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New Titles For Extremely Tough Solo Content

  • Vaoh
    Vaoh
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    Vaoh wrote: »
    More or less, what I propose would still be kinda cool imo.
    Like if you solo Vet White Gold Tower, it'd be pretty awesome to get a title for it!

    Nope. Again, because it would make soloing group dungeons an "official" goal of the game, which makes no sense because it is group content. In fact, you or anyone being able to solo them is an indicator of failure on the part of ZOS in terms of balancing difficulty.
    I understand that YOU, personally, would like a title, but cannot have it game. As someone already said : make videos. You'll get a reputation, followers and applause. Much more than by wearing a title ingame. No everyone can do what you do.

    Vaoh wrote: »
    Guess it's just me :/ never did see these "group" dungeons as real group content. Even when I was a noob (PS4 launch) I new that with some better gear nothing I was fighting would be impossible solo)

    That explains a lot. The vet versions of the old dungeons was really hard back in 2014. On console launch, the game was already 14 months old and those dungeons were already outdated.

    Vaoh wrote: »
    Why did you write this post? You made literally no sense at all.

    I recommend looking up the words:
    • Extremely
    • Hard
    • Solo
    • Content
    (all used in your first sentence)

    Your list simply made zero sense as is. Learn what these words mean, then play ESO to figure out what each term you listed actually entails for the player.

    Afterward, formulate those new words you just learned into something that makes sense for the point you were trying to prove (which was quite obviously negative toward my opinion in some way). Good luck!

    THat wasn't addressed to me but as a hint, you could lookup "irony" in a dictionary. :)



    :hushed: Clever....

    And I apologize if those dungeons were tough back in 2014. Not something I was aware of. Hard to believe when we have dungeons like City of Ash getting nerfed only a few patches ago!

    Anyway, can totally agree that "group" dungeons being soloable is a failure on ZOS's part. I'll stick to running Vet trials and solo dungeons I guess. At least the trials are scaled correctly (though Ra Kotu and Lightning Storm Atronach are beatable solo since they have simple mechanics).

    Edited by Vaoh on September 16, 2016 11:44AM
  • Elara_Northwind
    Elara_Northwind
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    More or less, what I propose would still be kinda cool imo.
    Like if you solo Vet White Gold Tower, it'd be pretty awesome to get a title for it!

    I tried to solo wgt, and it was impossible. When that harvester boss locks you in a cage she resets because there is nobody left out there to fight her. I imagine even if it were possible to pass this boss, the planar inhibitor requires at least 2 people, for taking the pinion in the middle.

    Although it can be fun to try and solo vet dungeons, I think it should be left at just that. If you want to go and solo them for your own fun and personal achievement then do it, but I believe that group content should remain as group content and encouraging people to play solo defeats the point of the game being an mmo.

    Sorcerer, Templar, Wolf Collector, Housing Addict!

    GM of Salted Wings Tavern and Salted Wings Housing 🏠🌻

    'A House is Built with Boards and Beams, a Home is Built with Love and Dreams'

    Youtube - https://www.youtube.com/c/ElaraNorthwind
  • Vaoh
    Vaoh
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    SadieJoan wrote: »
    More or less, what I propose would still be kinda cool imo.
    Like if you solo Vet White Gold Tower, it'd be pretty awesome to get a title for it!

    I tried to solo wgt, and it was impossible. When that harvester boss locks you in a cage she resets because there is nobody left out there to fight her. I imagine even if it were possible to pass this boss, the planar inhibitor requires at least 2 people, for taking the pinion in the middle.

    Although it can be fun to try and solo vet dungeons, I think it should be left at just that. If you want to go and solo them for your own fun and personal achievement then do it, but I believe that group content should remain as group content and encouraging people to play solo defeats the point of the game being an mmo.

    The Adjudicator's cage mechanic can be bypassed by a solo player. Easiest way is through pets, Summon Shade teleport, or (according to others) gap closers. A few other skills can work as well.

    The Inhibitor is defeatable imo on only a Nightblade and Sorcerer.

    Sorcerer can Bolt Escape. I've "tanked" the Inhibitor with 100% uptime before and survived. Dealing damage at the same time when Heat Stroke exceeds 15K DPS is the true challenge. That DoT cleanses/reapplies at minimum value again once the Inhibitor loses control.

    Nightblade might be able to pull it off with Summon Shade, and possibly letting a Daedra spawn (or use portals) to Teleport Strike to. Not sure :/ highly doubt it tbh. Best bet is Mag Sorc!

