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Marauder Gothmau is bugged with companions

  • Necrotech_Master
    Necrotech_Master
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    cyclonus11 wrote: »
    Isobel drops out of combat with Gothmau constantly and 100% of the time. Just sheaths her sword mid-fight and runs over to me.

    i think most of the companions do

    azander only seems to work semi consistently because he has a ranged taunt (ranged dps companions still target gothmau fine but anything melee and they act like his out of range or something)
    azander works better with this because he has a ranged taunt by default that works more reliably than an ice staff taunt

    the companion ice staff taunt has always been a bit sketchy if it works or not

    they really really need to reduce the cooldown on the undaunted taunt so every companion has the option of a ranged taunt, just increase the synergy cooldown if that really matters

    I split Azandar's gear 6 Vigorous / 6 Quickened. and the cooldown is short enough for comfort IMHO. I usually roll dodge once or twice by default anyway when Gothmau comes chargin up on me, and by that time Azandar's taunt is usually up.

    i think without any quickened stuff, azanders taunt lasts for 15 sec and has a cooldown of somewhere between 14.8 and 15.2 sec

    a couple quickened should put the cooldown under 15 sec for sure (they only use the taunt when enemy not already taunted, so you dont need the cooldown super low on it, just enough so it comes back up just before taunt runs out)
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • DenverRalphy
    DenverRalphy
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    cyclonus11 wrote: »
    Isobel drops out of combat with Gothmau constantly and 100% of the time. Just sheaths her sword mid-fight and runs over to me.

    i think most of the companions do

    azander only seems to work semi consistently because he has a ranged taunt (ranged dps companions still target gothmau fine but anything melee and they act like his out of range or something)
    azander works better with this because he has a ranged taunt by default that works more reliably than an ice staff taunt

    the companion ice staff taunt has always been a bit sketchy if it works or not

    they really really need to reduce the cooldown on the undaunted taunt so every companion has the option of a ranged taunt, just increase the synergy cooldown if that really matters

    I split Azandar's gear 6 Vigorous / 6 Quickened. and the cooldown is short enough for comfort IMHO. I usually roll dodge once or twice by default anyway when Gothmau comes chargin up on me, and by that time Azandar's taunt is usually up.

    i think without any quickened stuff, azanders taunt lasts for 15 sec and has a cooldown of somewhere between 14.8 and 15.2 sec

    a couple quickened should put the cooldown under 15 sec for sure (they only use the taunt when enemy not already taunted, so you dont need the cooldown super low on it, just enough so it comes back up just before taunt runs out)

    That would be true for when Azandar already has him taunted. But if Gothmau appears just after Azandar recently used his taunt on a different or dead trash enemy, you're stuck waiting out the rest of the cooldown. So you want that cooldown to be as short as possible.

    Edited by DenverRalphy on November 12, 2024 4:40PM
  • Necrotech_Master
    Necrotech_Master
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    cyclonus11 wrote: »
    Isobel drops out of combat with Gothmau constantly and 100% of the time. Just sheaths her sword mid-fight and runs over to me.

    i think most of the companions do

    azander only seems to work semi consistently because he has a ranged taunt (ranged dps companions still target gothmau fine but anything melee and they act like his out of range or something)
    azander works better with this because he has a ranged taunt by default that works more reliably than an ice staff taunt

    the companion ice staff taunt has always been a bit sketchy if it works or not

    they really really need to reduce the cooldown on the undaunted taunt so every companion has the option of a ranged taunt, just increase the synergy cooldown if that really matters

    I split Azandar's gear 6 Vigorous / 6 Quickened. and the cooldown is short enough for comfort IMHO. I usually roll dodge once or twice by default anyway when Gothmau comes chargin up on me, and by that time Azandar's taunt is usually up.

    i think without any quickened stuff, azanders taunt lasts for 15 sec and has a cooldown of somewhere between 14.8 and 15.2 sec

    a couple quickened should put the cooldown under 15 sec for sure (they only use the taunt when enemy not already taunted, so you dont need the cooldown super low on it, just enough so it comes back up just before taunt runs out)

    That would be true for when Azandar already has him taunted. But if Gothmau appears just after Azandar recently used his taunt on a different or dead trash enemy, you're stuck waiting out the rest of the cooldown. So you want that cooldown to be as short as possible.

