Oreyn_Bearclaw wrote: »My guess is that new gear is not your answer. This is a mechanic heavy fight, with a 3 soft DPS checks. I am generally going to advise keeping your damage high rather than going extra tanky. Definitely be sure you have a shield, and that you are keeping up Rune for your major armor buffs.
First question, what is actually killing you? Are you generally full on stamina and magic when you die? Or are you running out of resources and unable to stay alive at that point?
If you are killing the healer and the guard, I am confused as to what the real issue is. You do understand how the portal mechanic works right? Kill the ghostly clanfear on top of the portal that is illuminated.
Safe strat goes something like this:
Phase 1: Start out by burning the boss. Its important to get ground dots applied before he spawns so you can put a good burn on him. Once he ports, make sure you interupt his channel. Slotting crushing shock is handy for this, but shouldnt be mandatory. You definitely want use sweeps as your main damage spammable. Any other skull attack can be blocked or dodged. Once the Crem Guard spawns, take him out. This is ultimate worthy if you have one. Destro ult is hard to beat in VMA. Once the guard is dead, push boss to 70%, then kill the healer, then use the portal. Make sure to not leave a healer alive, but technically, you can leave the Crem Guard alive, especially if a second spawns.
I try to avoid grabbing any sigils until I am ready to go upstairs, then i think the best for the top is the speed sigil (it boosts all stat regen). Running out of stamina is the number one cause of death upstairs in my experience. Tri pots work here as well if you struggle with stamina.
Phase 2: You have three crystals to kill. There will be one immediately to your left. Law down ground dots, and start to DPS. Once a wall spawns, move in the opposite direction it is traveling to get to it. With good DPS, you should be able to take out at least one crystal before the wall, but nothing requires you to do so. Stay behind the wall do damage where you can, perhaps dot up another crystal, but dont get caught and get knocked off, as it will probably kill you. There are two other mechanics you need to pay attention to. There are ground AOEs going off, dont stand in them, and the boss will charge heavy attacks. I think these are better if dodgerolled. It gives immunity and allows you to stay on the crystals.
Repeat until the third wall. If you are very close to the last crystal, kill it. If you are not, jump down in the center on purpose before the third wall blows up. Better to jump down ready to fight, then get knocked in the lava. There will be a guard in your face, kill it, and go back upstairs to finish the job. Try to be sure you are shielded and at full health before you kill the last crystal. With timing you can jump to the center, but likely you are going to get thrown in the lava most of the time.
Phase 3: STEP ONE, DO NOT PANIC!!!! If you are near the shield sigil, grab it. If not, priority number one is interrupt the boss as he will immediately start his channel, either with bash or crushing shock. Then grab shield and damage sigil. Grab the healing one too if convenient. You then have a few options, but most important, get the golden ghosts and focus the boss. Burn boss at that point. You should be able to ignore the summoners, but if your DPS is low, you probably want to take them out. Save the third ghost Spectral Explosion for when the Guard spawns, kill the guard while the room is stunned (and any summoner at that point), rinse and repeat.
Once you get the hang of it, it goes like this:
Drop alt and Nuke boss to 70% where he stands. Go upstairs, kill three crystals by end of first shield stage, drop down, interrupt boss, nuke boss, win. With good DPS you wont see a crematorial guard in either downstairs phase, a second shield when upstairs, or a second ghost when downstairs.
Toppling Charge can also be a handy skill for this fight. It covers your interrupt needs and also gives really good mobility with the crystal phase. Radiant glory (as opposed to radiant destruction) is also really nice for the downstairs to keep you alive as you execute. Probably wouldnt run either for score runs, but for a first clear, they are handy.
Veinblood1965 wrote: »I haven't used any AOE's other than once that generate from myself(I forget the name). I'll slot that tonight I know which one you are referring to, my main is a Magsorc, this new toon is a hybrid of a lot of things but he's darn fun to play. I mainly use sweeps as my dmg spammable, resources are never the issue in fact I'm at full magic all the time almost.
