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Most annoying Dungeon Mechanic

  • Magdalina
    Magdalina
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    code65536 wrote: »
    Autolycus wrote: »
    Personally, for me it's actually Lord Warden.... and I can't really say a single mechanic that irritates me most. Between portals that patrol over the center (guaranteed death for anyone doing the mechanics properly, if it "happens" to be there too), the "chain gun" phase that I can get in front of (as the tank) and "wiggle" as much as I want, but it will still go to some other person sometimes, or the stupid *&)#%) orbs whose sole purpose is to grind your gears. The nerd rage is real with this one! #nerdrage
    No, the Portal Feedback mechanic is a punishment for failures at "doing the mechanics properly". If everyone makes it into the portals, there should be no portals left on the ground to fall into.
    • If someone fails the portal mechanic by falling prematurely, not only do they use up half a portal, but they also risk falling into a portal and getting Portal Feedback.
    • If someone fails to jump into a portal during a Darklight Burst, their portal will not be used up and will remain as a Portal Feedback hazard for the others in the group.
    • Jumping into a portal to reset it is risky: a new portal might not spawn in time, or you might get Portal Feedback on the fall, but in certain situations, it's worth the risk (e.g., resetting a leftover portal right after a Darklight Burst is usually safe to do). But of course, if nobody errs on the portal mechanic, you'd never have to do this.

    That said, it is a very annoying mechanic, and I'm not a fan of it. But it's a mechanic that kicks in only if someone makes a mistake. If everyone does the mechanics perfectly, nobody would ever get a Portal Feedback death.

    What about the times when he spawns 3 portals?
  • Amachie
    Amachie
    "Conventional" tanking works. Hold the aggro till mid of blue phase, then let someone take it for a moment and take it back when pinion pops open again. Equip some healing to take some heat off from healer and all will be ok.

    And i will never run ICP, CoA or WGT with randoms as i know the outcome.
    Soriana wrote: »
    Amachie wrote: »
    gonna try out some builds today (mag gear with force pulse, 2h dps and normal tanking), lets see which works out the best :)
    Soriana wrote: »
    I have a mediocre dps setup to back up my tank main (pure tank, not hybrid at all). I switch out to my two handed dps set up and use rally, critical rush, and executioner. Because my stam is so high, and regen as well, the setup works really well to kill the portals fast. I still don't take them out as fast as dps but it works for me. Then I can just switch back to my tank setup for the rest of the dungeon.
    Amachie wrote: »
    BlackEar wrote: »
    Darkshade Caverns is just.. annoying..
    Most annoying boss: WGT-planar (from tank´s point of view), probably gear/l2p issue but I have serious trouble killing the portals.


    Let me know how it works for you; people have a tendency to get upset...well, VERY upset...on that boss at the tank because of the portal phase. Knowing what you can do and adapting as best you can is all anyone can ask.
    Edited by Amachie on April 8, 2016 5:23PM
  • code65536
    code65536
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    Magdalina wrote: »
    code65536 wrote: »
    Autolycus wrote: »
    Personally, for me it's actually Lord Warden.... and I can't really say a single mechanic that irritates me most. Between portals that patrol over the center (guaranteed death for anyone doing the mechanics properly, if it "happens" to be there too), the "chain gun" phase that I can get in front of (as the tank) and "wiggle" as much as I want, but it will still go to some other person sometimes, or the stupid *&)#%) orbs whose sole purpose is to grind your gears. The nerd rage is real with this one! #nerdrage
    No, the Portal Feedback mechanic is a punishment for failures at "doing the mechanics properly". If everyone makes it into the portals, there should be no portals left on the ground to fall into.
    • If someone fails the portal mechanic by falling prematurely, not only do they use up half a portal, but they also risk falling into a portal and getting Portal Feedback.
    • If someone fails to jump into a portal during a Darklight Burst, their portal will not be used up and will remain as a Portal Feedback hazard for the others in the group.
    • Jumping into a portal to reset it is risky: a new portal might not spawn in time, or you might get Portal Feedback on the fall, but in certain situations, it's worth the risk (e.g., resetting a leftover portal right after a Darklight Burst is usually safe to do). But of course, if nobody errs on the portal mechanic, you'd never have to do this.

