Maintenance for the week of December 23:
· [COMPLETE] NA megaservers for maintenance – December 23, 4:00AM EST (9:00 UTC) - 9:00AM EST (14:00 UTC)
· [COMPLETE] EU megaservers for maintenance – December 23, 9:00 UTC (4:00AM EST) - 14:00 UTC (9:00AM EST)

Mid-tier player struggling to beat Vet Fang Lair Hard Mode

StarOfElyon
StarOfElyon
✭✭✭✭✭
✭✭
Reading the patch notes for Update 35 does not make me feel better about my chances of beating this challenge after the update.
  • ccfeeling
    ccfeeling
    ✭✭✭✭✭
    ✭✭
    Lol, this is one of the HM not require dps checking , focus mechanics is enough

    All you need is a good tank
  • StarOfElyon
    StarOfElyon
    ✭✭✭✭✭
    ✭✭
    ccfeeling wrote: »
    Lol, this is one of the HM not require dps checking , focus mechanics is enough

    All you need is a good tank

    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.
  • Troodon80
    Troodon80
    ✭✭✭✭✭
    I can't count the number of times and the number of players I've said this to. Fang Lair is the opposite of a DPS check. The fight can take 20 minutes if that's how you want to play it. The main mechanics:
    • Kill the crystals pre-merge at 85%, 75%, 65%, and 55%.
    • 'Solid' moving ghost walls start appearing at 45%, so you can use that 10% to get resources back and prepare for the fight to become a little more hectic. The ghosts always spawn at the outer edges of the arena, so never stand there or you'll be one-shot as they're spawning.
    • After 45%, hide behind the NPC golden wall which will destroy a segment in the 'solid' one-shot ghost wall.
    • The merge happens at 5%. Once the merge phase starts and you get the new ghost walls up, keep your head on a swivel and never stand close to the outer walls of the arena.
    • After the merge, periodically the boss will fear everyone and climb up onto the wall and prepare to spit on people, use the golden blessing sigils in the four quadrants to protect against it (divide the room up before the fight if you want, and ensure people know where they should be going once this phase starts).

    Few key points for the fight:
    • Movement doesn't matter. The tank can move with the boss wherever they want, especially with the large expanding poison AoE.
    • Don't stand in that poison AoE (you can only see an outline)
    • The cone ice AoE from the boss is often desynced. When you see it, even if it's not facing you I would suggest blocking.
    • For the tank, once the 'solid' walls appear, I would recommend not standing directly behind the golden wall -- rather, stand a few metres behind it so that when the poison AoE invariably gets dropped it won't be in the group.
    • Don't bother getting the tank to taunt the colossus which spawns, it should die in cleave along with the crystal. Whoever gets aggro should roll dodge. You can either use Code's Combat Alerts if you're on PC, or do a quick 3, 2, 1 countdown in your head and dodge (cast time is 2250ms).
    • Someone, one DD or even a healer, should help the tank with the shalks.
    • If the tank loses aggro, the Shalk AoE can be dodged so it's not really an excuse for players dying to a Shalk; would also suggest the tank dodging it instead of blocking so they can mitigate all damage from it.
    • While the shalks are up, they have a conal AoE (not telegraphed) which applies an armour reduction debuff and causes players hit by it to take more damage. This isn't just the tank, so don't stand close in front of them.
    • While the shalks are up, the tank should do what they can to root the shalks in place and then keep moving; suggest moving around the dragon to try and keep it stationary is long as possible, if possible.
    • Always watch for the moving ghost walls and find a gap. Note: the ghosts moving through the dragon can often be difficult to see, try to note where they are before they become obscured by Thurvokuun and unceremoniously one-shot someone (e.g. the tank) as they pass through.
    • Tunnel vision will get you killed way more than a lack of DPS.
    Edited by Troodon80 on August 1, 2022 1:11PM
    @Troodon80 PC | EU
    Guild: N&S
    Hand of Alkosh | Dawnbringer | Immortal Redeemer | Tick Tock Tormentor | Gryphon Heart
    Deep Dive into Dreadsail Reef Mechanics
  • Troodon80
    Troodon80
    ✭✭✭✭✭
    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.
    No, you really don't. People have soloed hard mode. Tunnel vision is the biggest killer on that boss, not DPS or HPS.

