish the developers of this game would move away from this silly and false idea that inserting DPS race mechanics into a fight makes it more "challenging". It doesn't. All it does is force players to use DPS builds. That's literally all it does and I'm tired of them ruining content for people by obsessing over that illusion of challenge that is the DPS race mechanic because it brings nothing of worth to a fight and just alienates players like myself.
The last fight you need a build that you would literally never use for any other content in the game because it would be ineffective in anything outside of questing or maybe soloing a vet dungeon (many vet dungeons have even harder DPS checks than vateshran.) In this way it is forcing you into a different play style. I would never wear earthgore on a stam DPS while slotting 2 heals and 2 shields or wear a stam sustain set for any other content in the game. The build itself is absurd and turns into a self buff machine with a couple AOE’s that spams 1 attack between mechanics. It kind of throws “play how you want” straight out the window.
I ran Mother's Sorrow/Perfected False God's. A very, very, very common mag DPS build for lots of content. Literally the only change I made from a dps build was to slot elemental drain for the breach and mag return (since normally a healer would provide that)
Exactly the problem; just slot the same thing as every single mag dps multi player content build and literally ignore mechanics and get the dungeon done in minutes.
Thats not what solo content should be. Its fine for 4 man + content, as you expect maximizing dps to be rewarded.
But in solo content, strategy and thought and interactions should be rewarded.
The whole arena up until the final boss proves they can do it just fine lol
Oh, I agree. The arena is too easy. I was hoping for something on par with how difficult vMA was at launch.
The forums would have exploded if that had happened.
We already have lots of people complaining vVH is "too hard", some in this thread. When it's almost faceroll easy for somebody who's already done vMA.
Have you done the last fight without those special buffs?
Because it's hard for me to imagine anyone saying that fight is too easy.
Yes, and it was more difficult.
I ran the arena a lot on the PTS and I knew the Minotaur boss and the last one will be tricky compared to all other bosses in there.
The last boss should be difficult, that is fine, if you have the right build the shades won't cause any trouble. I think the problem with the Minotaur boss is that there is just too many mechanics such as the grapple hook (which isn't made for in combat purposes because you have to sheath your weapon mid fight), his color change, the mages fire mechanic and trillions of stuns and interrupting which all make the fight a lot longer.
I have seen many players not get the ESSENCES that boost your stats by up to 10k, I recommend reading the Vateshran Holllows Arena guide (English & German Versions) to get more info on that.
If you need further help you can also check out my Youtube Playlist of Vateshran Hollows which has runs of almost all magicka/stamina setups.
The right build is DPS only. That is not fine unless you only play DPS and that is not fine. People talk about wanting more tanks. This solo arena says they are not welcome and that is horrible game design. This is group play so good design is making decent mechanics which adds in difficult to defeat. A DPS check on a tank that is not a good design.
I collected the essences I did everything else no problem. Just lacked the DPS on my tank. Nothing can kill him except one shot mechanics based around a 24 second 225k DPS check.
Another part which was not difficult and just plain annoying was the Hircine challenge with the Spriggans granting invulnerability. It was not difficult it was annoying.
For tank it is not a problem. Tanks can try to survive the explosion in center, if he can mitigate 8 strikes of 15 k it is all ok, but it is what tanks need to do. I do not know is it blocable or not but i even survive it on dd with barier and in vampire skill.
Magma = 100% survive.
And i did not go full dps, i full dps only 2 bosses to get achivment for it, because i did not know what to do there before i pass it.
I ran the arena a lot on the PTS and I knew the Minotaur boss and the last one will be tricky compared to all other bosses in there.
The last boss should be difficult, that is fine, if you have the right build the shades won't cause any trouble. I think the problem with the Minotaur boss is that there is just too many mechanics such as the grapple hook (which isn't made for in combat purposes because you have to sheath your weapon mid fight), his color change, the mages fire mechanic and trillions of stuns and interrupting which all make the fight a lot longer.
I have seen many players not get the ESSENCES that boost your stats by up to 10k, I recommend reading the Vateshran Holllows Arena guide (English & German Versions) to get more info on that.
If you need further help you can also check out my Youtube Playlist of Vateshran Hollows which has runs of almost all magicka/stamina setups.
If you ask me the minotaur is like a million times easier than the last fight is. Are the mechanics kind of annoying? Sure. But at least it doesn't force you to play an offensive build like the last fight does. Why even have defensive gear in the game in the first place if you aren't going to allow players to use it to be able to complete the content? This is especially the case since actual tank gear drops from this arena. The last fight is just bad design. It's impossible for defensive builds. I don't know why the developers of this game just assume everyone plays a DPS build. Then they wonder why tanks are so rare.
itscompton wrote: »I ran the arena a lot on the PTS and I knew the Minotaur boss and the last one will be tricky compared to all other bosses in there.
The last boss should be difficult, that is fine, if you have the right build the shades won't cause any trouble. I think the problem with the Minotaur boss is that there is just too many mechanics such as the grapple hook (which isn't made for in combat purposes because you have to sheath your weapon mid fight), his color change, the mages fire mechanic and trillions of stuns and interrupting which all make the fight a lot longer.
I have seen many players not get the ESSENCES that boost your stats by up to 10k, I recommend reading the Vateshran Holllows Arena guide (English & German Versions) to get more info on that.
If you need further help you can also check out my Youtube Playlist of Vateshran Hollows which has runs of almost all magicka/stamina setups.