    That said, it is a very annoying mechanic, and I'm not a fan of it. But it's a mechanic that kicks in only if someone makes a mistake. If everyone does the mechanics perfectly, nobody would ever get a Portal Feedback death.

    What about the times when he spawns 3 portals?

    I've seen that happen only twice, and both times, it happened when both of the existing portals were partially used. My guess is that he spawns a new portal when there are less than 3 usable portal spots left on the ground.

    But I could be wrong, as I'm only going with two data points worth of observation.
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  • ragingruby1991
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    Though it's not difficult when you have your group chemistry down, I'm going to say that the most annoying mechanics to me are in the High Kinlord Rilis boss fight in Vet. Banished Cells. I tend to get hit with the ultimate boss cheese combo of:

    1. Taken into the air by bubble and dropped to the ground receiving hefty fall damage
    2. Have to run to opposite side of room to cleanse at the appropriate rune
    3. Movement speed is reduced while traveling to opposite side of the room, all the while a heavy DoT is ticking
    4. Boss decides I am the chosen one to receive the blue lightning/fire spam of death while ticking from DoT, slowed, and having just taken fall damage

    Happens every time lol
  • sickboy2808
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    [/quote]

    I use medium armor 5 pc Hundings Rage and the rest Morkuldin's for the stamina. Drops my health down pretty far but, being a tank, I'm used to self reliance and staying out of stupid so I usually don't die on that phase.[/quote]

    Thank you very much
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  • Sordidfairytale
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    WIth a PUG it has to be the second to last boss in Vet Crypt of Hearts. Without a doubt someone rolls over onto my circle, the worst part is watching, waiting to die...
    The Vegemite Knight
  • code65536
    code65536
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    Though it's not difficult when you have your group chemistry down, I'm going to say that the most annoying mechanics to me are in the High Kinlord Rilis boss fight in Vet. Banished Cells. I tend to get hit with the ultimate boss cheese combo of:

    1. Taken into the air by bubble and dropped to the ground receiving hefty fall damage
    2. Have to run to opposite side of room to cleanse at the appropriate rune
    3. Movement speed is reduced while traveling to opposite side of the room, all the while a heavy DoT is ticking
    4. Boss decides I am the chosen one to receive the blue lightning/fire spam of death while ticking from DoT, slowed, and having just taken fall damage

    Happens every time lol

    You still roll dodge at full speed if you are snared. In situations like that, or on the vMoL first boss, I throw a few rolls in there to speed up my journey to the cleanse pad.

    As for the damage that you take during this, your healer should be alert to when people are affected by this mechanic and make sure that you are healed on your journey to the cleanse. I've run vBC countless times and never died to that mechanic.

    What's most annoying about that fight is when he teleports out of the AoE right after I throw down a banner/nova/meteor.
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  • Czeri
    Czeri
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    code65536 wrote: »
    Though it's not difficult when you have your group chemistry down, I'm going to say that the most annoying mechanics to me are in the High Kinlord Rilis boss fight in Vet. Banished Cells. I tend to get hit with the ultimate boss cheese combo of:

    1. Taken into the air by bubble and dropped to the ground receiving hefty fall damage
    2. Have to run to opposite side of room to cleanse at the appropriate rune
    3. Movement speed is reduced while traveling to opposite side of the room, all the while a heavy DoT is ticking
    4. Boss decides I am the chosen one to receive the blue lightning/fire spam of death while ticking from DoT, slowed, and having just taken fall damage

    Happens every time lol

    You still roll dodge at full speed if you are snared. In situations like that, or on the vMoL first boss, I throw a few rolls in there to speed up my journey to the cleanse pad.

    As for the damage that you take during this, your healer should be alert to when people are affected by this mechanic and make sure that you are healed on your journey to the cleanse. I've run vBC countless times and never died to that mechanic.

    What's most annoying about that fight is when he teleports out of the AoE right after I throw down a banner/nova/meteor.


    Rilis is a funny case. When I first started doing group dungeons, I remember thinking how brilliant this encounter was because it gave everyone in the team something different to do - one dd on the boss, one on the balls, tank keeping the adds occupied and away from boss, healer keeping the tank juiced up.

    But then I ran this dungeon with pugs that didn't know the mechanics very well and didn't take advice, and suddenly it was super hard.