    Fair opinion. And I think making Maelstrom weapons almost mandatory for PvE Endgame DPS encourages people to solo enough! Lol

    EDIT: I am trying to solo vWGT. Need different gear to do it. Already soloed Normal mode but the difficulty spike is pretty huge in Vet.

    So believe me, my strategies work ;)
    Edited by Vaoh on September 16, 2016 12:04PM
  • Khairiah
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    Let me just add in that theres still alot of cp capped ppl with endgame gear, who doesnt have a clue about mechanics even in simple dungeons like Fungal and Wayrest. :disappointed:
  • Vaoh
    Vaoh
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    Khairiah wrote: »
    Let me just add in that theres still alot of cp capped ppl with endgame gear, who doesnt have a clue about mechanics even in simple dungeons like Fungal and Wayrest. :disappointed:

    Ouch.... unfortunately you're not even wrong :disappointed:
  • Asardes
    Asardes
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    Vaoh wrote: »
    Asardes wrote: »
    Well, there are already hard barriers against soloing some dungeons, like mechanics that catch or disable one or more players in certain ways and the others in the team need to free them or work together to beat the respective mechanic. For example:
    Gamyne Bandu in Fungal Grotto 2 - adds catch one of the players and the others have to free him
    Dranos Valedor in Cradle of Shaddows - similar mechanic, no way to defeat it solo
    Captain Blackheart in Blackheart Haven - transforms one of the players into a skeleton and he can use only light attacks
    Direfrost Keep - 2 players have to stand on the plates to open a gate
    Ruins of Mazzatun - you need at least 2 players to carry the spice to the spring at Xal-Nur.

    The soft barriers are mostly DPS races, and resource checks. For example it's extremely hard for a single player to burn the flesh atronachs in Imperial City Prison fast enough to prevent them from enraging even when they come with trash mobs around them, and impossible when they come with a harvester, two hoarvors and plenty of trash zombies right before the penultimate boss. Also the lava slingers in Ruins of Mazzatun have a very hard fear & enrage mechanic, that's hard to interrupt even for good tank with adequate support.

    I like this! You use logic! :smiley:

    You are correct, though Gamyne Bandu's chaining mobs (Fungral Grotto II) can be killed by stacking AoE DoTs prior to being locked down.

    Are you sure Dranos Valedor's lockdown cannot be passed? He kills you with his Heavy attack, which you must dodge/block upon escaping. Utilizing the Glory set maybe pass this (must also test on Nerien'eth).

    It's probably possible to kill Bandu's adds by stacking AoE right before she CCs you because the adds are quite weak. For example liquid lightning and blockade of fire probably throwing a meteor on her and letting the DoT stack as well and will kill the adds before the sword reaches you. The problem is that while the adds are holding you down and the spectral sword is coming she still keeps attacking you - as a single player you automatically have the aggro - and she may well kill you even before the sword animation ends. It happened to me quite a few times actually, when I was in PuGs that were so weak they couldn't even kill the adds. And there are still two problematic bosses in the same dungeon. The Spawn of Mephala sends one player in the spider cave - if none goes of his one volition she picks a random one and throws him there - and if the other 3 all die during his time in the cave the boss simply resets and the surviving one is booted out of the cave regardless if he killed the spiders or not - also happened to me. If you are alone it will probably reset every time you are thrown i. Keeping the boss near the bridge/water ditch sometimes prevents the mechanic, but also may result in resetting her. The next boss is a "soft" barrier - when he does his special attack drains all magicka. You will be unable to attack him, or even recover health during this phase. Staking DoTs just before he does it may also work. End boss is quite soloable if you can self heal.

    Regarding Dranos in Cradle, his attack is indeed a heavy attack and can be blocked/interrupted. It's even required to do that because just blocking still results in one-shot death most of the times. I don't know exactly how his mechanics is implemented, or what happens if he doesn't outright kill you with the first attack because the Glorious Defender set procs (9% if you hit him just prior). The game may bug, keeping you permanently CCd until killed by the other mechanics (ex. the rolling red balls) or he will most likely attack you again and kill you, since the adds don't disappear until killed or interrupted. And of course there is the part where he is invulnerable, just before the CC phase. He hits like a truck with his "steel tornado" attack, and has to be dodged/interrupted. You can probably kite him around the room killing the adds in the process though but it's very difficult. Velidreth itself has no "hard" barrier, but a set of very strong "soft" ones. For example she hits very hard, resulting in significant damage even to a fully blocking tank which is spamming shields at the same time. If she hits a DD or healer because of lost aggro it's one-shot for sure. In addition to that there are the balls that suck stamina and magicka and lower resistance, a bleed and a healing reduction (has the same icon as the meatbag catapult in the death recap). And then there's the ultimate devouring mechanic that can't be interrupted and since you are alone she will pick you every time.