If you ask me the minotaur is like a million times easier than the last fight is. Are the mechanics kind of annoying? Sure. But at least it doesn't force you to play an offensive build like the last fight does. Why even have defensive gear in the game in the first place if you aren't going to allow players to use it to be able to complete the content? This is especially the case since actual tank gear drops from this arena. The last fight is just bad design. It's impossible for defensive builds. I don't know why the developers of this game just assume everyone plays a DPS build. Then they wonder why tanks are so rare.
I've seen these sentiments expressed by multiple people. But it's a solo arena so it just stands to reason you'd need to be at least a hybrid build with some damage to beat it. I know you read a lot of posts here from people talking about how they just DPS it down and it seems not fair a pure DPS can beat it but not a pure tank; however keep in mind the percentage of players that can successfully run pure DPS to skip the mechanics is pretty small and being seriously over represented in this discussion.
The only real DPS check in the whole arena is the tether adds and you can kill them with 10K DPS though it will be close.
Mettaricana wrote: »Minotaur needs a health nerf by about half the glitches suck the ghosts need to be back a foot to avoid being pushed off as soon as you grapple.
The final boss needs to chill tf out with the bone colossus and the enemy difficulty or reduce the health on the tether ring adds because they body block all dps against them..
Really a badly made arena
Didn't experience any glitches with the minotaur THANK GOD, so I killed him on my second attempt with the help of sigils.
The last boss 100% needs some adjustments. Adds body blocking the ring shades is a pain and is something that you simply cannot control, thus it's a bad design thing
I mean technically you can hard target a shade as soon as they spawn.
Mettaricana wrote: »Minotaur needs a health nerf by about half the glitches suck the ghosts need to be back a foot to avoid being pushed off as soon as you grapple.
The final boss needs to chill tf out with the bone colossus and the enemy difficulty or reduce the health on the tether ring adds because they body block all dps against them..
Really a badly made arena
Didn't experience any glitches with the minotaur THANK GOD, so I killed him on my second attempt with the help of sigils.
The last boss 100% needs some adjustments. Adds body blocking the ring shades is a pain and is something that you simply cannot control, thus it's a bad design thing
I mean technically you can hard target a shade as soon as they spawn.
People who struggle at last boss, get the Ring of pale order. It was clearly included with the dlc for a reason. Its almost required to complete vVH, at least for trifecta. Only like top 1% of players can compete it without. Why torture yourself. The ring is so OP and will basically carry you. There's no need to even slot any self heal or shield, you can focus 100% on dps and sustain is great.
Everest_Lionheart wrote: »Last nights awesome death mechanics. Come back from 3rd portal. Break tether, interrupt flame shaper (still casting), interrupt flame shaper (still casting), interrupt flame shaper (finally works)
When exactly am I supposed to put any pressure on the boss or the adds when the flame shaper is channeling every 5 seconds? Also the interrupt fails are beyond annoying. A bash to the face should equal interrupt, but it’s possible with all the mechs hitting at once that certain inputs just aren’t firing off. Now obviously the first 2 interrupt fails could have been replaced with some offensive skills which was my intent, and the next interrupt fail could have been an additional dot. It’s frustrating.
Mettaricana wrote: »Minotaur needs a health nerf by about half the glitches suck the ghosts need to be back a foot to avoid being pushed off as soon as you grapple.
The final boss needs to chill tf out with the bone colossus and the enemy difficulty or reduce the health on the tether ring adds because they body block all dps against them..
Really a badly made arena
Didn't experience any glitches with the minotaur THANK GOD, so I killed him on my second attempt with the help of sigils.
The last boss 100% needs some adjustments. Adds body blocking the ring shades is a pain and is something that you simply cannot control, thus it's a bad design thing
I mean technically you can hard target a shade as soon as they spawn.
Oreyn_Bearclaw wrote: »Nezyr_Jezz wrote: »This arena is so unbalanced in terms of dificulty.
The minotaur boss is literally harder than the blue and red bosses combined, not to mention he can glitch heavy attack in midair while your on hook.
Also, the last boss is a nightmare in terms of buginess and stunfest. Multiple instances where tab targeting doesn't work properly especially on the void trap. I know it should be hard, but not beyond reasoning because of multiple problems during targeting.
I mostly disagree. I don't think the minotaur boss is any more dangerous than the others. It does take patience, and it's harder to flat out nuke it, but if you take it slow you really only need to worry about dodging his heavy attacks. I think the most dangerous Mechanic in the whole arena is the flame spin from the fire boss, or the flamespinner add he spawns on the final fight. The blue arena is certainly the easiest.
The last boss really just comes down to figuring out the pace of the fight, and when and where to push vs play mechanics. Just like the last boss in VMA, it is difficult at first, but once you know your own limitations and find an order that works for you, it really isnt too bad.
Compared to VMA at launch, this place is an absolute faceroll on Vet.
Yeah out of all the mmos I have played vVH is the worst pve content I have ever played. Zero thought was put into it as a whole the mechanics are laughable at best. The ONLY thing that makes it even remotely tough are lag and just being unable to tab target because? Zos has no idea what they are doing. 0/10.
Lag and unable to tab target and
1. Grappling to your death
2. Getting hit by a heavy on a different platform than the minotaur.
3. Falling straight through solid rock to your death.
4. Unable to barswap or use portals, so the only solution is to kill yourself.
5. Dying to detonating ghosts when they are five miles away.
6. Grapple hook not opening up on final boss so you die to explosion.