Bug with final stage of Maelstrom Arena.

Joy_Division
Joy_Division
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If you kill the clannfear and then use the open portal to go up to the top while the Daedroth has hit you with the the wildfire Damage Over Time effect, then that DoT persists indefinitely. It cannot be cleansed or purged. It does not expire or eventually go away. You eat 6K ticks in addition to what the boss throws at you and the automatic damage from the "Soul Churn" mechanic.

https://www.youtube.com/watch?v=lWYP8gWYvpA&feature=youtu.be

I have tried various methods of trying to avoid that DoT. I purged when I reached the top. I purged right before I used the portal. I tried to use the portal when the Daedroth wasn't breathing on me (difficult because that's its main attack, if he uses it before you kill clannfear, you still have DoT on you, and there is a delay between portal activation and actually teleporting to the top). I have managed to survive longer than the video I recorded. It does not go away. The Wildfire DoT was fairly consistent (for me) and the extra 6K damage ticks is something I cannot overcome (and believe me I tried).

A couple of things:

I have a friend who advised me to use the technique of ignoring the daedroth by nuking the clannfear and then using the portal. He has completed it multiple times and found it "weird" that I am experiencing these 6K damage ticks. This was not a fluke for me. I tried this dozens and dozens of times to notice something consistently wasn't quite right with the amount of damage you take up top. He either mitigates the damage entirely (unlikely, even though he is one of the best players in NA, he doesn't have indefinite resources) or he manages to get up there without that DoT. I asked him to pay closer attention to what happens once he uses the portal.

"Just kill the Daedroth." It is asking *a lot* to get thrown of the top and taking significant fall damage or flat out stunned in the lava and then having to immediately contend with the daedroth and the clannfear, both of which are instantly upon you (they track you from the bottom) and are hitting you for a combined 14K damage. I *can* do it ... maybe 40-50% of the time.

Edit: Now that I think about it, I believe @usmcjdking is correct. That is, it may not be strictly a "bug." It does not mean I think having an unpurgable effect by a monster not even on the screen is a very enjoyable mechanic to overcome.
Edited by Joy_Division on November 18, 2015 8:51PM
Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • usmcjdking
    usmcjdking
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    I don't think that's a bug.

    That's WAI and how the crematorial guard has always worked. His Wildfire DOT stacks on you and does more and more damage until he's dead.

    Edit: Also, his wildfire attack isn't an 'attack' - it acts more like Inferno.
    Edited by usmcjdking on November 18, 2015 6:15PM
    0331
    0602
  • Joy_Division
    Joy_Division
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    usmcjdking wrote: »
    I don't think that's a bug.

    That's WAI and how the crematorial guard has always worked. His Wildfire DOT stacks on you and does more and more damage until he's dead.

    Perhaps. Didn't think of it from that perspective. I question the design that allows a DoT to persist indefinitely that ignores cleanses and purges, thus invalidating the very abilities we supposedly have at our disposal to deal with such threats. I do not enjoy being railroaded into completing encounters a specific way.

    Edit: Now that I think about it, you are probably right. I still maintain that should be purgable, but I do believe the crematorial guards in the White-Gold tower work the same way.
    Edited by Joy_Division on November 18, 2015 6:28PM
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • timidobserver
    timidobserver
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    If you jump back down into the lava, do you still have the dot? How about if you wait down there for another Daedroth to spawn, does fighting it reset the dot?

    You are right. This does need fixing. In the mean time, can you handle a Daedroth 1v1? If so, try using a gap closer(focused charge if you are a Templar) and then wrecking the clanfear really quick with a Dawnbreaker of smiting before the Daedroth gets back in range. Then kill the Daedroth 1v1 before another clanfear spawns.

    Also, if you circle around the Daedroth just right the clanfear will collide with it and be unable to reach you and you will avoid most of the Daedroth's fire, but your puncturing sweep will still hit both of them.

    V16 Uriel Stormblessed EP Magicka Templar(main)
    V16 Derelict Vagabond EP Stamina DK
    V16 Redacted Ep Stam Sorc
    V16 Insolent EP Magicka Sorc(retired)
    V16 Jed I Nyte EP Stamina NB(retired)

  • Joy_Division
    Joy_Division
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    If you jump back down into the lava, do you still have the dot? How about if you wait down there for another Daedroth to spawn, does fighting it reset the dot?

    You are right. This does need fixing. In the mean time, can you handle a Daedroth 1v1? If so, try using a gap closer(focused charge if you are a Templar) and then wrecking the clanfear really quick with a Dawnbreaker of smiting before the Daedroth gets back in range. Then kill the Daedroth 1v1 before another clanfear spawns.

    Also, if you circle around the Daedroth just right the clanfear will collide with it and be unable to reach you and you will avoid most of the Daedroth's fire, but your puncturing sweep will still hit both of them.

    The whole point in nuking the clannfear is to avoid having to deal with the daedroth so jumping back down to remove the DoT is something I haven't tried to do as it contradicts the reason for going up there.