    true, but even if its like 13 seconds, it would have to be some really bad timing if the marauder spawns right as hes casting the taunt on something else

    usually still able to kite a marauder for 5-10 sec even on a dps with some dodging and whatnot until the companion gets the aggro, as long as the taunt is skill 1 they usually get the aggro pretty quickly
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • DenverRalphy
    DenverRalphy
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    cyclonus11 wrote: »
    Isobel drops out of combat with Gothmau constantly and 100% of the time. Just sheaths her sword mid-fight and runs over to me.

    i think most of the companions do

    azander only seems to work semi consistently because he has a ranged taunt (ranged dps companions still target gothmau fine but anything melee and they act like his out of range or something)
    azander works better with this because he has a ranged taunt by default that works more reliably than an ice staff taunt

    the companion ice staff taunt has always been a bit sketchy if it works or not

    they really really need to reduce the cooldown on the undaunted taunt so every companion has the option of a ranged taunt, just increase the synergy cooldown if that really matters

    I split Azandar's gear 6 Vigorous / 6 Quickened. and the cooldown is short enough for comfort IMHO. I usually roll dodge once or twice by default anyway when Gothmau comes chargin up on me, and by that time Azandar's taunt is usually up.

    i think without any quickened stuff, azanders taunt lasts for 15 sec and has a cooldown of somewhere between 14.8 and 15.2 sec

    a couple quickened should put the cooldown under 15 sec for sure (they only use the taunt when enemy not already taunted, so you dont need the cooldown super low on it, just enough so it comes back up just before taunt runs out)

    That would be true for when Azandar already has him taunted. But if Gothmau appears just after Azandar recently used his taunt on a different or dead trash enemy, you're stuck waiting out the rest of the cooldown. So you want that cooldown to be as short as possible.

    true, but even if its like 13 seconds, it would have to be some really bad timing if the marauder spawns right as hes casting the taunt on something else

    usually still able to kite a marauder for 5-10 sec even on a dps with some dodging and whatnot until the companion gets the aggro, as long as the taunt is skill 1 they usually get the aggro pretty quickly

    I use Azandar's taunt, and not the undaunted taunt, because the Undaundted taunt cooldown starts at 36 seconds vs Azandar's which starts at 12 seconds. The only difference being that Undaunted has a 28 meter range compared to Azandar's 22 meter range. Well Azandar's does debuff while Undaunted inflicts damage but that's not important as I'm more concerned with the control of combat aspect. And both last for the same amount of time. I have Azandar's taunt down to sub 10s with blue gear, and it works just fine for me against any marauder including Gothmau. I haven't been lucky enough yet to score purple heavy quickened (I refuse to pay what they go for on traders) so it can go lower, but I'm really in no hurry since I really don't feel the pressure.

    Edited by DenverRalphy on November 12, 2024 9:35PM
  • Necrotech_Master
    Necrotech_Master
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    cyclonus11 wrote: »
    Isobel drops out of combat with Gothmau constantly and 100% of the time. Just sheaths her sword mid-fight and runs over to me.

    i think most of the companions do

    azander only seems to work semi consistently because he has a ranged taunt (ranged dps companions still target gothmau fine but anything melee and they act like his out of range or something)
    azander works better with this because he has a ranged taunt by default that works more reliably than an ice staff taunt

    the companion ice staff taunt has always been a bit sketchy if it works or not

    they really really need to reduce the cooldown on the undaunted taunt so every companion has the option of a ranged taunt, just increase the synergy cooldown if that really matters

    I split Azandar's gear 6 Vigorous / 6 Quickened. and the cooldown is short enough for comfort IMHO. I usually roll dodge once or twice by default anyway when Gothmau comes chargin up on me, and by that time Azandar's taunt is usually up.

    i think without any quickened stuff, azanders taunt lasts for 15 sec and has a cooldown of somewhere between 14.8 and 15.2 sec

    a couple quickened should put the cooldown under 15 sec for sure (they only use the taunt when enemy not already taunted, so you dont need the cooldown super low on it, just enough so it comes back up just before taunt runs out)

    That would be true for when Azandar already has him taunted. But if Gothmau appears just after Azandar recently used his taunt on a different or dead trash enemy, you're stuck waiting out the rest of the cooldown. So you want that cooldown to be as short as possible.

    true, but even if its like 13 seconds, it would have to be some really bad timing if the marauder spawns right as hes casting the taunt on something else

    usually still able to kite a marauder for 5-10 sec even on a dps with some dodging and whatnot until the companion gets the aggro, as long as the taunt is skill 1 they usually get the aggro pretty quickly

