It's a very ... touchy quest, to be sure.I've been having the same problem with this stupid quest, it should be a group quest.
My blue geared, melee DK did it solo, but it was in no way easy. Granted, melee build has its failures, but I can at least make a good dent in mob packs with effort and maneuvering.
I can understand how classes that still have broken and poorly tuned abilities would crash and burn.
it just highlights the hasty arbitrary buffing of mobs in a lazy fashion.
they failed utterly to realise that folk would find it insulting to be forced to die or struggle to kill a pack of rats or mudcrabs. where as if you take on a huge monster you expect the fight to be hard.
same with boss mobs versus trash mobs. you expect a hard fight with a lich or something but its frustrating when any farmer with a pitchfork can almost kill you..
hence why the simple buffing of an entire zones mobs is both lazy and stupid.
Dekkameron wrote: »it just highlights the hasty arbitrary buffing of mobs in a lazy fashion.
they failed utterly to realise that folk would find it insulting to be forced to die or struggle to kill a pack of rats or mudcrabs. where as if you take on a huge monster you expect the fight to be hard.
same with boss mobs versus trash mobs. you expect a hard fight with a lich or something but its frustrating when any farmer with a pitchfork can almost kill you..
hence why the simple buffing of an entire zones mobs is both lazy and stupid.
What also adds insult to injury is that after defeating a Daedric Prince and turning into a super duper godlike person yourself you're then thrown into a world where even the little furry creatures sneer with derision at your woeful attempts to kill them.
Talk about anticlimactic.
Virtually none. If you read the paperwork near people from other alliances you find out they are almost all working for Molag Bal or Cultists, not the leadership of the alliance.Perhaps the idea is to stop your head from getting too big and for you to experience a bit of humility and also to try and open your eyes to the horrors and atrocities visited on the other alliances by your alliance.
Weirdly the difficulty level of the 'VR5' monsters in Cyrodiil seems fine. Just the right level of difficulty. Maybe the other realm monsters just had stupid spell/armour penetration which is then skewing builds (because it makes armour pointless and CC godly), and making anything that can't be CC'd stupidly powerful.
Nice idea to avoid the telegraphed power in theory, unfortunately the telegraph spot is larger than the visual, and very difficult to distinguish with a NB due to all my powers being flashy and red (since I pretty much have to rely on veil of blades in VR++ content to survive more than 2 mobs). I have tested the AOE on numerous mobs from PBAOE's and cones, they hit you outside of the red telegraph even if you don't ever enter it. Also, some of the mob powers are so fast that you literally have to dodge roll immediately when you see the telegraph and even then still get hit often). Add in they are un-blockable and the finicky nature of the combat and it equals an unnecessary frustration where you are fighting the game's mechanics rather than the mobs.
I doubt its my internet since I ping around 50 ms latency to the region of their server base in NA. It's not a bandwidth issue from my provider or in my home (two devices each with a dedicated separate line).
Cheers!
Talking about armor, it is pretty much cosmetic outfit regardless of its stats it does negligible difference during a fight in vet zones, you die as fast as if you weren't using any armor. 2.4k spell resist and 2.1k armor is as good as just 0.
Let me explain here. If you manage to avoid attacks and destroy mobs before they kill you you can do it as good as naked. The only difference is that you can add some healt/magicka/stamina bonuses on it, but this difference is so small you can pretty much ignore it.
VR zones leave you no room for errors, you have to avoid/block all attacks in order to succeed (if you fight against 2-3 trash mobs at once). If fight extends over 5 seconds you are dead. I find this content best suited for a select 2 dps classes and if you want to beat VR zones with least frustration you have to play specifically those two classes. Wearing light armor and using magicka.
Where is the diversity and fun?
Nice idea to avoid the telegraphed power in theory, unfortunately the telegraph spot is larger than the visual, and very difficult to distinguish with a NB due to all my powers being flashy and red (since I pretty much have to rely on veil of blades in VR++ content to survive more than 2 mobs). I have tested the AOE on numerous mobs from PBAOE's and cones, they hit you outside of the red telegraph even if you don't ever enter it. Also, some of the mob powers are so fast that you literally have to dodge roll immediately when you see the telegraph and even then still get hit often). Add in they are un-blockable and the finicky nature of the combat and it equals an unnecessary frustration where you are fighting the game's mechanics rather than the mobs.
I doubt its my internet since I ping around 50 ms latency to the region of their server base in NA. It's not a bandwidth issue from my provider or in my home (two devices each with a dedicated separate line).
Cheers!
Solo only quests simply shouldn't exist in an MMO in my view, but that's another conversation.

yelloweyedemon wrote: »The veteran content NEEDS to be hard in my opinion... The game was super easy all the way through lvl 50. There were only two challenging quests I remember. They were both in main story. 1st was the fight in the hall of the dead in that redguard city where you had to fight 6 elite skeletons with no out of combat regen. The second was the Molag Bal fight. All the rest content was fairly easy.
It is fun to have some challenging veteran content. The rewards are a completelly different thing though... They need a hell of a boost especially after V5-6
I'd guess a crit, unblocked, maybe with Reaper's Mark or something on it.Another great one:
Bug or what? Checked on few other skeleton warriors after this - max hits from throw dagger were around 700..