Lol, this is one of the HM not require dps checking , focus mechanics is enough
All you need is a good tank
No, you really don't. People have soloed hard mode. Tunnel vision is the biggest killer on that boss, not DPS or HPS.StarOfElyon wrote: »No, you need good heals on that tank. You also need good DPS on those crystals to keep the ads from spawning. But especially heals is important. Don't gaslight me. I've been playing multiple roles in this dungeon for three days now trying to get past it.
Yeah, depends on your group composition.
I usually play tank or dps this hm, healer is not necessary, adjust the skills and sets, healer for dps tho if they need... Anyone can do the bashing job.
You will never know can healer stay alive the whole game, if tank cannot survive without healer, healer down meaning the game is about to over.
25k ish dps is good enough, they have to burn the crystal together, they have to know the roll time exactly to avoid the big skelly heavy attack.
25k ish dps also good enough to solo the big skelly, surely both on him will be better, use tri pot, big help.
Tank is busy on tanking boss and positioning, dont expect tank taunt those big skelly , they wont one shot tank, but the big hit could move tank even block stance , they have to handled by dps.
Dmg the boss, save ultimate for skellies, focus ghost wall direction.
Healer is the most relax spot for this fight, sustain the tank, slot crushing shock for that mage, res the dead, dont die, dont increase other people jobs.
I don't think anyone is saying it's easy? Obviously you need to practice. But it is one of the dungeons where having more, but undisciplined, DPS will actually be a detriment. Focus on the mechanics rather than the speed. Next update won't hinder you much, if at all.StarOfElyon wrote: »Let's say we're an unoptimized team who only just begun trying to beat this hard mode a few days ago and to us it's nowhere as easy as people make it sound.
StarOfElyon wrote: »
Let's say we're an unoptimized team who only just begun trying to beat this hard mode a few days ago and to us it's nowhere as easy as people make it sound.
I don't think anyone is saying it's easy? Obviously you need to practice. But it is one of the dungeons where having more, but undisciplined, DPS will actually be a detriment. Focus on the mechanics rather than the speed. Next update won't hinder you much, if at all.StarOfElyon wrote: »Let's say we're an unoptimized team who only just begun trying to beat this hard mode a few days ago and to us it's nowhere as easy as people make it sound.
If the tank needs a dedicated healer, it means they're likely debuffed from the shalks. Like I said above, you can mitigate this. The tank should root/CC/fear them and move away, Talons, Totem, Spikes, Fighter's Guild Turn Evil, etc. It's a mechanic. Have the healer put down their Blockade/Unstable Wall to help kill them while the tank kites them.
I mentioned above that the crystals become active at specific percentages. So if you absolutely need ultimate between one crystal and the next, use that time to get your ultimate and resources back, then both DDs use ultimates on the newly spawned crystal + bone colossus.
I can almost guarantee you that, as a low- or mid-tier group, slowing down and playing the mechanics will yield much better results.
I'm not assuming anything. I'm telling you what would potentially make your life easier. It's not a personal attack. I do share the concern regarding balance, but this dungeon won't be greatly impacted by the proposed changes.StarOfElyon wrote: »I'm not really sure why people assume we're trying to burn the entire dungeon. We're only trying to get those crystals down. But again, I'm concerned more about healing (and also I have developed a lack of trust in the developers to balance the content based on their changes).
This is the bit that baffles me, because there really isn't that much incoming damage unless you're brute-forcing mechanics or simply don't know how to play the mechanics; the only reason why there would be a huge amount of damage is if you're debuffed from shalks, standing in something nasty, or are not dealing with crystals fast enough or getting mutliple crystals at the same time which leads to getting overrun. If you were on PC-EU, I'd offer to help some time. Partially because I'm also curious.StarOfElyon wrote: »The incoming damage is so high. I disagree with those who think the healer has it somewhat easy in this dungeon. Especially when I've pulled my teammates back from the brink of death on numerous occasions.
Again, that's not really unsurprising, that's where the fight takes a turn and you really need to keep your eyes open -- surviving the walls / playing mechanics is much more important than doing damage. You can do low damage and still get tunnel vision. It's a mechanic heavy fight, not a DPS heavy fight. If you're not playing the mechanics then you will find it tough.StarOfElyon wrote: »We make it to the last phase pretty consistently and THAT'S the point where the mechanics get us. We get so close.
I definitely sympathise with that unease. I want to see more about healing since the only thing spoken about in the last update post was DPS, I mentioned this over here as well and got no reply.StarOfElyon wrote: »But the point is that I don't believe these combat changes will help players like me complete this content at all. I do not see it! And I'm left feeling uneasy about the future. Beyond longer buff times (not a bad idea), I can't see how anyone thought the changes to dot durations was going to help anyone.