    I use Azandar's taunt, and not the undaunted taunt, because the Undaundted taunt cooldown starts at 36 seconds vs Azandar's which starts at 12 seconds. The only difference being that Undaunted has a 28 meter range compared to Azandar's 22 meter range. Well Azandar's does debuff while Undaunted inflicts damage but that's not important as I'm more concerned with the control of combat aspect. And both last for the same amount of time. I have Azandar's taunt down to sub 10s with blue gear, and it works just fine for me against any marauder including Gothmau. I haven't been lucky enough yet to score purple heavy quickened (I refuse to pay what they go for on traders) so it can go lower, but I'm really in no hurry since I really don't feel the pressure.

    yeah, im not really happy with most of the undaunted companion skills for that reason, the cooldowns are far too long in most instances

    the only way to really make use of the undaunted skills is to run telvanni efficiency gear (-50% cooldown on their skills at base)

    with that gear + all quickened you can get to like -86% total cooldown reduction, which can be good or bad depending on the skills you slot
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • allochthons
    allochthons
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    I switched my companion tank to Azander from Isobel due to this issue.
    I have taunt double-slotted. Provoke as the first skill, the arc class taunt as the 4th, and he has not lost taunt on a marauder since I made this change. if I'm using him outside of the IA, I swap out the 2nd taunt for a heal or something.

    But, I only ever go to the end of Arc 2. Dunno if the swarm of enemies in high arcs would make a difference.
    (edited for typo)
    Edited by allochthons on November 12, 2024 11:54PM
    She/They
    PS5/NA
  • Orbital78
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    It seems our tank companions are getting Tankxiety as well, using one or two companions that semi-work isn't a good solution. Could we get these fixed in the near future?

    @ZOS_GinaBruno @ZOS_JessicaFolsom
  • Caligamy_ESO
    Caligamy_ESO
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    Just delete Gothmau, his damage and mechanic is dumbly scaled with everything else in there.

    No one will complain about it.
  • ZOS_JessicaFolsom
    ZOS_JessicaFolsom
    Community Manager
    Hey all, we can confirm this is a bug and we are working on a fix for it. Thank you for reporting it!
    Jessica Folsom
    Associate Director of Community - ZeniMax Online Studios
    Facebook | Twitter | Twitch | Tumblr | Instagram | YouTube | Support
    Staff Post
  • Orbital78
    Orbital78
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    Just delete Gothmau, his damage and mechanic is dumbly scaled with everything else in there.

    No one will complain about it.

    That would probably be the easiest bandage/temp fix. IMO that Marauder needs some rebalancing but if at least companions can help, that will greatly help newer players I am sure. I have Flawless Conqueror and same no death etc with vVH, not the best player but I know how to survive for the most part. I guess new players just have to take the death, which is frustrating if you're going for the daily marauder kill quest. This is on Arc 2, so not like your into the deeper harder parts yet that have scaled up.

    Thanks Jessica for confirming it is being worked on. <3
  • Gabriel_H
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    Orbital78 wrote: »
    That would probably be the easiest bandage/temp fix. IMO that Marauder needs some rebalancing but if at least companions can help, that will greatly help newer players I am sure.

    I solo'd him once, no companion, no mystery transformation - true story!

  • i_Elias
    i_Elias
    Soul Shriven
    Hello

    I also had the same issues with companions tanking bosses/marauders in IA and I have some recordings to share.

    Imo the cooldowns of companion's taunt skills are not the issue. The issue is the "size" of the Marauder Gothmau's model. So, for some reason companion with melee taunt will continue casting all his skills and stepping backwards and eventually "reset" the combat by sheathing the weapon. But as soon as you'll "drag" the marauder trough the companion, your companion will actually apply the taunt on Gothmau.

    Similar troubles also can happens while fighting Risen Ruins boss.

    Gothmau
    https://youtu.be/ckCQfKRkG38
    https://youtu.be/UshXUOiIchM
    https://youtu.be/KqrNmoRTcU0
    https://youtu.be/paBaqlRPbMg
    https://www.twitch.tv/drewuout/clip/AttractiveDistinctTigerSoonerLater-No2S_PInixrE-mIw

    Risen Ruins
    https://youtu.be/V4bgR9LHsjM
    https://youtu.be/IIST7Zi0PZ0

    Companion skillbar:
    ys84tf4i5ayp.png
    All purple with vigorous trait

    Thank you for reporting the issue. I hope that my info will help too
  • Necrotech_Master
    Necrotech_Master
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    Orbital78 wrote: »
    Just delete Gothmau, his damage and mechanic is dumbly scaled with everything else in there.

