I'd say if you're having problems with the mino, run it on normal to practice. I did a bunch of runs on normal before I hit cp400, working on my vet run at cp407 now. I did the green round last, the mechanics even at the hardest most of the mino are the same as normal, he just has more hps. I died once.
End boss, I'm just failing the dps check now.
People complaining about bows... damn.. all I got doing normal was 2 2h swords and 1 1hs. If vet is bugged and only giving bows, I'll be set.
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.
This ^^ just pick a shade as soon as they spawn and tab target. Then you will still hit it even if lots of adds are between you and the shade.
Nezyr_Jezz wrote: »I'd say if you're having problems with the mino, run it on normal to practice. I did a bunch of runs on normal before I hit cp400, working on my vet run at cp407 now. I did the green round last, the mechanics even at the hardest most of the mino are the same as normal, he just has more hps. I died once.
End boss, I'm just failing the dps check now.
People complaining about bows... damn.. all I got doing normal was 2 2h swords and 1 1hs. If vet is bugged and only giving bows, I'll be set.
got 7 bows in a row while running bugged vet... In the end i farmed almost all of it, but the fact remains. Looting rolls are *** for staves and dual wield users as they are rolled twice.
Nothing wrong with loot tables it’s all RNG I’ve got 1 bow through 20 runs but have multiple destro resto and DW.
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.
THIS. I tried using force shock for interrupting to save some time by not having to constantly run towards the mages to bash them. It works like 1/5 times. I just wasted my magicka with no sucess.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.
I know I can. But when all the other adds are constantly in my way they take the damage instead of my targeted target. What a buggy mess
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.
THIS. I tried using force shock for interrupting to save some time by not having to constantly run towards the mages to bash them. It works like 1/5 times. I just wasted my magicka with no sucess.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.
I know I can. But when all the other adds are constantly in my way they take the damage instead of my targeted target. What a buggy mess
Yeah, I don't see how they manage to rely on interrupting those fire mages either. While you're in the middle of taking out a shade - oh - let's take a few seconds to go find the mage and interrupt it when it goes to use their move - then let's go back to killing the shade in time? That just doesn't sound feasible to me. I'm beginning to wonder if maybe addons aren't playing a role here and assisting players in ways other other players don't have. Because that sounds impossible to me.
Also: aside from the targeting issue when taking out the shades mobs can sometimes stand right behind you as well and block you from being able to walk backwards. I've been killed several times due to that. This fight on the whole is generally just too frustrating and annoying in my opinion. It's also designed in such a way to be too demanding of very specific build combinations. I've had to change all my enchants and CP and put on an offensive monster set just to be able to kill the shades in time on my main character (who is a tank). And that's with the magicka buff I may add.
Everest_Lionheart wrote: »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.
THIS. I tried using force shock for interrupting to save some time by not having to constantly run towards the mages to bash them. It works like 1/5 times. I just wasted my magicka with no sucess.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.
I know I can. But when all the other adds are constantly in my way they take the damage instead of my targeted target. What a buggy mess
Yeah, I don't see how they manage to rely on interrupting those fire mages either. While you're in the middle of taking out a shade - oh - let's take a few seconds to go find the mage and interrupt it when it goes to use their move - then let's go back to killing the shade in time? That just doesn't sound feasible to me. I'm beginning to wonder if maybe addons aren't playing a role here and assisting players in ways other other players don't have. Because that sounds impossible to me.
Also: aside from the targeting issue when taking out the shades mobs can sometimes stand right behind you as well and block you from being able to walk backwards. I've been killed several times due to that. This fight on the whole is generally just too frustrating and annoying in my opinion. It's also designed in such a way to be too demanding of very specific build combinations. I've had to change all my enchants and CP and put on an offensive monster set just to be able to kill the shades in time on my main character (who is a tank). And that's with the magicka buff I may add.
I’m on console so no add ons for me. Tab targeting works fairly well though it is a bit awkward because it’s a long press on the right thumb stick (with an elite controller you can assign this to a paddle, still requires a long press though.)