    @Troodon80 PC | EU
    Guild: N&S
    Hand of Alkosh | Dawnbringer | Immortal Redeemer | Tick Tock Tormentor | Gryphon Heart
    Deep Dive into Dreadsail Reef Mechanics
  • ccfeeling
    ccfeeling
    ✭✭✭✭✭
    ✭✭
    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.
  • StarOfElyon
    StarOfElyon
    ✭✭✭✭✭
    ✭✭
    ccfeeling wrote: »
    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.

    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.
    Edited by StarOfElyon on August 1, 2022 2:13PM
  • Troodon80
    Troodon80
    ✭✭✭✭✭
    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.

    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.

    @Troodon80 PC | EU
    Guild: N&S
    Hand of Alkosh | Dawnbringer | Immortal Redeemer | Tick Tock Tormentor | Gryphon Heart
    Deep Dive into Dreadsail Reef Mechanics
  • karekiz
    karekiz
    ✭✭✭✭✭
    ✭✭

    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.

    You don't need optimization for this honestly.

    If your tank is dying in phase 1. Its 100% most likely tank error not a heal check issue. Is he standing in Poison? Face tanking Beetles?

    If your DPS can't DPS down the golem for whatever reason before a 2nd one spawns then simply save an ultimate for it. You have no real time limit so there shouldn't be a reason you can't. Also if you want better DPS, then have the healer debuff the crystal with ele drain <they kinda should anyway since they don't have much going on>.

    In phase 2 - watch watch watch the walls. Walls > DPSing in terms of priority. As soon as a wall spawns go to gap -> deal with it -> DPS -> When that ghost wall hits the opposite side -> Rinse and repeat. Kill golems as they spawn and make sure to get to golden circles. If one is in poison <it can happen> tank should grab it as sometimes that can kill a DPS.

    As for rezzing, spec into fast rez. Slow rez is generally bad here, and the safest point to rez is a fear phase. If you need to recover an entire team then just halt DPS and wait for him to fear you. Also if you DO rez they sometimes have a rez penalty spawn on the corpse <GIANT AoE>. Stop your rez if you are within the cirlce. You will just get either killed or rez interrupted anyway.
    Edited by karekiz on August 1, 2022 3:51PM
  • StarOfElyon
    StarOfElyon
    ✭✭✭✭✭
    ✭✭
    Troodon80 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.

    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 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).

    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.

    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.
  • Troodon80
    Troodon80
    ✭✭✭✭✭
    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).
    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.
    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.
    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.
    We make it to the last phase pretty consistently and THAT'S the point where the mechanics get us. We get so close.
    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.
    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.
    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.

    Though, again, this dungeon won't see a huge impact if you're playing mechanics. The only way healing will be a pain-point in Fang Lair is if you're getting debuffed or getting overrun by adds. It will make the learning experience a lot tougher if people are going from overland straight into hard mode, definitely.

    Here's an example of someone doing it solo:
    https://www.youtube.com/watch?v=yMQDopTguQw

    You can see how much damage they're taking.

    @Troodon80 PC | EU
    Guild: N&S
    Hand of Alkosh | Dawnbringer | Immortal Redeemer | Tick Tock Tormentor | Gryphon Heart
    Deep Dive into Dreadsail Reef Mechanics
  • StarOfElyon
    StarOfElyon
    ✭✭✭✭✭
    ✭✭
    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.
  • Troodon80
    Troodon80
    ✭✭✭✭✭
    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.

    @Troodon80 PC | EU
    Guild: N&S
    Hand of Alkosh | Dawnbringer | Immortal Redeemer | Tick Tock Tormentor | Gryphon Heart
    Deep Dive into Dreadsail Reef Mechanics
  • StarOfElyon
    StarOfElyon
    ✭✭✭✭✭
    ✭✭
    Troodon80 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.

    So basically we're just built wrong. Ok.

    I'm going to tell the others to build more defensively for this one.
    Edited by StarOfElyon on August 1, 2022 8:28PM
  • StarOfElyon
    StarOfElyon
    ✭✭✭✭✭
    ✭✭
    ccfeeling wrote: »
    Lol, this is one of the HM not require dps checking , focus mechanics is enough

    All you need is a good tank

    I don't appreciate your elitist attitude by the way.
  • Dalsinthus
    Dalsinthus
    ✭✭✭✭✭
    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
    StarOfElyon
    ✭✭✭✭✭
    ✭✭
    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.
  • ccfeeling
    ccfeeling
    ✭✭✭✭✭
    ✭✭
    ccfeeling wrote: »
    Lol, this is one of the HM not require dps checking , focus mechanics is enough

    All you need is a good tank

    I don't appreciate your elitist attitude by the way.