    No one will complain about it.

    That would probably be the easiest bandage/temp fix. IMO that Marauder needs some rebalancing but if at least companions can help, that will greatly help newer players I am sure. I have Flawless Conqueror and same no death etc with vVH, not the best player but I know how to survive for the most part. I guess new players just have to take the death, which is frustrating if you're going for the daily marauder kill quest. This is on Arc 2, so not like your into the deeper harder parts yet that have scaled up.

    Thanks Jessica for confirming it is being worked on. <3

    i never really found any of the marauders to be too bad on arc 2, even on my pure dps characters (some like gothmau still need a little bit more kiting than others)

    my tank characters i use in the archive can face tank basically any marauder up through about arc 6 or 7 (arc 6 is where i have to start dodging the minotaur marauders heavy, and kiting gothmau a bit on the tank)

    out of the marauders, the hardest ones to sit and face tank are probably gothmau followed by the WW one (bittog)
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • Orbital78
    Orbital78
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    out of the marauders, the hardest ones to sit and face tank are probably gothmau followed by the WW one (bittog)

    Agreed, on some of my characters it is less of an issue to solo them. My Arcanist struggles though, it can blow through the early Arcs the fastest of my characters but struggles with those. My heavy Sorc can solo them the easiest, but I don't want to run IA only on a heavy sorc. Seems a little easier on Necro too.

  • Necrotech_Master
    Necrotech_Master
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    Orbital78 wrote: »
    out of the marauders, the hardest ones to sit and face tank are probably gothmau followed by the WW one (bittog)

    Agreed, on some of my characters it is less of an issue to solo them. My Arcanist struggles though, it can blow through the early Arcs the fastest of my characters but struggles with those. My heavy Sorc can solo them the easiest, but I don't want to run IA only on a heavy sorc. Seems a little easier on Necro too.

    something that helps my arc when running is if i dont have a tank with me, i usually use sanctum of the abyssal sea ultimate as an "oh ***, help me stay alive" tool, especially since you get so much other dmg from verses and visions, its easier to just save the ult (especially if you got any early adaptive conquerers on a dps toon, you get more dmg by not using your ult anyway)

    for at least the arc 2 and 3 marauders that can help me survive long enough to potentially either kill it, or give enough time for the companion/player tank im running with get aggro
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • Caligamy_ESO
    Caligamy_ESO
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    Orbital78 wrote: »
    Just delete Gothmau, his damage and mechanic is dumbly scaled with everything else in there.

    No one will complain about it.

    That would probably be the easiest bandage/temp fix. IMO that Marauder needs some rebalancing but if at least companions can help, that will greatly help newer players I am sure. I have Flawless Conqueror and same no death etc with vVH, not the best player but I know how to survive for the most part. I guess new players just have to take the death, which is frustrating if you're going for the daily marauder kill quest. This is on Arc 2, so not like your into the deeper harder parts yet that have scaled up.

    Thanks Jessica for confirming it is being worked on. <3

    Oh I kill him all the time, and know all about the *nearly* invisible swords he just kinda casually throws 2 of at your face without any sort of visual indicator while he's charging you, and all the bleed with his attacks.. BUT compared to literally every other mob in there he feels like an Arc 5 or 6 at Arc 2 only without the high health.

    His scaling is all kinds of wrong..

    Also I have noticed the fabled since the last update can cast Meteor within Arc 1 which I don't really think I saw before..?
    I say this as someone who has every trophy and achievement in there, every set item, and well on the way to a million fortunes.
    Edited by Caligamy_ESO on November 13, 2024 8:55PM
  • Sarannah
    Sarannah
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    Just delete Gothmau, his damage and mechanic is dumbly scaled with everything else in there.

    No one will complain about it.
    Actually, my guess for Gothmau being overtuned is to prevent players from cheesing to the higher arcs. Gothmau either assures you should be able to take that arc's difficulty, or lose a thread.