The issue with the flame spinner is its positioning and timing. From what I can tell it channels it’s attack every 10 seconds, at least in the death replays I have been studying to learn its behaviour. We know we have 25 seconds to kill the shades in the ring to escape which means that flame shaper can channel at least 2x during that phase of the fight. So you break the ring at the wrong time and it’s going to channel that nasty rapid fire flame attack for a few seconds while surrounded by the other shades. So it’s possible to break the ring, interrupt, damage the flame shaper interrupt a second time and roll out, but you had better have fantastic awareness of everything around you and hope the other adds are playing nice because they like to plug that hole you made in the ring, this the roll out because you can’t walk through them and if you bouncy off them at the wrong angle you may accidentally touch one of the other shades and that’s instant death. They don’t tell you that by the way but the shades are an extension of the tether.
Now I usually have to damage the shade tether, turn to interrupt, finish the tether damage, interrupt a second time and roll out to deal with adds. By this time the ring explodes as the flame shaper is starting the next channel. What they need to do is ease the timing of this channel. Every 10 seconds as it shows on my videos is a little too punishing with everything else going on. Especially a stam build where your only interrupt is bash.
My next attempt I am going to throw up a bone shield plus ice fortress to see if that can absorb enough damage while I get into position for the second interrupt after the explosion. I don’t need much, just a small enough opening to get in position to deal damage and heal back with my pale order ring and Briarheart heals. The window is tiny though but 2 seconds is all I need.
Everest_Lionheart wrote: »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.
THIS. I tried using force shock for interrupting to save some time by not having to constantly run towards the mages to bash them. It works like 1/5 times. I just wasted my magicka with no sucess.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.
I know I can. But when all the other adds are constantly in my way they take the damage instead of my targeted target. What a buggy mess
Yeah, I don't see how they manage to rely on interrupting those fire mages either. While you're in the middle of taking out a shade - oh - let's take a few seconds to go find the mage and interrupt it when it goes to use their move - then let's go back to killing the shade in time? That just doesn't sound feasible to me. I'm beginning to wonder if maybe addons aren't playing a role here and assisting players in ways other other players don't have. Because that sounds impossible to me.
Also: aside from the targeting issue when taking out the shades mobs can sometimes stand right behind you as well and block you from being able to walk backwards. I've been killed several times due to that. This fight on the whole is generally just too frustrating and annoying in my opinion. It's also designed in such a way to be too demanding of very specific build combinations. I've had to change all my enchants and CP and put on an offensive monster set just to be able to kill the shades in time on my main character (who is a tank). And that's with the magicka buff I may add.
I’m on console so no add ons for me. Tab targeting works fairly well though it is a bit awkward because it’s a long press on the right thumb stick (with an elite controller you can assign this to a paddle, still requires a long press though.)
The issue with the flame spinner is its positioning and timing. From what I can tell it channels it’s attack every 10 seconds, at least in the death replays I have been studying to learn its behaviour. We know we have 25 seconds to kill the shades in the ring to escape which means that flame shaper can channel at least 2x during that phase of the fight. So you break the ring at the wrong time and it’s going to channel that nasty rapid fire flame attack for a few seconds while surrounded by the other shades. So it’s possible to break the ring, interrupt, damage the flame shaper interrupt a second time and roll out, but you had better have fantastic awareness of everything around you and hope the other adds are playing nice because they like to plug that hole you made in the ring, this the roll out because you can’t walk through them and if you bouncy off them at the wrong angle you may accidentally touch one of the other shades and that’s instant death. They don’t tell you that by the way but the shades are an extension of the tether.
Now I usually have to damage the shade tether, turn to interrupt, finish the tether damage, interrupt a second time and roll out to deal with adds. By this time the ring explodes as the flame shaper is starting the next channel. What they need to do is ease the timing of this channel. Every 10 seconds as it shows on my videos is a little too punishing with everything else going on. Especially a stam build where your only interrupt is bash.