Save the defense glyph for the final stage of his fight and when it's active don't interrupt his channeled attack. It'll reflect all his damage back at him and make the fight far easier. I did a no cp run of him the other day and I recorded it, but I accidentally recorded my house audio at the same time like an idiot. I'll put in a spoiler the timestamp of when I did the final boss. It's basically a DPS race where you need a lot of heal over time effects.
Also while you're hitting the crystals keep the boss in your field of view because he'll launch an attack at you that'll knock you off the platform. You can either block it or dodge roll from it to avoid that attack.
Veinblood1965 wrote: »Save the defense glyph for the final stage of his fight and when it's active don't interrupt his channeled attack. It'll reflect all his damage back at him and make the fight far easier. I did a no cp run of him the other day and I recorded it, but I accidentally recorded my house audio at the same time like an idiot. I'll put in a spoiler the timestamp of when I did the final boss. It's basically a DPS race where you need a lot of heal over time effects.
Also while you're hitting the crystals keep the boss in your field of view because he'll launch an attack at you that'll knock you off the platform. You can either block it or dodge roll from it to avoid that attack.
"Save the defense glyph for the final stage of his fight and when it's active" Which defence glyph do you recommend? And how do you tell when it's active? Does it act like a normal shield status effect? I've not used defence glyphs before.
Veinblood1965 wrote: »Oreyn_Bearclaw wrote: »My guess is that new gear is not your answer. This is a mechanic heavy fight, with a 3 soft DPS checks. I am generally going to advise keeping your damage high rather than going extra tanky. Definitely be sure you have a shield, and that you are keeping up Rune for your major armor buffs.
First question, what is actually killing you? Are you generally full on stamina and magic when you die? Or are you running out of resources and unable to stay alive at that point?
If you are killing the healer and the guard, I am confused as to what the real issue is. You do understand how the portal mechanic works right? Kill the ghostly clanfear on top of the portal that is illuminated.
Safe strat goes something like this:
Phase 1: Start out by burning the boss. Its important to get ground dots applied before he spawns so you can put a good burn on him. Once he ports, make sure you interupt his channel. Slotting crushing shock is handy for this, but shouldnt be mandatory. You definitely want use sweeps as your main damage spammable. Any other skull attack can be blocked or dodged. Once the Crem Guard spawns, take him out. This is ultimate worthy if you have one. Destro ult is hard to beat in VMA. Once the guard is dead, push boss to 70%, then kill the healer, then use the portal. Make sure to not leave a healer alive, but technically, you can leave the Crem Guard alive, especially if a second spawns.
I try to avoid grabbing any sigils until I am ready to go upstairs, then i think the best for the top is the speed sigil (it boosts all stat regen). Running out of stamina is the number one cause of death upstairs in my experience. Tri pots work here as well if you struggle with stamina.
Phase 2: You have three crystals to kill. There will be one immediately to your left. Law down ground dots, and start to DPS. Once a wall spawns, move in the opposite direction it is traveling to get to it. With good DPS, you should be able to take out at least one crystal before the wall, but nothing requires you to do so. Stay behind the wall do damage where you can, perhaps dot up another crystal, but dont get caught and get knocked off, as it will probably kill you. There are two other mechanics you need to pay attention to. There are ground AOEs going off, dont stand in them, and the boss will charge heavy attacks. I think these are better if dodgerolled. It gives immunity and allows you to stay on the crystals.
Repeat until the third wall. If you are very close to the last crystal, kill it. If you are not, jump down in the center on purpose before the third wall blows up. Better to jump down ready to fight, then get knocked in the lava. There will be a guard in your face, kill it, and go back upstairs to finish the job. Try to be sure you are shielded and at full health before you kill the last crystal. With timing you can jump to the center, but likely you are going to get thrown in the lava most of the time.
Phase 3: STEP ONE, DO NOT PANIC!!!! If you are near the shield sigil, grab it. If not, priority number one is interrupt the boss as he will immediately start his channel, either with bash or crushing shock. Then grab shield and damage sigil. Grab the healing one too if convenient. You then have a few options, but most important, get the golden ghosts and focus the boss. Burn boss at that point. You should be able to ignore the summoners, but if your DPS is low, you probably want to take them out. Save the third ghost Spectral Explosion for when the Guard spawns, kill the guard while the room is stunned (and any summoner at that point), rinse and repeat.