    I can handle a daedroth 1v1 every time. I can handle a daedroth and something else probably 85% of the time. What makes this specific daedroth encounter difficult is the combination of circumstances you must deal with. The most diffiicult is that both the clannfear and daedroth are immediately upon you after taking fall damage + possible stun from up top. Obviously it can be done, indeed I can manage it about half the time, but I *really* dislike how they are instantly upon you doing a combined 14K damage. More than that. One time I was stunned in the lava, the clannfear ran up to me and hit me with a 15K tail swipe.
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • Ezareth
    Ezareth
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    If you jump back down into the lava, do you still have the dot? How about if you wait down there for another Daedroth to spawn, does fighting it reset the dot?

    You are right. This does need fixing. In the mean time, can you handle a Daedroth 1v1? If so, try using a gap closer(focused charge if you are a Templar) and then wrecking the clanfear really quick with a Dawnbreaker of smiting before the Daedroth gets back in range. Then kill the Daedroth 1v1 before another clanfear spawns.

    Also, if you circle around the Daedroth just right the clanfear will collide with it and be unable to reach you and you will avoid most of the Daedroth's fire, but your puncturing sweep will still hit both of them.

    The whole point in nuking the clannfear is to avoid having to deal with the daedroth so jumping back down to remove the DoT is something I haven't tried to do as it contradicts the reason for going up there.

    I can handle a daedroth 1v1 every time. I can handle a daedroth and something else probably 85% of the time. What makes this specific daedroth encounter difficult is the combination of circumstances you must deal with. The most diffiicult is that both the clannfear and daedroth are immediately upon you after taking fall damage + possible stun from up top. Obviously it can be done, indeed I can manage it about half the time, but I *really* dislike how they are instantly upon you doing a combined 14K damage. More than that. One time I was stunned in the lava, the clannfear ran up to me and hit me with a 15K tail swipe.

    I usually do 3 rotations up top in order to ensure I head into the final boss stage with as much ultimate as possible. I jump down on my own 2 times, and each time I will use a CC on the clanfear (in my case mines) to separate him from the clanfear. Barring that I just range down the daedroth as quickly as possible and kill the healer as well if he is present because apparently stage 3 never kills the healer. Then I drag the clannfear over to the portal gate and kill him there and repeat.

    I usually have good luck circling the daedroth with crushing shock spam and avoid his breath since he has a slow turn radius but it does leave you open to the occasional lava hit or the spikes from above which can be lethal if either one hits you.
    Permanently banned from the forums for displaying dissent: ESO - The Year Behind
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  • Personofsecrets
    Personofsecrets
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    Crematorial guards should just be removed from the game.
  • timidobserver
    timidobserver
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    If you jump back down into the lava, do you still have the dot? How about if you wait down there for another Daedroth to spawn, does fighting it reset the dot?

    You are right. This does need fixing. In the mean time, can you handle a Daedroth 1v1? If so, try using a gap closer(focused charge if you are a Templar) and then wrecking the clanfear really quick with a Dawnbreaker of smiting before the Daedroth gets back in range. Then kill the Daedroth 1v1 before another clanfear spawns.

    Also, if you circle around the Daedroth just right the clanfear will collide with it and be unable to reach you and you will avoid most of the Daedroth's fire, but your puncturing sweep will still hit both of them.

    The whole point in nuking the clannfear is to avoid having to deal with the daedroth so jumping back down to remove the DoT is something I haven't tried to do as it contradicts the reason for going up there.

    I can handle a daedroth 1v1 every time. I can handle a daedroth and something else probably 85% of the time. What makes this specific daedroth encounter difficult is the combination of circumstances you must deal with. The most diffiicult is that both the clannfear and daedroth are immediately upon you after taking fall damage + possible stun from up top. Obviously it can be done, indeed I can manage it about half the time, but I *really* dislike how they are instantly upon you doing a combined 14K damage. More than that. One time I was stunned in the lava, the clannfear ran up to me and hit me with a 15K tail swipe.

    In my mind, the point of nuking the clanfear could be to have a few moments to kill the Daedroth 1v1. If I were having this trouble I would try nuking the clanfear, kill the Daedroth 1v1 before the clanfear returns, and then drag the new clanfear to the portal and kill it.

    V16 Uriel Stormblessed EP Magicka Templar(main)
    V16 Derelict Vagabond EP Stamina DK
    V16 Redacted Ep Stam Sorc
    V16 Insolent EP Magicka Sorc(retired)
    V16 Jed I Nyte EP Stamina NB(retired)

  • usmcjdking
    usmcjdking
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    Crematorial guards should just be removed from the game.

    @Personofsecrets

    lol @ like 98% of forum posters finally understanding our woes.

    Like 2 months behind the curve.
    0331
    0602
  • Katinas
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    Using portal should remove any damage over time effects if this stage was designed properly. Instead just like with all synergies it stuns you while you are still taking damage. Same happens when you get thrown down. Why design a circle that's about 2 meters wide and you cannot avoid red circles going back and forward, only left and right? While the protective wall in the meantime is moving faster than your sprint speed. Perhaps I sould wear Well-fitted...
  • Personofsecrets
    Personofsecrets
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    usmcjdking wrote: »
    Crematorial guards should just be removed from the game.

    @Personofsecrets

    lol @ like 98% of forum posters finally understanding our woes.

    Like 2 months behind the curve.

    That is sort of funny. I didn't think of that.
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