    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.
  • fargo_viper
    fargo_viper
    ✭✭
    OP came in ready to swing.
  • M0ntie
    M0ntie
    ✭✭✭✭✭
    Agree with Dalsynthus. It took 3 buddies and I quite a few tries over a number of days to get the HM. We had been trying with 2dps and a healer (and a tank) but eventually we got it with 3 dps and a tank. Most of what kills you is mechs or one shots. We were consistently getting to where the extra colossuses were coming out and couldn’t quite clear with 2dps and a healer. Having 3 dps gets the colossus killed quick before he can kill anyone or overload the tank.
  • StarOfElyon
    StarOfElyon
    ✭✭✭✭✭
    ✭✭
    ccfeeling wrote: »
    ccfeeling wrote: »
    Lol, this is one of the HM not require dps checking , focus mechanics is enough

    All you need is a good tank

    I don't appreciate your elitist attitude by the way.

    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.

    I met these two guys pugging like three weeks ago doing a random vet. They wanted to get the March of Sacrifices challenges done, so I agreed. Then we agreed to try Fang Lair. We picked up a fourth person few days ago. We're not "pre-made" since none of our builds cater to each other. We're not friends. We're not in a guild. We're just a pug that stuck together. Yes, saying "lol" to a person who says they're struggling comes across as elitist.
    Edited by StarOfElyon on August 2, 2022 11:31AM
  • AJTC5000
    AJTC5000
    ✭✭✭✭
    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!
    • PC/NA - @AJTC5000
      DC - Alena-Draco - Dunmer Magicka Templar

      PvE Achievements
      Trials
      • vHRC HM
      • vAA HM
      • vSO HM
      • vMoL HM (Dro-m'Athra Destroyer)
      • vHoF HM (Tick-Tock Tormentor/The Dynamo)
      • vAS HM (Saintly Saviour/Immortal Redeemer)
      • vCR HM
      • vSS HM
      • vRG (Oax HM)
      • vDSR (Reef Guardian HM)


      Arenas
      • vMA Flawless
      • vBRP
      • vVA Flawless (Spirit Slayer)


      Dungeons
      • vFL HM (Leave No Bone Unbroken)
      • vSCP HM (Mountain God)
      • vMHK HM (Pure Lunacy)
      • vMoS HM (Apex Predator)
      • vFV HM (Relentless Raider)
      • vDoM HM (Depths Defier)
      • vLoM HM (Nature's Wrath)
      • vMGF HM (Defanged the Devourer)
      • vIcereach HM (No Rest for the Wicked/Storm Foe)
      • vUG HM (In Defiance of Death/Bonecaller's Bane)
      • vSG HM
      • vCT HM (Bane of Thorns)
      • vBDV HM (Ardent Bibliophile)
      • vCauldron HM (Subterranean Smasher)
      • vRPB HM (Bastion Breaker/of the Silver Rose)
      • vDC HM (Battlespire's Best/The Dreaded)
      • vCA HM
      • vSR HM
      • vERE HM (Invaders' Bane)
      • vGD HM (Fist of Tava)
      • vSH HM (Magnastylus in the Making/Curator's Champion)
      • vBS HM (Temporal Tempest)
  • StarOfElyon
    StarOfElyon
    ✭✭✭✭✭
    ✭✭
    AJTC5000 wrote: »
    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!

    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.
    Edited by StarOfElyon on August 2, 2022 2:30PM
  • AJTC5000
    AJTC5000
    ✭✭✭✭

    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.