You've missed the entire point of that video. This person is a DD who is playing defensibly and they take very little damage as a result. If you're playing full fledged tank you should be taking even less damage assuming you're not trying to take damage.StarOfElyon wrote: »Not many people can solo that hard mode. Sorry, but that's not a good argument. Yes, the incoming damage is high: Orryn can kill a player or two if he isn't interrupted quickly.
You've missed the entire point of that video. This person is a DD who is playing defensibly and they take very little damage as a result. If you're playing full fledged tank you should be taking even less damage assuming you're not trying to take damage.StarOfElyon wrote: »Not many people can solo that hard mode. Sorry, but that's not a good argument. Yes, the incoming damage is high: Orryn can kill a player or two if he isn't interrupted quickly.
Dalsinthus wrote: »We just got the perfecta in this dungeon with my group (speed, no death, hard mode in 1 run). We did it with 3 dd and a tank. Heals are not the issue here at all. A simple self heal on each character is all you need. Our group comp was a dk tank, 2 mag sorcs, and a mag blade.
I suggest having a designated interrupter for Oryin in the phase where the boss is above 50% (crushing shock). Suggest rotating destro ultimates among the dds for crystal phases above 50% to cleave down the colossus. You can easily over burn the boss so dds need to be careful and focus on mechanics; stacked mechanics will kill you. Having the dds kill the scarabs quickly will also help the tank a lot (tank needs to be on point with dodge rolls when these spawn). With 3 dd you have the capacity for all of this.
From what others said, the second ghost wall phase is all about situational awareness and not heals or damage. We each designated a corner so we knew where to go for the sigils. If your group has lower damage then be sure to kill the colossuses. You don't want more than 2 up at a time. Destro ultis will help damage the boss, ads and colossuses; rotate those near the end.
Some of it is about luck as well with the ghost wall spawns. Get on coms and call it out to the group where these are coming from and if anyone is getting too close.
This is a tough fight but you can absolutely do it. Just stay patient, learn from mistakes and keep trying.
StarOfElyon wrote: »
StarOfElyon wrote: »
I told you the key point tho.
And I never use premade group just PUG, elist?
I tank over 300 times FL, anyway GL on dps focus.
As others have said here yeah, you can absolutely control the pace of the fight up until the merge phase. Take your time and make sure you're killing each crystal before pushing out the next, and be mindful of the Bone Colossus' heavy attack. We found it easier to have the tank just not taunt the Bone Colossus - his light attacks don't do much damage, and this way a DPS can stack him on the crystal to cleave both down.
Make a decision based on your DPS levels and your tank's ability on whether you're going to be dealing with the Bone Colossi after the merge as they can easily throw a wrench in things if they're left to run around.
But the biggest thing is yes, keep your head on a swivel - this fight prioritizes situational awareness and survivability over your damage. Drop your DoTs on the boss and then be keeping an eye out for those ghost walls, and for when he starts the one-shot mechanic. We found it easiest in our group to designate a corner of the arena to each person - the golden sigils should have one spawn in each corner, which then minimizes the amount of running around you need to do.
Also, have someone call the wall directions! Come up with a name for each side (we did Entrance, Exit (opposite entrance), Gate (where the HM book is) and Opposite Gate) and be mindful that walls will spawn just before the previous one finishes - there is no delay between them. We also liked to call out if the middle was safe to stand in while the wall was coming as well, as the boss was usually kept there.
Good luck!
StarOfElyon wrote: »
Yeah we gave the walls names already.
I'm wondering if we can manage with two DD and two tanks. Because when the tank goes down by a ghost wall or some other mechanic, we're screwed. A second tank can keep the dragon contained if that happens.
StarOfElyon wrote: »Dalsinthus wrote: »We just got the perfecta in this dungeon with my group (speed, no death, hard mode in 1 run). We did it with 3 dd and a tank. Heals are not the issue here at all. A simple self heal on each character is all you need. Our group comp was a dk tank, 2 mag sorcs, and a mag blade.
I suggest having a designated interrupter for Oryin in the phase where the boss is above 50% (crushing shock). Suggest rotating destro ultimates among the dds for crystal phases above 50% to cleave down the colossus. You can easily over burn the boss so dds need to be careful and focus on mechanics; stacked mechanics will kill you. Having the dds kill the scarabs quickly will also help the tank a lot (tank needs to be on point with dodge rolls when these spawn). With 3 dd you have the capacity for all of this.
From what others said, the second ghost wall phase is all about situational awareness and not heals or damage. We each designated a corner so we knew where to go for the sigils. If your group has lower damage then be sure to kill the colossuses. You don't want more than 2 up at a time. Destro ultis will help damage the boss, ads and colossuses; rotate those near the end.