Once you get the hang of it, it goes like this:
Drop alt and Nuke boss to 70% where he stands. Go upstairs, kill three crystals by end of first shield stage, drop down, interrupt boss, nuke boss, win. With good DPS you wont see a crematorial guard in either downstairs phase, a second shield when upstairs, or a second ghost when downstairs.
Toppling Charge can also be a handy skill for this fight. It covers your interrupt needs and also gives really good mobility with the crystal phase. Radiant glory (as opposed to radiant destruction) is also really nice for the downstairs to keep you alive as you execute. Probably wouldnt run either for score runs, but for a first clear, they are handy.
This is extremely helpful. I think it is the interrupt im missing, I'm running over and bashing him right after he ports but after that I'm running, a ranged interrupt will help. When the Jeff the Guard spawns that's where I die a LOT, while I'm killing Jeff the boss is hitting me with his interruptible skill. If I can get Jeff down I can usually get up top. Last night I got all three crystals down and then died when the boss came down most likely due to not interrupting him since that's when I die at first.
I did not know crushing shock interrupts, I'll add that tonight. I haven't used any AOE's other than once that generate from myself(I forget the name). I'll slot that tonight I know which one you are referring to, my main is a Magsorc, this new toon is a hybrid of a lot of things but he's darn fun to play. I mainly use sweeps as my dmg spammable, resources are never the issue in fact I'm at full magic all the time almost. I could use more stamina for the rolling and blocking, I'll switch out some CP's tonight to that.
I hope I get that darn staff first try, I ran normal VMA about 30 times and no staff yet. Thanks all and thanks you a LOT for typing this up Oreyn.
Veinblood1965 wrote: »Save the defense glyph for the final stage of his fight and when it's active don't interrupt his channeled attack. It'll reflect all his damage back at him and make the fight far easier. I did a no cp run of him the other day and I recorded it, but I accidentally recorded my house audio at the same time like an idiot. I'll put in a spoiler the timestamp of when I did the final boss. It's basically a DPS race where you need a lot of heal over time effects.
Also while you're hitting the crystals keep the boss in your field of view because he'll launch an attack at you that'll knock you off the platform. You can either block it or dodge roll from it to avoid that attack.
"Save the defense glyph for the final stage of his fight and when it's active" Which defence glyph do you recommend? And how do you tell when it's active? Does it act like a normal shield status effect? I've not used defence glyphs before.
I meant the defense powerup, my bad. It is the blue shield on the ground and what it does is boost your defenses as well as give you a shield that reflects all projectiles fired at you.
The arena has 4 glyphs on the ground. Defense, healing, speed, and power. Speed gives movement speed and regeneration, healing grants you a large heal over time, power boosts all damage you do, and defense does what I said in the paragraph above.
Veinblood1965 wrote: »Thanks all I completed it last night, was quite fun. Ended up with a perfected mace and sword. I wasn't aware we received two weapons, my other toons will appreciate those lol!
Veinblood1965 wrote: »Thanks all I completed it last night, was quite fun. Ended up with a perfected mace and sword. I wasn't aware we received two weapons, my other toons will appreciate those lol!
Veinblood1965 wrote: »Thanks all I completed it last night, was quite fun. Ended up with a perfected mace and sword. I wasn't aware we received two weapons, my other toons will appreciate those lol!
You receive 1 weapon set, since s/b are coming as a pair, (need 2 of them) you get both. Same for dual wield. But staves, bows, 2h weapons drop on their own.
Versispellis wrote: »Congrats!
Just a general tip for resists: I've found that running two light Chudan pieces is a good concession when I need more armor that doesn't severely impact my damage output. It's a very economic monster set. I use this in vVH.
Veinblood1965 wrote: »Versispellis wrote: »Congrats!
Just a general tip for resists: I've found that running two light Chudan pieces is a good concession when I need more armor that doesn't severely impact my damage output. It's a very economic monster set. I use this in vVH.