    You should be fine with one tank - they only need to be holding the boss and potentially the colossi during the merge phase. And really, if anyone goes down, it's basically a wipe anyway . . . no real use preparing for possible deaths when the fight is so unrecoverable. The tank (and everyone) just needs to be mindful of those walls!
    • PC/NA - @AJTC5000
      DC - Alena-Draco - Dunmer Magicka Templar

      PvE Achievements
      Trials
      • vHRC HM
      • vAA HM
      • vSO HM
      • vMoL HM (Dro-m'Athra Destroyer)
      • vHoF HM (Tick-Tock Tormentor/The Dynamo)
      • vAS HM (Saintly Saviour/Immortal Redeemer)
      • vCR HM
      • vSS HM
      • vRG (Oax HM)
      • vDSR (Reef Guardian HM)


      Arenas
      • vMA Flawless
      • vBRP
      • vVA Flawless (Spirit Slayer)


      Dungeons
      • vFL HM (Leave No Bone Unbroken)
      • vSCP HM (Mountain God)
      • vMHK HM (Pure Lunacy)
      • vMoS HM (Apex Predator)
      • vFV HM (Relentless Raider)
      • vDoM HM (Depths Defier)
      • vLoM HM (Nature's Wrath)
      • vMGF HM (Defanged the Devourer)
      • vIcereach HM (No Rest for the Wicked/Storm Foe)
      • vUG HM (In Defiance of Death/Bonecaller's Bane)
      • vSG HM
      • vCT HM (Bane of Thorns)
      • vBDV HM (Ardent Bibliophile)
      • vCauldron HM (Subterranean Smasher)
      • vRPB HM (Bastion Breaker/of the Silver Rose)
      • vDC HM (Battlespire's Best/The Dreaded)
      • vCA HM
      • vSR HM
      • vERE HM (Invaders' Bane)
      • vGD HM (Fist of Tava)
      • vSH HM (Magnastylus in the Making/Curator's Champion)
      • vBS HM (Temporal Tempest)
  • Dalsinthus
    Dalsinthus
    ✭✭✭✭✭
    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.

    Most of the threats are from 1 shots (colossus heavy, ghost walls, etc). The things that do damage over time, like the poison, should just be avoided. A healer isn't really going to help if someone is standing in the poison for more than 2 seconds.

    I don't think you need trials gear. My mag blade was wearing order's wrath, false gods, and a monster set. You could easily sub false gods for Julianos or Mother's Sorrow and the damage would be about the same. If anything it is easy to overburn the boss with too much damage.

    There's a lot of good advice here in the thread. It just takes practice and a little luck. You got this!
  • MudcrabAttack
    MudcrabAttack
    ✭✭✭✭✭
    I used to think the best strategy for taking down the crystals was my nightblade, it’s always able to deal fast front-loaded direct single target damage when the assassins will proc is ready, then a quick finisher with the execute to take down the crystal and bone goliath one at a time.

    Then I did it even faster and effortlessly on my stam warden recently, where the tremendous AOE damage seemed to take out both the bone Goliath and the crystal even faster than my nightblade could take out one by itself

    But now I can easily picture the patch messing up that easy stamden clear, it’s basically slaughtering my warden’s dps while at the same time Nightblade is kind of going back into favor with crazy amounts of direct damage.
  • Soarora
    Soarora
    ✭✭✭✭✭
    ✭✭✭✭

    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.

    You don't need to do anything to the shalks as the healer. I don't know if they disappear in HM but I know they just disappear on their own on vet and the tank just has to immobilize them, slow them, and run away. I cleared as healer and what I recall being the hardest was interrupts and ghost walls. Just takes a lot of practice to figure out where exactly to stand since even the mist on the ground from the walls 1-shots. I'm not sure if it was mentioned but everyone should be assigned a corner for gold circles to make sure no one is left without protection.
    PC/NA Dungeoneer (Tank/DPS/Heal), Trialist (DPS/Tank/Heal), and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore
    • CP 2000+
    • Warden Healer - Arcanist Healer - Warden Brittleden - Stamarc - Sorc Tank - Necro Tank - Templar Tank - Arcanist Tank
    • Trials: 9/12 HMs - 3/8 Tris
    • Dungeons: 30/30 HMs - 24/24 Tris
    • All Veterans completed!

      View my builds!
  • Lynxyn
    Lynxyn
    ✭✭✭
    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.
  • StarOfElyon
    StarOfElyon
    ✭✭✭✭✭
    ✭✭
    Lynxyn 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.

    Don't change what I said. I told that person exactly why I felt his comment was elitist. You can't just make up your own version of what I said.
Sign In or Register to comment.