My next attempt I am going to throw up a bone shield plus ice fortress to see if that can absorb enough damage while I get into position for the second interrupt after the explosion. I don’t need much, just a small enough opening to get in position to deal damage and heal back with my pale order ring and Briarheart heals. The window is tiny though but 2 seconds is all I need.
Using the Cycle Preferred Target key binding does work pretty good on the shades. I'll give you that. But having "Fantastic Awareness" is putting it mildly for interrupting those mages while in the middle of taking out a shade. So if you are pulling that off manually my hat's off to you. Because I think that's probably beyond my capabilities and more stress than I'm willing to put myself through over a video game. haha
So if you do ever manage to wear the boss down in the final phase using that strategy let me know. That might renew my interest in trying it. But for now I've come to the conclusion that a burn strategy to kill her asap in the final phase is probably the only way I'm ever going to kill her. Trying to kill this _____ more slowly with a defensive/hybrid set up feels more like I'm killing myself on the inside instead of her. It's pure torture.
I think I rather just hang by a thread and hope I get lucky and kill her before she kills me in the final round. So getting this ring everyone is talking about is my new priority for this. But I agree with you they need to ease this fight up some, especially in that final phase. These players saying this fight is too easy and face roll are almost unbelievably good at this game. Because this is not an easy fight. haha
Everest_Lionheart wrote: »Everest_Lionheart wrote: »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.
THIS. I tried using force shock for interrupting to save some time by not having to constantly run towards the mages to bash them. It works like 1/5 times. I just wasted my magicka with no sucess.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.
I know I can. But when all the other adds are constantly in my way they take the damage instead of my targeted target. What a buggy mess
Yeah, I don't see how they manage to rely on interrupting those fire mages either. While you're in the middle of taking out a shade - oh - let's take a few seconds to go find the mage and interrupt it when it goes to use their move - then let's go back to killing the shade in time? That just doesn't sound feasible to me. I'm beginning to wonder if maybe addons aren't playing a role here and assisting players in ways other other players don't have. Because that sounds impossible to me.
Also: aside from the targeting issue when taking out the shades mobs can sometimes stand right behind you as well and block you from being able to walk backwards. I've been killed several times due to that. This fight on the whole is generally just too frustrating and annoying in my opinion. It's also designed in such a way to be too demanding of very specific build combinations. I've had to change all my enchants and CP and put on an offensive monster set just to be able to kill the shades in time on my main character (who is a tank). And that's with the magicka buff I may add.
I’m on console so no add ons for me. Tab targeting works fairly well though it is a bit awkward because it’s a long press on the right thumb stick (with an elite controller you can assign this to a paddle, still requires a long press though.)
The issue with the flame spinner is its positioning and timing. From what I can tell it channels it’s attack every 10 seconds, at least in the death replays I have been studying to learn its behaviour. We know we have 25 seconds to kill the shades in the ring to escape which means that flame shaper can channel at least 2x during that phase of the fight. So you break the ring at the wrong time and it’s going to channel that nasty rapid fire flame attack for a few seconds while surrounded by the other shades. So it’s possible to break the ring, interrupt, damage the flame shaper interrupt a second time and roll out, but you had better have fantastic awareness of everything around you and hope the other adds are playing nice because they like to plug that hole you made in the ring, this the roll out because you can’t walk through them and if you bouncy off them at the wrong angle you may accidentally touch one of the other shades and that’s instant death. They don’t tell you that by the way but the shades are an extension of the tether.
Now I usually have to damage the shade tether, turn to interrupt, finish the tether damage, interrupt a second time and roll out to deal with adds. By this time the ring explodes as the flame shaper is starting the next channel. What they need to do is ease the timing of this channel. Every 10 seconds as it shows on my videos is a little too punishing with everything else going on. Especially a stam build where your only interrupt is bash.
My next attempt I am going to throw up a bone shield plus ice fortress to see if that can absorb enough damage while I get into position for the second interrupt after the explosion. I don’t need much, just a small enough opening to get in position to deal damage and heal back with my pale order ring and Briarheart heals. The window is tiny though but 2 seconds is all I need.