    On Nerien'eth I'm sure his attack can't be interrupted or avoided by set procs because it's not a heavy attack, but a special animation, like the spectral sword at Bandu. Stacking DoTs right before he catches you won't work either, as his damage shield is quite strong and requires at least two people with decent DPS bursting it quite hard to interrupt.
    Edited by Asardes on September 16, 2016 12:12PM
    Beta tester since February 2014, played ESO-TU October 2015 - August 2022, currently on an extended break
    vMA (The Flawless Conqueror) | vVH (Spirit Slayer & of the Undying Song) | vDSA | vAA HM | vHRC HM | vSO HM | vMoL | vAS+1 | Emperor

    PC-EU CP 3000+
    41,000+ Achievement Points before High Isle
    Member of:
    Pact Veteran Trade: Exemplary
    Traders of the Covenant: God of Sales
    Tamriels Emporium: God of Sales
    Valinor Overflow: Trader
    The Traveling Merchant: Silver


    Characters:
    Asardes | 50 Nord Dragonknight | EP AR 50 | Master Crafter: all traits & recipes, all styles released before High Isle
    Alxaril Nelcarion | 50 High Elf Sorcerer | AD AR 20 |
    Dro'Bear Three-paws | 50 Khajiit Nightblade | AD AR 20 |
    Veronique Nicole | 50 Breton Templar | DC AR 20 |
    Sabina Flavia Cosades | 50 Imperial Warden | EP AR 20 |
    Ervesa Neloren | 50 Dark Elf Dragonknight | EP AR 20 |
    Fendar Khodwin | 50 Redguard Sorcerer | DC AR 20 |
    Surilanwe of Lillandril | 50 High Elf Nightblade | AD AR 20 |
    Joleen the Swift | 50 Redguard Templar | DC AR 20 |
    Draynor Telvanni | 50 Dark Elf Warden | EP AR 20 |
    Claudius Tharn | 50 Necromancer | DC AR 20 |
    Nazura-la the Bonedancer | 50 Necromancer | AD AR 20 |

    Tharkul gro-Shug | 50 Orc Dragonknight | DC AR 4 |
    Ushruka gra-Lhurgash | 50 Orc Sorcerer | AD AR 4 |
    Cienwen ferch Llywelyn | 50 Breton Nightblade | DC AR 4 |
    Plays-with-Sunray | 50 Argonian Templar | EP AR 4 |
    Milariel | 50 Wood Elf Warden | AD AR 4 |
    Scheei-Jul | 50 Necromancer | EP AR 4 |

    PC-NA CP 1800+
    30,000+ Achievement Points before High Isle
    Member of:
    Savage Blade: Majestic Machette


    Characters:
    Asardes the Exile | 50 Nord Dragonknight | EP AR 30 |
  • Elara_Northwind
    Elara_Northwind
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    Vaoh wrote: »
    SadieJoan wrote: »
    More or less, what I propose would still be kinda cool imo.
    Like if you solo Vet White Gold Tower, it'd be pretty awesome to get a title for it!

    I tried to solo wgt, and it was impossible. When that harvester boss locks you in a cage she resets because there is nobody left out there to fight her. I imagine even if it were possible to pass this boss, the planar inhibitor requires at least 2 people, for taking the pinion in the middle.

    Although it can be fun to try and solo vet dungeons, I think it should be left at just that. If you want to go and solo them for your own fun and personal achievement then do it, but I believe that group content should remain as group content and encouraging people to play solo defeats the point of the game being an mmo.

    The Adjudicator's cage mechanic can be bypassed by a solo player. Easiest way is through pets, Summon Shade teleport, or (according to others) gap closers. A few other skills can work as well.

    The Inhibitor is defeatable imo on only a Nightblade and Sorcerer.

    Sorcerer can Bolt Escape. I've "tanked" the Inhibitor with 100% uptime before and survived. Dealing damage at the same time when Heat Stroke exceeds 15K DPS is the true challenge. That DoT cleanses/reapplies at minimum value again once the Inhibitor loses control.

    Nightblade might be able to pull it off with Summon Shade, and possibly letting a Daedra spawn (or use portals) to Teleport Strike to. Not sure :/ highly doubt it tbh. Best bet is Mag Sorc!

    Fair opinion. And I think making Maelstrom weapons almost mandatory for PvE Endgame DPS encourages people to solo enough! Lol

    EDIT: I am trying to solo vWGT. Need different gear to do it. Already soloed Normal mode but the difficulty spike is pretty huge in Vet.