    So I'm thinking Gothmau is actually a clever mechanic and safeguard created by ZOS.
    Hey all, we can confirm this is a bug and we are working on a fix for it. Thank you for reporting it!
    Thank you for acknowledging this bug, hopefully it will be fixed soon!
    Edited by Sarannah on November 13, 2024 8:51PM
  • Necrotech_Master
    Necrotech_Master
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    Orbital78 wrote: »
    Just delete Gothmau, his damage and mechanic is dumbly scaled with everything else in there.

    No one will complain about it.

    That would probably be the easiest bandage/temp fix. IMO that Marauder needs some rebalancing but if at least companions can help, that will greatly help newer players I am sure. I have Flawless Conqueror and same no death etc with vVH, not the best player but I know how to survive for the most part. I guess new players just have to take the death, which is frustrating if you're going for the daily marauder kill quest. This is on Arc 2, so not like your into the deeper harder parts yet that have scaled up.

    Thanks Jessica for confirming it is being worked on. <3

    Oh I kill him all the time, and know all about the *nearly* invisible swords he just kinda casually throws 2 of at your face without any sort of visual indicator while he's charging you, and all the bleed with his attacks.. BUT compared to literally every other mob in there he feels like an Arc 5 or 6 at Arc 2 only without the high health.

    His scaling is all kinds of wrong..

    Also I have noticed the fabled since the last update can cast Meteor within Arc 1 which I don't really think I saw before..?
    I say this as someone who has every trophy and achievement in there, every set item, and well on the way to a million fortunes.

    mystics, brewmasters, storm callers, and lightbringers were new fabled that were added in U43
    • mystics - can drop a meteor if you dont kill them fast (meteor itself if not killed explodes after about 10 seconds, basically a 1 shot)
    • brewmasters - throw shrinky potions at you, can heal, and can make a dome that gives enemies high dmg reduction
    • storm callers - similar to the fireball ones except lightning (can place lightning aoe, and can channel lightning strikes)
    • lightbringers - can create light pools on enemies (which makes enemies in them invulnerable), can also cast sunburst, creates a light pool on death (be careful in melee)
    Edited by Necrotech_Master on November 13, 2024 8:59PM
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • Caligamy_ESO
    Caligamy_ESO
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    Orbital78 wrote: »
    Just delete Gothmau, his damage and mechanic is dumbly scaled with everything else in there.

    No one will complain about it.

    That would probably be the easiest bandage/temp fix. IMO that Marauder needs some rebalancing but if at least companions can help, that will greatly help newer players I am sure. I have Flawless Conqueror and same no death etc with vVH, not the best player but I know how to survive for the most part. I guess new players just have to take the death, which is frustrating if you're going for the daily marauder kill quest. This is on Arc 2, so not like your into the deeper harder parts yet that have scaled up.

    Thanks Jessica for confirming it is being worked on. <3

    Oh I kill him all the time, and know all about the *nearly* invisible swords he just kinda casually throws 2 of at your face without any sort of visual indicator while he's charging you, and all the bleed with his attacks.. BUT compared to literally every other mob in there he feels like an Arc 5 or 6 at Arc 2 only without the high health.

    His scaling is all kinds of wrong..

    Also I have noticed the fabled since the last update can cast Meteor within Arc 1 which I don't really think I saw before..?
    I say this as someone who has every trophy and achievement in there, every set item, and well on the way to a million fortunes.

    mystics, brewmasters, storm callers, and lightbringers were new fabled that were added in U43
    • mystics - can drop a meteor if you dont kill them fast (meteor itself if not killed explodes after about 10 seconds, basically a 1 shot)
    • brewmasters - throw shrinky potions at you, can heal, and can make a dome that gives enemies high dmg reduction
    • storm callers - similar to the fireball ones except lightning (can place lightning aoe, and can channel lightning strikes)
    • lightbringers - can create light pools on enemies (which makes enemies in them invulnerable), can also cast sunburst, creates a light pool on death (be careful in melee)

    Mmhmm.. but in Arc 1?
  • Necrotech_Master
    Necrotech_Master
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    Orbital78 wrote: »
    Just delete Gothmau, his damage and mechanic is dumbly scaled with everything else in there.

    No one will complain about it.

    That would probably be the easiest bandage/temp fix. IMO that Marauder needs some rebalancing but if at least companions can help, that will greatly help newer players I am sure. I have Flawless Conqueror and same no death etc with vVH, not the best player but I know how to survive for the most part. I guess new players just have to take the death, which is frustrating if you're going for the daily marauder kill quest. This is on Arc 2, so not like your into the deeper harder parts yet that have scaled up.