Using the Cycle Preferred Target key binding does work pretty good on the shades. I'll give you that. But having "Fantastic Awareness" is putting it mildly for interrupting those mages while in the middle of taking out a shade. So if you are pulling that off manually my hat's off to you. Because I think that's probably beyond my capabilities and more stress than I'm willing to put myself through over a video game. haha
So if you do ever manage to wear the boss down in the final phase using that strategy let me know. That might renew my interest in trying it. But for now I've come to the conclusion that a burn strategy to kill her asap in the final phase is probably the only way I'm ever going to kill her. Trying to kill this _____ more slowly with a defensive/hybrid set up feels more like I'm killing myself on the inside instead of her. It's pure torture.
I think I rather just hang by a thread and hope I get lucky and kill her before she kills me in the final round. So getting this ring everyone is talking about is my new priority for this. But I agree with you they need to ease this fight up some, especially in that final phase. These players saying this fight is too easy and face roll are almost unbelievably good at this game. Because this is not an easy fight. haha
By awareness I mean when the fireballs start tagging you directly in your rear end you out to spin around and smack that guy straight in the face 🤣
Of course I need 2-3 smacks to get one to land which really throws a wrench in my strategy but that’s another issue entirely! The fight overall isn’t that terrible until all those mechanics are in place. If I was a ranged player I would kite most of this fight and throw up shields. You could probably heavy attack your way through with a lightning staff and throw some AOE’s and call it a day. That is the easy way and most everyone I know plays a ranged class and has passed this.
Your situation is unique trying to twist your tank into some kind of hybrid to pull off that final fight. I’m over here trying to do the opposite because pure melee DPS doesn’t get the job done.
Everest_Lionheart wrote: »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.
Mine must be bugged because pale order ring plus green lotus healing from light attacks plus heals from Briarheart is still not enough to stand there and DPS the boss down, even with ice fortress active and an earthgore helm. Not even on the first stage before you enter the first portal. I still die. Shade Colossi strike 7240, shade colossi stomp 10,623, shade colossi strike 7316, void eruption 7911, shade colossi strike 8642. That’s 38k incoming damage while trying to kite 3 of them to the boss to catch them in AOE. The fun part of stam being that you have to be in range of their attacks and their cone shaped area attacks have a wider hit box than it shows on the screen and the swipe (strike) attacks you don’t even see coming.
Also why is every enemy immune to CC in there? I find that stupid. Even the archers and mage adds can’t be stunned and AOE down. Archer is like screw this beast trap I’m running out of this endless hail while he is glowing white. And the mage teleports in the platform and back out. Wasted AOE, wasted stam, garbage mechanic.
Versispellis wrote: »Everest_Lionheart wrote: »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.
Mine must be bugged because pale order ring plus green lotus healing from light attacks plus heals from Briarheart is still not enough to stand there and DPS the boss down, even with ice fortress active and an earthgore helm. Not even on the first stage before you enter the first portal. I still die. Shade Colossi strike 7240, shade colossi stomp 10,623, shade colossi strike 7316, void eruption 7911, shade colossi strike 8642. That’s 38k incoming damage while trying to kite 3 of them to the boss to catch them in AOE. The fun part of stam being that you have to be in range of their attacks and their cone shaped area attacks have a wider hit box than it shows on the screen and the swipe (strike) attacks you don’t even see coming.
Also why is every enemy immune to CC in there? I find that stupid. Even the archers and mage adds can’t be stunned and AOE down. Archer is like screw this beast trap I’m running out of this endless hail while he is glowing white. And the mage teleports in the platform and back out. Wasted AOE, wasted stam, garbage mechanic.
I thought it was just me. I got the ring but it doesn't seem to be doing much of anything, if anything at all. Do other sources of self-healing override it? I'm running Crit Surge.
Waffennacht wrote: »Versispellis wrote: »Everest_Lionheart wrote: »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.