    And then I've found that the most efficient way of doing this dungeon is just burning the boss and adds together until the boss can barely stand, wait for 3 new adds to spawn, and finish the boss with one blow. However, efficient as it is, it's also the same kind of damage spam as most other group dungeon encounters, so it takes away all the enjoyment I remembered feeling that first run...
  • namelessperson
    Darkshade vet mode for me too. By the gods. For the longest time (basically until TG was released) I basically never did vet dungeons because that one broke me. Broke my spirit. I swear each boss in there took at LEAST an hour, and we had a decent, balanced group in which everyone pretty much knew what they were doing, and we STILL didnt even beat it. Still don't know what those damnable levers do... one day though... One day I'll have my revenge.
  • code65536
    code65536
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    Czeri wrote: »
    And then I've found that the most efficient way of doing this dungeon is just burning the boss and adds together until the boss can barely stand, wait for 3 new adds to spawn, and finish the boss with one blow. However, efficient as it is, it's also the same kind of damage spam as most other group dungeon encounters, so it takes away all the enjoyment I remembered feeling that first run...
    If your DPS is good enough, just ignore the Daedroths. With no DPS effort wasted on killing Daedroths, you can kill the boss with just three spawning (you might even have to pause a little).

    It's one of the ways in which low DPS compounds upon itself to magnify the difficulty. If you have low DPS, you need to kill the Daedroths or they'll overwhelm you, but if you devote DPS to the Daedroths, you will have even less DPS against the boss (even if you AoE them with the boss, that's still less efficient than single-target DPS against just the boss), which drags the fight out even more and there's even more Daedroths that you'd have to kill.

    Darkshade vet mode for me too. By the gods. For the longest time (basically until TG was released) I basically never did vet dungeons because that one broke me. Broke my spirit. I swear each boss in there took at LEAST an hour, and we had a decent, balanced group in which everyone pretty much knew what they were doing, and we STILL didnt even beat it. Still don't know what those damnable levers do... one day though... One day I'll have my revenge.
    It gets easier.

    My very first time in vet Darkshade, we were stuck on those damn netches for about three hours.

    My most recent run of vet Darkshade was me 2-manning it with a friend. No healer, no tank, and it took less than half an hour (we killed the alits, too).

    Practice (I had farmed Darkshade a few months ago for Engine Guardian) and better DPS (I was embarrassingly bad when I was a lowbie VR) helps a lot.

    As for the levers, I think they just abort the poison phase. Which means that, if you are good about surviving the poison, pulling the levers actually makes the fight harder, since the poison phase is the best phase to do DPS.
    Edited by code65536 on April 8, 2016 7:44PM
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  • swirve
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    Laggy spawny vine *** on toxic dome vet.
  • Flameheart
    Flameheart
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    WIth a PUG it has to be the second to last boss in Vet Crypt of Hearts. Without a doubt someone rolls over onto my circle, the worst part is watching, waiting to die...

    I had all the No-Death-achievements (CoA and WGT included, ICP is another topic though) earlier on all my V16 chars as CoH and just because of that boss. It's just a matter of some concentration and fast realizing where to dodge roll.

    2 rules:

    -don't dodge roll into a circle of another player
    -dodge roll into an area where just ONE circle will be and explode in the end. Usually a diagonal dodge roll will do the trick. If you are a magicka build and don't use light armor shield you should be whipped...

    This mechanic is actually pretty easy if people position well beforehand, but it's also unbelievable how many people are able to *** up...

    Nowadays I am glad that you are able to burn the boss down before he actually starts the mechanic.

    Edited by Flameheart on April 8, 2016 8:43PM
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  • Ghost-Shot
    Ghost-Shot
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    WIth a PUG it has to be the second to last boss in Vet Crypt of Hearts. Without a doubt someone rolls over onto my circle, the worst part is watching, waiting to die...

    Until you said this I actually forgot those circles were a thing, I don't think I've seen that mechanic in probably 9 months or so...
  • Ashtaris
    Ashtaris
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    MissBizz wrote: »
    DocFrost72 wrote: »
    DDemon wrote: »
    Any mechanic where you have to depend on others releasing you, like the 4 guys that chain you down in fungal. Prevents me from doing that dungeon with randoms, as most of them don't have the DPS to kill one of those adds quick enough when I get chained down.