    Thanks Jessica for confirming it is being worked on. <3

    Oh I kill him all the time, and know all about the *nearly* invisible swords he just kinda casually throws 2 of at your face without any sort of visual indicator while he's charging you, and all the bleed with his attacks.. BUT compared to literally every other mob in there he feels like an Arc 5 or 6 at Arc 2 only without the high health.

    His scaling is all kinds of wrong..

    Also I have noticed the fabled since the last update can cast Meteor within Arc 1 which I don't really think I saw before..?
    I say this as someone who has every trophy and achievement in there, every set item, and well on the way to a million fortunes.

    mystics, brewmasters, storm callers, and lightbringers were new fabled that were added in U43
    • mystics - can drop a meteor if you dont kill them fast (meteor itself if not killed explodes after about 10 seconds, basically a 1 shot)
    • brewmasters - throw shrinky potions at you, can heal, and can make a dome that gives enemies high dmg reduction
    • storm callers - similar to the fireball ones except lightning (can place lightning aoe, and can channel lightning strikes)
    • lightbringers - can create light pools on enemies (which makes enemies in them invulnerable), can also cast sunburst, creates a light pool on death (be careful in melee)

    Mmhmm.. but in Arc 1?

    fabled start appearing in arc 1 in cycle 3 and 4, they dont change their mannerisms per arc

    if you cant kill the mystic fast enough just kill the meteor as it has far less health than most other things

    usually i try to burst down the mystics if they appear, i usually dont even see meteors from them until like past arc 6 when they start getting enough health its hard to kill them quickly unless you have the right verses/visions
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • spartaxoxo
    spartaxoxo
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    @ZOS_JessicaFolsom

    Thank you for letting us know y'all are working on this bug. Just to let you know, this but is not limited to Gothmau. I don't know all of the bosses that it doesn't work on but I know there are other world bosses that their taunt doesn't work. The Nightmare Den comes to mind.
    Edited by spartaxoxo on November 13, 2024 10:01PM
  • ZOS_JessicaFolsom
    ZOS_JessicaFolsom
    Community Manager
    spartaxoxo wrote: »
    Thank you for letting us know y'all are working on this bug. Just to let you know, this but is not limited to Gothmau. I don't know all of the bosses that it doesn't work on but I know there are other world bosses that their taunt doesn't work. The Nightmare Den comes to mind.

    Thanks @spartaxoxo! The fix the team is working on should address cases of this happening with other bosses as well.
    Jessica Folsom
    Associate Director of Community - ZeniMax Online Studios
    Facebook | Twitter | Twitch | Tumblr | Instagram | YouTube | Support
    Staff Post
  • Aashiana
    Aashiana
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    I've also had a bug when getting defeated by a marauder that my character cannot revive even if they have lives left - they're just suspended and cant' do anything other than log out and back in again, and start over
  • BuffNukem
    BuffNukem
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    Hey all, we can confirm this is a bug and we are working on a fix for it. Thank you for reporting it!

    I appreciate you taking the time to provide acknowledgement of a reported bug and providing an update on a fix. Thank you!

    Why is it such a frustratingly difficult endeavor to get to this point. I literally posted about this exact bug within the first two days of the U43 PTS (July 9, 2024) in the PTS Forum Thread titled "PTS Update 43 - Feedback Thread for Infinite Archive Updates."

    If ZoS isn't even willing to read the first page of the thread they specifically created to collect bug reports on IA, ensuring they would have 4-5 weeks of budgeted dev time to make fixes to the main content focus of their patch, then I don't have a clue how to provide effective feedback in the future. It just seems so sporadic in getting significant issues that are reported on these forums ever seen by someone within ZoS, let alone acknowledged.

    Again, thanks for acknowledging receipt of the reported bug now. I just wish this was more of the rule than the exception.
  • Marronsuisse
    Marronsuisse
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    I hope the fix comes soon. Pretty please?

    Just had Bastian tank several Marauders without problem but when Gothmau came out, Bastian went around killing every other enemy in the arena, spawning a new wave and going on killing those, completely ignoring Gothmau despite me commanding him and using heavy attacks.