Mine must be bugged because pale order ring plus green lotus healing from light attacks plus heals from Briarheart is still not enough to stand there and DPS the boss down, even with ice fortress active and an earthgore helm. Not even on the first stage before you enter the first portal. I still die. Shade Colossi strike 7240, shade colossi stomp 10,623, shade colossi strike 7316, void eruption 7911, shade colossi strike 8642. That’s 38k incoming damage while trying to kite 3 of them to the boss to catch them in AOE. The fun part of stam being that you have to be in range of their attacks and their cone shaped area attacks have a wider hit box than it shows on the screen and the swipe (strike) attacks you don’t even see coming.
Also why is every enemy immune to CC in there? I find that stupid. Even the archers and mage adds can’t be stunned and AOE down. Archer is like screw this beast trap I’m running out of this endless hail while he is glowing white. And the mage teleports in the platform and back out. Wasted AOE, wasted stam, garbage mechanic.
I thought it was just me. I got the ring but it doesn't seem to be doing much of anything, if anything at all. Do other sources of self-healing override it? I'm running Crit Surge.
Doesnt over ride it, its probably not as impactful as you think.
If you have a dot dealing 2k dps, you'll be getting 250 hps from the ring. People rolling high dps builds will see a significant healing increase; but most people struggling probably arent doing a ton of dps to get the most outta the ring
Versispellis wrote: »Waffennacht wrote: »Versispellis wrote: »Everest_Lionheart wrote: »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.
Mine must be bugged because pale order ring plus green lotus healing from light attacks plus heals from Briarheart is still not enough to stand there and DPS the boss down, even with ice fortress active and an earthgore helm. Not even on the first stage before you enter the first portal. I still die. Shade Colossi strike 7240, shade colossi stomp 10,623, shade colossi strike 7316, void eruption 7911, shade colossi strike 8642. That’s 38k incoming damage while trying to kite 3 of them to the boss to catch them in AOE. The fun part of stam being that you have to be in range of their attacks and their cone shaped area attacks have a wider hit box than it shows on the screen and the swipe (strike) attacks you don’t even see coming.
Also why is every enemy immune to CC in there? I find that stupid. Even the archers and mage adds can’t be stunned and AOE down. Archer is like screw this beast trap I’m running out of this endless hail while he is glowing white. And the mage teleports in the platform and back out. Wasted AOE, wasted stam, garbage mechanic.
I thought it was just me. I got the ring but it doesn't seem to be doing much of anything, if anything at all. Do other sources of self-healing override it? I'm running Crit Surge.
Doesnt over ride it, its probably not as impactful as you think.
If you have a dot dealing 2k dps, you'll be getting 250 hps from the ring. People rolling high dps builds will see a significant healing increase; but most people struggling probably arent doing a ton of dps to get the most outta the ring
Okay, thanks for the insight. It's not my DPS, so I'm not sure what my hang-up is here. I'll figure it out.
Everest_Lionheart wrote: »Versispellis wrote: »Waffennacht wrote: »Versispellis wrote: »Everest_Lionheart wrote: »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.
Mine must be bugged because pale order ring plus green lotus healing from light attacks plus heals from Briarheart is still not enough to stand there and DPS the boss down, even with ice fortress active and an earthgore helm. Not even on the first stage before you enter the first portal. I still die. Shade Colossi strike 7240, shade colossi stomp 10,623, shade colossi strike 7316, void eruption 7911, shade colossi strike 8642. That’s 38k incoming damage while trying to kite 3 of them to the boss to catch them in AOE. The fun part of stam being that you have to be in range of their attacks and their cone shaped area attacks have a wider hit box than it shows on the screen and the swipe (strike) attacks you don’t even see coming.
Also why is every enemy immune to CC in there? I find that stupid. Even the archers and mage adds can’t be stunned and AOE down. Archer is like screw this beast trap I’m running out of this endless hail while he is glowing white. And the mage teleports in the platform and back out. Wasted AOE, wasted stam, garbage mechanic.
I thought it was just me. I got the ring but it doesn't seem to be doing much of anything, if anything at all. Do other sources of self-healing override it? I'm running Crit Surge.
Doesnt over ride it, its probably not as impactful as you think.