    So believe me, my strategies work ;)

    Well, I did not know that :blush: I was doing it on a templar. I ended up getting help from another templar and we managed to complete it with 2 of us, but I genuinely believed it was impossible to pass that first boss solo :lol:
    Sorcerer, Templar, Wolf Collector, Housing Addict!

    GM of Salted Wings Tavern and Salted Wings Housing 🏠🌻

    'A House is Built with Boards and Beams, a Home is Built with Love and Dreams'

    Youtube - https://www.youtube.com/c/ElaraNorthwind
  • Vaoh
    Vaoh
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    Asardes wrote: »
    Vaoh wrote: »
    Asardes wrote: »
    Well, there are already hard barriers against soloing some dungeons, like mechanics that catch or disable one or more players in certain ways and the others in the team need to free them or work together to beat the respective mechanic. For example:
    Gamyne Bandu in Fungal Grotto 2 - adds catch one of the players and the others have to free him
    Dranos Valedor in Cradle of Shaddows - similar mechanic, no way to defeat it solo
    Captain Blackheart in Blackheart Haven - transforms one of the players into a skeleton and he can use only light attacks
    Direfrost Keep - 2 players have to stand on the plates to open a gate
    Ruins of Mazzatun - you need at least 2 players to carry the spice to the spring at Xal-Nur.

    The soft barriers are mostly DPS races, and resource checks. For example it's extremely hard for a single player to burn the flesh atronachs in Imperial City Prison fast enough to prevent them from enraging even when they come with trash mobs around them, and impossible when they come with a harvester, two hoarvors and plenty of trash zombies right before the penultimate boss. Also the lava slingers in Ruins of Mazzatun have a very hard fear & enrage mechanic, that's hard to interrupt even for good tank with adequate support.

    I like this! You use logic! :smiley:

    You are correct, though Gamyne Bandu's chaining mobs (Fungral Grotto II) can be killed by stacking AoE DoTs prior to being locked down.

    Are you sure Dranos Valedor's lockdown cannot be passed? He kills you with his Heavy attack, which you must dodge/block upon escaping. Utilizing the Glory set maybe pass this (must also test on Nerien'eth).

    It's probably possible to kill Bandu's adds by stacking AoE right before she CCs you because the adds are quite weak. For example liquid lightning and blockade of fire probably throwing a meteor on her and letting the DoT stack as well and will kill the adds before the sword reaches you. The problem is that while the adds are holding you down and the spectral sword is coming she still keeps attacking you - as a single player you automatically have the aggro - and she may well kill you even before the sword animation ends. It happened to me quite a few times actually, when I was in PuGs that were so weak they couldn't even kill the adds. And there are still two problematic bosses in the same dungeon. The Spawn of Mephala sends one player in the spider cave - if none goes of his one volition she picks a random one and throws him there - and if the other 3 all die during his time in the cave the boss simply resets and the surviving one is booted out of the cave regardless if he killed the spiders or not - also happened to me. If you are alone it will probably reset every time you are thrown i. Keeping the boss near the bridge/water ditch sometimes prevents the mechanic, but also may result in resetting her. The next boss is a "soft" barrier - when he does his special attack drains all magicka. You will be unable to attack him, or even recover health during this phase. Staking DoTs just before he does it may also work. End boss is quite soloable if you can self heal.

    Regarding Dranos in Cradle, his attack is indeed a heavy attack and can be blocked/interrupted. It's even required to do that because just blocking still results in one-shot death most of the times. I don't know exactly how his mechanics is implemented, or what happens if he doesn't outright kill you with the first attack because the Glorious Defender set procs (9% if you hit him just prior). The game may bug, keeping you permanently CCd until killed by the other mechanics (ex. the rolling red balls) or he will most likely attack you again and kill you, since the adds don't disappear until killed or interrupted. And of course there is the part where he is invulnerable, just before the CC phase. He hits like a truck with his "steel tornado" attack, and has to be dodged/interrupted. You can probably kite him around the room killing the adds in the process though but it's very difficult. Velidreth itself has no "hard" barrier, but a set of very strong "soft" ones. For example she hits very hard, resulting in significant damage even to a fully blocking tank which is spamming shields at the same time. If she hits a DD or healer because of lost aggro it's one-shot for sure. In addition to that there are the balls that suck stamina and magicka and lower resistance, a bleed and a healing reduction (has the same icon as the meatbag catapult in the death recap). And then there's the ultimate devouring mechanic that can't be interrupted and since you are alone she will pick you every time.