    Bastian is being placed in a pit of cheese for misbehaving >:/
  • Elvenheart
    Elvenheart
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    This also happens with my companions in Frostvault when fighting Warlord Tzogvin. I've had several companions, including Sharp, Bastian, and most recently Zerith-var just stand there and not engage the boss when I am heavy attacking with my Oakensoul sorcerer. If I get close they will cast support skills, but otherwise not engage the boss. However, I have noticed if I use the quickbar to summon a merchant or banking npc, then use the quickbar to dismiss them, it resummons my companion and then they engage Warlord Tzogvin normally the rest of the fight. I wonder if this would work with Gothmau?
  • katanagirl1
    katanagirl1
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    Elvenheart wrote: »
    This also happens with my companions in Frostvault when fighting Warlord Tzogvin. I've had several companions, including Sharp, Bastian, and most recently Zerith-var just stand there and not engage the boss when I am heavy attacking with my Oakensoul sorcerer. If I get close they will cast support skills, but otherwise not engage the boss. However, I have noticed if I use the quickbar to summon a merchant or banking npc, then use the quickbar to dismiss them, it resummons my companion and then they engage Warlord Tzogvin normally the rest of the fight. I wonder if this would work with Gothmau?

    I could try that, but as soon as I see the banner announcing his approach, he sees a squishy arcanist and decides to go steamrolling over and smack me in all of about 3 seconds. I’m not sure there is time.
    Khajiit Stamblade main
    Dark Elf Magsorc
    Redguard Stamina Dragonknight
    Orc Stamplar PVP
    Breton Magsorc PVP
    Dark Elf Magden
    Khajiit Stamblade
    Khajiit Stamina Arcanist

    PS5 NA
  • Orbital78
    Orbital78
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    Elvenheart wrote: »
    This also happens with my companions in Frostvault when fighting Warlord Tzogvin.

    Hopefully the fix can involve targeting issues for all mobs. I don't know the full root of the issue, but from the videos it does seem like it has perhaps evolved some. Maybe they have been trying to fix it but been unsuccessful. Recently they seem to just ignore the main target and run off to adds instead. In the past they just totally sat there and did nothing, but that might have been because there were no adds. I cannot fully remember as that was probably 6 months ago.

    Edited by Orbital78 on December 1, 2024 5:24AM
  • SkaiFaith
    SkaiFaith
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    Orbital78 wrote: »
    ...My typical strat is to kill the Fabled which usually triggers the Marauder shortly after.

    Interesting: First stage of second Arc I usually try to not do damage: I give a hit to the fabled and then leave everything to the companion, because I would otherwise burn everything fast, while it seems to me that doing this way instead I "force spawn" the marauder in that first stage, which is helpful.

    It's not 100% accurate strat, maybe I'm just coping, but quite some times it works so I keep trying it.
    A: "We, as humans, should respect and take care of each other like in a Co-op, not a PvP 🌸"
    B: "Too many words. Words bad. Won't read. ⚔️"
  • Necrotech_Master
    Necrotech_Master
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    SkaiFaith wrote: »
    Orbital78 wrote: »
    ...My typical strat is to kill the Fabled which usually triggers the Marauder shortly after.

    Interesting: First stage of second Arc I usually try to not do damage: I give a hit to the fabled and then leave everything to the companion, because I would otherwise burn everything fast, while it seems to me that doing this way instead I "force spawn" the marauder in that first stage, which is helpful.

    It's not 100% accurate strat, maybe I'm just coping, but quite some times it works so I keep trying it.

    the marauder randomly spawns

    when it spawns, it spawns usually just after the first trash wave spawns, it doesnt matter if you have or have not actually killed anything yet in the stage

    in early arcs like arc 2 and 3, ive sometimes been able to nuke the first wave entirely before the marauder decides to spawn in since his spawn is delayed from the first way by about 5 seconds or so

    in most instances if you clear the first wave and it takes more than 30 seconds and no marauder has spawned, your not getting a marauder in that stage at all

    the marauder is odd because if it had an even chance to spawn on each stage, it should have the lowest chance to spawn on the first stage, but more often than not i see the marauder spawning like 50% chance on the first stage, if you get through the first cycle with no marauder then its a guessing game as to when it spawns

    my strategy is to always nuke the fabled first, if a marauder does spawn i dont want to have a fabled enemy active too (in fact i usually want the entire first wave dead except for 1 enemy, which prevents the 2nd wave from spawning so can deal with the marauder without a lot of adds)
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
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