s7732425ub17_ESO wrote: »Here is a list of Veteran Dungeon bosses that pretty much require DPS to use ranged and their reasons why:
- Fungal Grotto, 2nd boss: everyone needs to spread out or else the chain beam attack will kill someone in two seconds when scaled to VR14
- Banished Cells, Keeper Imidral: 10x easier for ranged DPS because of the red AOE circles that spawn everywhere. If you want to stay alive, you find a nice safe spot on the ground and stay there and range the boss. If you try to melee the boss, you will be standing in red most of the fight.
Crypt of Hearts, second to last boss: If you melee the boss, your group will wipe. Why? She throws an AOE fire circle to each group member. If you are meleeing the boss, the fire circle will fall very close to the boss. When the boss drags everyone inwards and holds them for 4 seconds, you will be hit by the fire circle and die. There's nothing you can do to stop it. Nothing. Don't EVER melee this boss.
- Hel Ra, first boss: The boss will do a whirlwind attack during the execute phase. If you are melee you will instantly die. You must kite the boss or stay ranged in order to survive.
- AA, first boss: When you are standing in the yellow circles, you are usually far away from the boss. If you ever move from the yellow circle, you pretty much die.
I mean, are there dungeons where ranged characters are forced into melee range?
Depends. Destro staff users have force shoch and impulse, so they have good single target and aoe damage. They are versatile. Bow is missing good, spammable aoe damage, so you need to combine it with either 2H or DW.Is there any actual disadvantage to just using ranged all the time?
I would say you got it the wrong way round. I find it perfectly logical that you will need a versatile and tuned build to take on the game's challenges. Build meta gaming should be a central element of this type of game.But... I still find it kind of a weird design decision to effectively force people to use ranged weapons - especially once you've spent the first 50 levels facerolling everything in sight with a 2-hander.
So... I just turned V1 and started running some vet pledges. They're definitely a step up in difficulty from the normal pledges, that's for sure!
Anyway, I just did one with a V14, who was most helpful about letting a couple of noobs know the fights and so forth. But we just couldn't take down the final boss (Giant Dwarven spider thing... DarkShade Caverns IIRC),and ended up bailing on it. Nothing wrong with that... my first time in there and I obviously need to increase my DPS by quite a bit.
But, the weird thing is, as we left, he basically said that almost all dungeons require a ranged attack of some kind, and that I should get a bow. My character is basically a two-handed nightblade (in medium armor), and I really have no interest in using a bow. I *might*, if pressed, learn to use a sword/shield so I can tank occasionally, but that would be it.
So, my question is, do I really need a bow? Are all the dungeons going to pretty much instagib me at close range?
The first 50 levels of the game have led me to believe that I was doing just fine, and only now I find out that I need a bow?
Alphashado wrote: »Most fights allow for melee once you learn when to move in and out. The final boss in vet DSC is an exception. You pretty much must use ranged or die.
Good. That's really all I wanted to know. I have no problem moving in and out, dodging, attacking etc. at the right time, but if I can't even get close then I really don't see much point in continuing on.
I don't mind being "flexible" with my skills, but I'm not going to learn a whole new skill set that I have zero interest in, just to be able to compete. I thought the whole idea was that you could be whatever you wanted to be...
Ok, I just bought a bow and am running around ColdHarbor leveling it up at ludicrous speed.
It works quite well with my existing stamina pool, and if things go south, I can always switch to my 2-handed sword.
It's actually quite interesting, although I still think I should be able to RP an Argonian SwordBeast without having to resort to plinking away at things with a stick and a piece of sting.
s7732425ub17_ESO wrote: »Here is a list of Veteran Dungeon bosses that pretty much require DPS to use ranged and their reasons why:
- Fungal Grotto, 2nd boss: everyone needs to spread out or else the chain beam attack will kill someone in two seconds when scaled to VR14
- Fungal Grotto, last boss: you MUST be ranged the entire fight, or else you die from the big black portals
- Banished Cells, Keeper Imidral: 10x easier for ranged DPS because of the red AOE circles that spawn everywhere. If you want to stay alive, you find a nice safe spot on the ground and stay there and range the boss. If you try to melee the boss, you will be standing in red most of the fight.
- Darkshade Caverns, last boss: You MUST use ranged for the last boss. If you melee the boss during the fire stage, you insta-die. If you melee during the lightning phase, you insta-die.
- Crypt of Hearts, second to last boss: If you melee the boss, your group will wipe. Why? She throws an AOE fire circle to each group member. If you are meleeing the boss, the fire circle will fall very close to the boss. When the boss drags everyone inwards and holds them for 4 seconds, you will be hit by the fire circle and die. There's nothing you can do to stop it. Nothing. Don't EVER melee this boss.
- City of Ash, Ash Titan: This boss is very, very difficult. If you are melee, you will not be able to avoid the fire waves. You will also not be able to kite the adds and attack the boss at the same time, which is a strategy used by most advanced groups.