    On Nerien'eth I'm sure his attack can't be interrupted or avoided by set procs because it's not a heavy attack, but a special animation, like the spectral sword at Bandu. Stacking DoTs right before he catches you won't work either, as his damage shield is quite strong and requires at least two people with decent DPS bursting it quite hard to interrupt.

    Unless it's a one-shot, you can survive any hit. Chances you can can shield up or heal to 100% asap when hurt if attempting this content solo.

    Spawn of Mephala can probably stay aggroed with a Pet.

    That boss who drains resources can be killed by using Heavy Attack -> quick Skill cast -> repeat.

    Dranos is a mystery. May be killable but never tested. If he is then that dungeon is soloable! :smiley: Velidreth is extremely tough alone. but not impossible.

    Nerien'eth is likely impossible even with all of the best AoE DoTs set down at the correct time or if you used Glory.

    The only way I can imagine defeating Nerien'eth is by applying a A TON of DoTs with a total damage setup.

    Edited by Vaoh on September 16, 2016 12:38PM
  • Asardes
    Asardes
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    The problem with the Planar Inhibitor is that you stack huge DoT if people don't rotate on the pinion properly:
    - if nobody takes it, then it throws fire at you and it burns you pretty fast
    - if a player takes it, then another, then the first player again, that first one will stack DoTs as well and most likely die from it
    I wiped a lot of times both ways, both from the others not taking the pin at all or because I took it twice out of 3 times. Basically I was spamming rally and vigor with ingenous shileds active on my DK tank and receiving some heals from the healer of the group as well but still melted in 2 seconds. The DoT appears as blue flames first on the hands, then on the torso as well when you stack it.
    Also if just one player is alive he will get both "pinion fixated" and gray screen with portals at the same time. I really don't know how he can survive if it's in blue phase. Sorcerer bolt escape or nightblade teleport to shadow or simply gap close on a portal may work to escape from the "slow to a halt" mechanics when the boss catches you in blue phase. Never attempted it. At the harvester boss I can break out of the cage using normal lock-picking in ~5s. I get caged quite often as tank and still manage to get out fast and even blow the horn while sprinting back to it because the flames in the cage proc Bloodspawn :)
    Beta tester since February 2014, played ESO-TU October 2015 - August 2022, currently on an extended break
    vMA (The Flawless Conqueror) | vVH (Spirit Slayer & of the Undying Song) | vDSA | vAA HM | vHRC HM | vSO HM | vMoL | vAS+1 | Emperor

    PC-EU CP 3000+
    41,000+ Achievement Points before High Isle
    Member of:
    Pact Veteran Trade: Exemplary
    Traders of the Covenant: God of Sales
    Tamriels Emporium: God of Sales
    Valinor Overflow: Trader
    The Traveling Merchant: Silver


    Characters:
    Asardes | 50 Nord Dragonknight | EP AR 50 | Master Crafter: all traits & recipes, all styles released before High Isle
    Alxaril Nelcarion | 50 High Elf Sorcerer | AD AR 20 |
    Dro'Bear Three-paws | 50 Khajiit Nightblade | AD AR 20 |
    Veronique Nicole | 50 Breton Templar | DC AR 20 |
    Sabina Flavia Cosades | 50 Imperial Warden | EP AR 20 |
    Ervesa Neloren | 50 Dark Elf Dragonknight | EP AR 20 |
    Fendar Khodwin | 50 Redguard Sorcerer | DC AR 20 |
    Surilanwe of Lillandril | 50 High Elf Nightblade | AD AR 20 |
    Joleen the Swift | 50 Redguard Templar | DC AR 20 |
    Draynor Telvanni | 50 Dark Elf Warden | EP AR 20 |
    Claudius Tharn | 50 Necromancer | DC AR 20 |
    Nazura-la the Bonedancer | 50 Necromancer | AD AR 20 |

    Tharkul gro-Shug | 50 Orc Dragonknight | DC AR 4 |
    Ushruka gra-Lhurgash | 50 Orc Sorcerer | AD AR 4 |
    Cienwen ferch Llywelyn | 50 Breton Nightblade | DC AR 4 |
    Plays-with-Sunray | 50 Argonian Templar | EP AR 4 |
    Milariel | 50 Wood Elf Warden | AD AR 4 |
    Scheei-Jul | 50 Necromancer | EP AR 4 |

    PC-NA CP 1800+
    30,000+ Achievement Points before High Isle
    Member of:
    Savage Blade: Majestic Machette


    Characters:
    Asardes the Exile | 50 Nord Dragonknight | EP AR 30 |
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