Some of it is about luck as well with the ghost wall spawns. Get on coms and call it out to the group where these are coming from and if anyone is getting too close.
This is a tough fight but you can absolutely do it. Just stay patient, learn from mistakes and keep trying.
I will suggest that we try with three DDs. If heals really aren't needed as much. I hope we don't need trial gear to pull that off because we don't have any.
StarOfElyon wrote: »
As for what I do: When I'm healer (usually tank), I drop spear shards and unstable wall on the shalks. But I'm also watching for Orynn to interrupt him with force pulse. Besides that, I'm giving resources to the tank and keeping him up because if he goes down, we all go down. The incoming damage is so high. I disagree with those who think the healer has it somewhat easy in this dungeon. Especially when I've pulled my teammates back from the brink of death on numerous occasions. We make it to the last phase pretty consistently and THAT'S the point where the mechanics get us. We get so close.
StarOfElyon wrote: »Dalsinthus wrote: »We just got the perfecta in this dungeon with my group (speed, no death, hard mode in 1 run). We did it with 3 dd and a tank. Heals are not the issue here at all. A simple self heal on each character is all you need. Our group comp was a dk tank, 2 mag sorcs, and a mag blade.
I suggest having a designated interrupter for Oryin in the phase where the boss is above 50% (crushing shock). Suggest rotating destro ultimates among the dds for crystal phases above 50% to cleave down the colossus. You can easily over burn the boss so dds need to be careful and focus on mechanics; stacked mechanics will kill you. Having the dds kill the scarabs quickly will also help the tank a lot (tank needs to be on point with dodge rolls when these spawn). With 3 dd you have the capacity for all of this.
From what others said, the second ghost wall phase is all about situational awareness and not heals or damage. We each designated a corner so we knew where to go for the sigils. If your group has lower damage then be sure to kill the colossuses. You don't want more than 2 up at a time. Destro ultis will help damage the boss, ads and colossuses; rotate those near the end.
Some of it is about luck as well with the ghost wall spawns. Get on coms and call it out to the group where these are coming from and if anyone is getting too close.
This is a tough fight but you can absolutely do it. Just stay patient, learn from mistakes and keep trying.
I will suggest that we try with three DDs. If heals really aren't needed as much. I hope we don't need trial gear to pull that off because we don't have any.
StarOfElyon wrote: »Dalsinthus wrote: »We just got the perfecta in this dungeon with my group (speed, no death, hard mode in 1 run). We did it with 3 dd and a tank. Heals are not the issue here at all. A simple self heal on each character is all you need. Our group comp was a dk tank, 2 mag sorcs, and a mag blade.
I suggest having a designated interrupter for Oryin in the phase where the boss is above 50% (crushing shock). Suggest rotating destro ultimates among the dds for crystal phases above 50% to cleave down the colossus. You can easily over burn the boss so dds need to be careful and focus on mechanics; stacked mechanics will kill you. Having the dds kill the scarabs quickly will also help the tank a lot (tank needs to be on point with dodge rolls when these spawn). With 3 dd you have the capacity for all of this.
From what others said, the second ghost wall phase is all about situational awareness and not heals or damage. We each designated a corner so we knew where to go for the sigils. If your group has lower damage then be sure to kill the colossuses. You don't want more than 2 up at a time. Destro ultis will help damage the boss, ads and colossuses; rotate those near the end.
Some of it is about luck as well with the ghost wall spawns. Get on coms and call it out to the group where these are coming from and if anyone is getting too close.
This is a tough fight but you can absolutely do it. Just stay patient, learn from mistakes and keep trying.
I will suggest that we try with three DDs. If heals really aren't needed as much. I hope we don't need trial gear to pull that off because we don't have any.
If you can't do it with a healer I doubt you're going to do it with 3 DPS. The point being made here is that if you're doing mechanics properly the amount of damage you're going to take is basically non existent. Just make sure you interrupt, kill the crystals when they come up and kill the bone collosus that spawn when a crystal becomes damageable. Basically the only way you can die here is if you don't interrupt, you stand in the bile circle, you get hit by the wall, you get hit by the bone collosus heavy/overrun by them and if you don't get into a circle when the boss climbs the wall. Almost all of those are one shot mechanics and everything outside of that is low DPS. I did this boss in a random queue pug on magblade and was easily out healing any damage I took with my self heals. I forgot that I had pale order in as well so I wasn't even being healed by the healer and it's effects were heavily nerfed by being in a group. No one here is being elitest. You asked why you were failing and the guy told you why. Just because someone didn't lie to you and tell you "it's not your fault this boss is just really hard" like you clearly wanted to hear doesn't mean he was being elitest.