- City of Ash, last boss: many groups will use a technique where the tank stands on one platform and everyone else stands on another. This means that the DPS must be ranged for the entire fight. If you aren't using this technique, you can do melee.
Trials
- Hel Ra, first boss: The boss will do a whirlwind attack during the execute phase. If you are melee you will instantly die. You must kite the boss or stay ranged in order to survive.
- AA, first boss: When you are standing in the yellow circles, you are usually far away from the boss. If you ever move from the yellow circle, you pretty much die.
Don't be a noob. Learn to pull out a bow on these bosses.
ssewallb14_ESO wrote: »You're at a disadvantage in some fights definitely, but It's not nearly as bad as some people are saying. The only fight where you completely fail without ranged as you've noticed is the engine guardian. With 3 teammates with at least average skill and understanding of the boss mechanics, you'll do fine.
ssewallb14_ESO wrote: »You're at a disadvantage in some fights definitely, but It's not nearly as bad as some people are saying. The only fight where you completely fail without ranged as you've noticed is the engine guardian. With 3 teammates with at least average skill and understanding of the boss mechanics, you'll do fine.
The disadvantage is not that bad as people think, its worse.
Melee dd spend so much time running around and dodging aoe that they will never be comparable to ranged dd.
Rilis -> Tons of aoe and teleporting, running after the orbs and cleansing debuff
Bogdan -> massive amounts of aoe to dodge + adds to run after
Vila Theran -> cant melee
Nerieneth -> large room with teleporting and aoe spammage
Engine Guardian -> cant melee
Ruzodigrigorafgajanggn -> if you get targeted by the following aoe, your dps stops
Ilambris dudes -> gargantuan amount of aoe
Teethnasher -> permanent no-go-zone around boss
Mephalas Fang -> small room with poison aoe
Shadow Guard -> sits in aoe whole fight
Gamyne Bandu -> Tank and melee dd getting beamed, hmmm....
Malubeth -> Room filled with aoe and need to run around pulling switches
Garron the Returned -> ranged adds
And there are several bosses who swing their 2-hander above their head, forcing melee to take distance
The only melee friendly dungeon afaik is Spindleclutch.
The only boss i can think of that has some form of anti-range mechanic is the Mad Architect.
So if you want to stay at melee range, do what i do: tank.
Otherwise, get the bow.

Alphashado wrote: »Most fights allow for melee once you learn when to move in and out. The final boss in vet DSC is an exception. You pretty much must use ranged or die.
Good. That's really all I wanted to know. I have no problem moving in and out, dodging, attacking etc. at the right time, but if I can't even get close then I really don't see much point in continuing on.
I don't mind being "flexible" with my skills, but I'm not going to learn a whole new skill set that I have zero interest in, just to be able to compete. I thought the whole idea was that you could be whatever you wanted to be...
s7732425ub17_ESO wrote: »Here is a list of Veteran Dungeon bosses that pretty much require DPS to use ranged and their reasons why:
- Fungal Grotto, 2nd boss: everyone needs to spread out or else the chain beam attack will kill someone in two seconds when scaled to VR14
- Fungal Grotto, last boss: you MUST be ranged the entire fight, or else you die from the big black portals
- Banished Cells, Keeper Imidral: 10x easier for ranged DPS because of the red AOE circles that spawn everywhere. If you want to stay alive, you find a nice safe spot on the ground and stay there and range the boss. If you try to melee the boss, you will be standing in red most of the fight.
- Darkshade Caverns, last boss: You MUST use ranged for the last boss. If you melee the boss during the fire stage, you insta-die. If you melee during the lightning phase, you insta-die.
- Crypt of Hearts, second to last boss: If you melee the boss, your group will wipe. Why? She throws an AOE fire circle to each group member. If you are meleeing the boss, the fire circle will fall very close to the boss. When the boss drags everyone inwards and holds them for 4 seconds, you will be hit by the fire circle and die. There's nothing you can do to stop it. Nothing. Don't EVER melee this boss.
- City of Ash, Ash Titan: This boss is very, very difficult. If you are melee, you will not be able to avoid the fire waves. You will also not be able to kite the adds and attack the boss at the same time, which is a strategy used by most advanced groups.
- City of Ash, last boss: many groups will use a technique where the tank stands on one platform and everyone else stands on another. This means that the DPS must be ranged for the entire fight. If you aren't using this technique, you can do melee.
Trials
- Hel Ra, first boss: The boss will do a whirlwind attack during the execute phase. If you are melee you will instantly die. You must kite the boss or stay ranged in order to survive.
- AA, first boss: When you are standing in the yellow circles, you are usually far away from the boss. If you ever move from the yellow circle, you pretty much die.
Don't be a noob. Learn to pull out a bow on these bosses.