    Protip, hit them with a charge attack. For bonus badassery, hit the one holding the person's right wrist.

    My least favorite is probably "TAKING AIM!" Sometimes I feel like the only one that plays with game sound on.

    @DocFrost72 Has that worked for you since TG? I believe I've done that dungeon twice since TG and charge attacks don't do their thing anymore... I thought maybe it was a "bug fix" that we couldn't do that anymore.

    I've wondered the same MissBizz. Whether or not the charged interrupt on the chainers was a bug, or working as intended. It's certainly more challenging now because if one of the DPS gets chained, and the other DPS doesn't have enough, then you are toast.
  • Magdalina
    Magdalina
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    code65536 wrote: »
    Magdalina wrote: »
    code65536 wrote: »
    Autolycus wrote: »
    Personally, for me it's actually Lord Warden.... and I can't really say a single mechanic that irritates me most. Between portals that patrol over the center (guaranteed death for anyone doing the mechanics properly, if it "happens" to be there too), the "chain gun" phase that I can get in front of (as the tank) and "wiggle" as much as I want, but it will still go to some other person sometimes, or the stupid *&)#%) orbs whose sole purpose is to grind your gears. The nerd rage is real with this one! #nerdrage
    No, the Portal Feedback mechanic is a punishment for failures at "doing the mechanics properly". If everyone makes it into the portals, there should be no portals left on the ground to fall into.
    • If someone fails the portal mechanic by falling prematurely, not only do they use up half a portal, but they also risk falling into a portal and getting Portal Feedback.
    • If someone fails to jump into a portal during a Darklight Burst, their portal will not be used up and will remain as a Portal Feedback hazard for the others in the group.
    • Jumping into a portal to reset it is risky: a new portal might not spawn in time, or you might get Portal Feedback on the fall, but in certain situations, it's worth the risk (e.g., resetting a leftover portal right after a Darklight Burst is usually safe to do). But of course, if nobody errs on the portal mechanic, you'd never have to do this.

    That said, it is a very annoying mechanic, and I'm not a fan of it. But it's a mechanic that kicks in only if someone makes a mistake. If everyone does the mechanics perfectly, nobody would ever get a Portal Feedback death.

    What about the times when he spawns 3 portals?

    I've seen that happen only twice, and both times, it happened when both of the existing portals were partially used. My guess is that he spawns a new portal when there are less than 3 usable portal spots left on the ground.

    But I could be wrong, as I'm only going with two data points worth of observation.

    I've seen him spawn third portal when none of us had fallen into previous one(yes, I am 100% sure) several times. It definitely doesn't happen often but it happens and there's nothing you can do then if third portal just decides to conveniently pass the centre right as you fall down. We've been unable to determine what makes him spawn third portal(was definitely not a matter of too slow dps, mind you). Technically you could have 2 people go down and close it(and try to time it to when other portals are nowhere near the centre) but it's risky because he might do that jump right as they land and people won't have time to go down the portal again.

    I've also seen him spawn ONE portal only a couple of times but that just looks like a bug to me.
  • Magdalina
    Magdalina
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    Flameheart wrote: »
    WIth a PUG it has to be the second to last boss in Vet Crypt of Hearts. Without a doubt someone rolls over onto my circle, the worst part is watching, waiting to die...

    I had all the No-Death-achievements (CoA and WGT included, ICP is another topic though) earlier on all my V16 chars as CoH and just because of that boss. It's just a matter of some concentration and fast realizing where to dodge roll.

    2 rules:

    -don't dodge roll into a circle of another player
    -dodge roll into an area where just ONE circle will be and explode in the end. Usually a diagonal dodge roll will do the trick. If you are a magicka build and don't use light armor shield you should be whipped...

    This mechanic is actually pretty easy if people position well beforehand, but it's also unbelievable how many people are able to *** up...

    Nowadays I am glad that you are able to burn the boss down before he actually starts the mechanic.

    Actually if a 4 people group struggles there it's simply easier to leave someone behind. This boss is super easy, she goes down fast enough even with two people ;) Less people=less circles=less chance to f*ck up. Leaving at least tank behind used to be extremely common practice there(granted less so now when half the groups just burn her before she does anything at all).
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