I forgot about that set but it does look like a good set for VMA. I think I have the head and shoulders in a chest somewhere.
Oreyn_Bearclaw wrote: »Veinblood1965 wrote: »Versispellis wrote: »Congrats!
Just a general tip for resists: I've found that running two light Chudan pieces is a good concession when I need more armor that doesn't severely impact my damage output. It's a very economic monster set. I use this in vVH.
I forgot about that set but it does look like a good set for VMA. I think I have the head and shoulders in a chest somewhere.
Once you clear VMA once, go glass cannon and never look back. The best defense is an overwhelming amount of offense. Sets like Chudan can be great for a first clear, but you are already there.
Oreyn_Bearclaw wrote: »Veinblood1965 wrote: »Versispellis wrote: »Congrats!
Just a general tip for resists: I've found that running two light Chudan pieces is a good concession when I need more armor that doesn't severely impact my damage output. It's a very economic monster set. I use this in vVH.
I forgot about that set but it does look like a good set for VMA. I think I have the head and shoulders in a chest somewhere.
Once you clear VMA once, go glass cannon and never look back. The best defense is an overwhelming amount of offense. Sets like Chudan can be great for a first clear, but you are already there.
Oreyn_Bearclaw wrote: »Veinblood1965 wrote: »Versispellis wrote: »Congrats!
Just a general tip for resists: I've found that running two light Chudan pieces is a good concession when I need more armor that doesn't severely impact my damage output. It's a very economic monster set. I use this in vVH.
I forgot about that set but it does look like a good set for VMA. I think I have the head and shoulders in a chest somewhere.
Once you clear VMA once, go glass cannon and never look back. The best defense is an overwhelming amount of offense. Sets like Chudan can be great for a first clear, but you are already there.
This seems like laughably bad advice for people who are just starting to get clears in vMA... but it's true! :P
I remember when I started learning and finally beating vMA for the first times, and I also remember reading advice like "go full damage spec!" at the time and thinking that that was just people trolling players who didn't know better. After all, I'd just gotten my first clears so I knew for a fact that you needed good defense and healing in addition to damage. How could people seriously be recommending glass cannon builds for vMA?!
But sure enough, as I got more comfortable and began sacrificing this n' that for more damage more damage more damage, things just started to fall into place. Turns out when you just o b l i t e r a t e fools before they even have much of a chance to attack you, vMA really does start to feel easy! And more fun, too! Less stressful, at the very least.
I'm not a pro or anything, but I am to the point where I don't have to feel like I need to psyche myself up for vMA anymore, and a run that takes over 50 minutes would be an exceptionally bad run for me now. I spent a LOT more time than was necessary doing things the "hard" way though, before finally going in with the highest damage I could manage; mostly because I just didn't believe or understand that you really can bully the arena with enough DPS.
All that is a long-winded and probably unnecessary way of saying, "Yeah, I agree with @Oreyn_Bearclaw on this! Go glass cannon as soon as you can manage it!" I just wanted to share my perspective, in case there are any of my fellow skeptical dummies out there who didn't initially see the wisdom in that advice. haha ;P
Good luck in future runs! : )
Veinblood1965 wrote: »Oreyn_Bearclaw wrote: »Veinblood1965 wrote: »Versispellis wrote: »Congrats!
Just a general tip for resists: I've found that running two light Chudan pieces is a good concession when I need more armor that doesn't severely impact my damage output. It's a very economic monster set. I use this in vVH.
I forgot about that set but it does look like a good set for VMA. I think I have the head and shoulders in a chest somewhere.
Once you clear VMA once, go glass cannon and never look back. The best defense is an overwhelming amount of offense. Sets like Chudan can be great for a first clear, but you are already there.
That's pretty much what I did the other night the second time around, just beat the crap out of the bosses and mini bosses. I'm at vault of umbrage now. Seriously this is the funnest thing I've done in ESO in a long time. I actually like the new vatershan hollows also but I'm PVE not PVP and didn't see any rewards in there worth trying again for.