If you have a dot dealing 2k dps, you'll be getting 250 hps from the ring. People rolling high dps builds will see a significant healing increase; but most people struggling probably arent doing a ton of dps to get the most outta the ring
Okay, thanks for the insight. It's not my DPS, so I'm not sure what my hang-up is here. I'll figure it out.
Maybe you are falling into the trap of over-DPSing and getting more mechs than you can handle. More than 2 colossi up plus adds plus tether ring is more incoming damage than any ring can heal though because the heals from the ring are capped.
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.
That sounds too good to be true. But I'll get the ring to try it. I still don't see how that ring is going to save you from those ridiculous damage bursts on the last phase, though. I was getting nailed for over 35k damage and I don't see how it's even possible to interrupt the fire damage from that mage during all the chaos AND while trying to kill a shade. So burning her down asap, especially in that last phase, does sound like a good strategy if it's possible.
May I ask what class and build you play? Because from reading your posts, you seem to be able to do things that just seem impossible for my Templar.
@Everest_Lionheart
first, and most important: keep trying, you will eventually get it and it will be noice!
it seems to me that you put dmg on that colossus somehow while in that miniboss zone, because as soon as she hits 10% every active colossus is going to be chained again and will be awakend again if she reaches one of her 20% threshholds (80/60/40/20). i cant see in your video, but im 99% certain that you hit that colussus with some kind of AOE.
the other thing: why does she have 100% health? that is a really really hard task if every time you come back she is healed to full, you should try in improving your minibossfights, goal should be below 50% health when yyou come back up.
Everest_Lionheart wrote: »Yeah I’m still stuck here. How do I overcome mechanics like this? Come through final portal and a colossi is already gunning for me before she calls the ring. So I close where I want to break it, in this case by healing sigil so I can grab it after I exit (of should I say, if I exit.) From there it’s tab target get some dots down, dance around the colossi stomp while boss throws a ring on my plus lightning plus the Minotaur attack and the flame shaper starts the channel from outside the ring as you see me turn to watch my inevitable death. Even my burst heal wouldn’t have saved me here.
I thought I would have a second to gather myself and focus coming through there but it became a you know what show real quick.
https://youtu.be/Dm2nhVowLx8
to be fair, i dont follow the mechs on my magplar, but recently i finished it on my stamsorc and i found myself in a very uncomfortable spot DPS wise: i did too much dps to slowly take care of addwaves, but i did too less dps to burst her down and ignore mechs... i had to adjust.
but i dont think focusing adds over miniboss is the right way to succeed, because all of the minor adds can simply be ignored, flameshaper, colossi and shades are the only 3 adds worth focusing, all other will eventually end up in the AOE at some point in the fight and then die.
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.
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.
mustangmorgan31 wrote: »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.
Was VMA only hard at its launch because we didn't have the power creep yet? Heck wasn't it still VR16 when it launched? I was a noob back then and a FAR better player now. We may only think VMA was harder because we weren't that good yet plus there wasn't the sets back then that there is today. My first clear of VMA was 4/02/2016. I think if Vate had dropped back then I would have had a WAY harder time completing it than VMA.
mustangmorgan31 wrote: »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.
Was VMA only hard at its launch because we didn't have the power creep yet? Heck wasn't it still VR16 when it launched? I was a noob back then and a FAR better player now. We may only think VMA was harder because we weren't that good yet plus there wasn't the sets back then that there is today. My first clear of VMA was 4/02/2016. I think if Vate had dropped back then I would have had a WAY harder time completing it than VMA.
Yes, vMA was more difficult at launch for precisely those reasons. Gear sets were not as good (think that Seducer/Julianos was close to BiS on a magicka toon). I think I was wearing Spinners/Julianos when I cleared it?
Yes, players are better and I don't think it would be as hard to do in the exact same situation with the same gear available.
I think Vateshran is on par in difficulty with vMA currently, they're close to the same IMO. I was hoping for something more difficult is all, not getting no-death on my 2nd clear (while going slow to get all the buffs/bonus bosses/taking a phone call in the middle/etc..) and getting Spirit Slayer on my 4th clear.