I finished vMA for the first time last night, so I thought I would collect a few thoughts and tips for anyone who is still working on their first complete, or thinking about making the attempt.
A couple non-round specific notes in no particular order:
- I have no idea how stam chars do this, so many places are so much easier with range. I don't play any stam DPS, so if you are looking for tips on how to be a total masochist and do vMA with a stam character, look somewhere else
- Yes you probably can complete it on low CP, but it will be so much harder. Another breed of masochist I would say. If you can beat vMA at CP 160 you don't need this guide, you don't need any guide. Go back to your supersoldier program and leave us normals alone. I completed at 480 CP FYI.
- If you have trouble in rounds 1-4, you ain't going to make it probably. I only died once on round 1-4 (having done it twice on normal to prep), and still spent ~7 hours over 3 weeks trying to final boss. That isn't to say you should give up, but maybe tune your build, get some CP, run on normal to learn mechanics in a more laid back way etc
- Reinforcing above, definitely do on normal a few times to help learn mechanics. Watching a video != learning mechanics, it's good to be prepared in advance, but doing is better than watching, and normal is 10x easier than vet at least, so anyone should be able to complete it and practice
- Probably you will need different gear / CP. Unless you are omgwffbbq amazing ESO machine, your regular DPS build will be too fragile until you know all the mechanics and spawns in your sleep. You need more survivability
- You know how one line ago I said you need more survivability? Well you need more DPS :P Not really compared to DPS for vet trials etc, but you need to pull about 15k DPS even after making some sacrifices for survival and sustain. Probably some droid will reply that he did a flawless run on his healer tank doing 2k DPS and L2P, but there are many places that are super impossible pretty dang tough if you don't pull ~15k or so
- Use the sigils. I am one of those people who started out treating them like potions (aka never use unless desperate), but they are super powerful, and all 4 refresh every wave of every round, so except for the final boss waves you can be rocking a sigil pretty much non stop. Since if you are reading this, you are very far away from caring about the score you get, use them freely.
Lots of full round guides, so I'm not going to do into a lot of detail except for specific tips I didn't see or were less obvious to me
Some round specific tips:
Round 5 - Ice. This round is basically a straight DPS check, and the first one in the arena. Save ultimate for the final boss. Move to the next island before the boss finishes the shatter to save yourself some pain
Round 6 - Stupid Spiders. The guides all say to make sure you keep the obelisks clear by killing the spiders that web and using the haorvers to clear them, but seriously this fight will either be easy or hard depending on whether you do that. The final boss gets stronger the less clear obelisks there are. One other tip is that if you kill the Haorver close enough to an webbed obelisk, you don't need to run over and throw the grenade, it will automatically clear it
Round 7 - http://deltiasgaming.com/2015/10/06/maelstrom-arena-guide/#7 doesn't even mention that if you interrupt the final boss channel attack, his melee attacks to silly damage after. Don't use this guide at all frankly, even though it's high in the search results. Kill one minder, the other will cast a dome. Run INTO the dome and get 10 free seconds of DPS on the boss while he channels. I died like 30 times on this boss before reading this
Final Round - You will die a lot, don't get discouraged and remember you can always leave and come back later, the waves will be reset at the start, but you will still be on the final round.
- The videos show it, but the text guides don't. If you run in a tight circle around the crematorial gaurds you can avoid most of the damage from the flame breath. This is hard to do if the guard is tight with the boss / healers so as nice as an idea as it seams to lay down some AOE, I find it easier to fight the guard a little away so I only need to dodge ghosts and go in a circle
- Probably 30% of winning this phase is about learning when to dodge the damn skulls, they do a lot and knock you down, and if you are fighting a guard at the time you will die
- Respec your destro staff to crushing shock so you have a ranged interrupt for the boss, the healers etc. If you don't you are a crazy person, and should probably go back to whispering nonsense to you collection of dolls with no eyes
- Of the 3 phases, the third is the easiest. You have to practice getting the gold ghosts, because its bad when the boss gets them and good when you do, so if you get them it's pretty easy, and if you don't you will probably die. The only real reason phase 3 is hard is because phase 1 and 2 are hard, so usually by the time you get there you are amped up from 5 minutes of frantic fighting and will make some dumb mistake and die.
- I like to save my ultimate for the crystals. It's really advantageous to kill the crystals in 1 or 2 trips up, because every trip down you have to fight at least 1 Crem guard and a clannfear, and every crem guard you are one mistake from death. I cannot kill them in 1 trip, but if I save my ultimate I can do it in 2 usually, it's much better.
- You 100% do not need all the sigils for phase 3 (see above). Having 1 or 2 is nice (especially haste to help catch ghosts), but don't be shy about using them in phase 1 and 2
- If you cannot kill all the crystals in 1 go, make sure you shield before you get knocked down. I know ideally you can actually roll down into the middle yourself before the explosion, but I don't have the timing down well enough for that. I have died a lot from getting knocked down, taking some lava damage and being at 2k health when I start my fight with the crem guard. Doesn't apply as much to templars who can BoL I suppose
Build Advice
The most important piece of advice is to play to your strengths. Everyone naturally plays differently, and the arena about about versatility more than strictly maxing DPS. If a build online isn't working for you, think about what is killing you and try to adjust. You only need 15k or so DPS, so you have room to experiment.
I played a pretty standard magicka sorc DPS build for stages 1-8 with Hardened Ward and did fine, but the final stage I really had to tweak for. I am absolutely not suggesting this as any kind of ideal vMA build (see above in case you have some kind or weird short term memory issues), but this worked for me.
I ended up with 5 Julianos, 3 Willpower, 2 Ice Heart for gear.
Ice heart is a pretty terrible set for raw damage, but a free 10k shield every 6-10 seconds was really nice.
I also re-enchanted a couple armor pieces so I had 19k health instead of 17k.
I made my staves defending instead of sharp. I still had enough DPS and 5k resists was very noticable. I also put a prismatic glyph on them since all the baddies on the last stage are Deadra.
Jewelry was 2 damage enchants and 1 reduce cost.
CP the red constellation I put 100% into spell resist and the remaining left into physical rather than splitting them. Much of the damage is magic based.
I use Witchmothers Brew (gives less magicka and health than food, but also 400 magicka regen, which meant I didn't have to worry too much about heavy attacks to keep topped up.
Use normal, cheap magicka potions, not tri pots. The chances a tri pot will save you are low 90% of the time, and you don't want to be shy about chugging them. Unless you are super rich, in which case use tripots and get bent.
Skills:
Front bar was Crystal Frags, Crushing Shock, Endless Fury, Hardened Ward, Bound Armaments Shooting Star Ult
Back Bar Critical Surge, Liquid Lightning, Healing Ward (yes my back bar is resto, hater), Boundless Storm, Bound Armaments Shooting Star Ult
Yeah no mage light. Bound armaments gives more and resist, and the extra damage didn't keep me alive. I tried rapid regen on my back bar, but it didn't do it for me, the healing ward was better. Boundless Storm I used rarely, and often for the 7.5 second major expedition, with the resists as a bonus. Most people don't put the execute on their bar, because 20% of health even on the end boss in vMA is only 200k, but I liked it a lot for finishing off crystals and guards, and for DPSing the last bit of phase 3. The morph is the magicka regen morph though, since rarely is the AOE relevant.
Rotation:
Keep crit surge up at all times. Try to keep liquid lightning up on a stationary target (don't bother putting it on crem guards unless you are sure that is the circle you will be running in). Bar swap. Panic. Spam crushing shock and light attacks until frags pop. Panic. Hit the wrong button 3 times, ward twice in a row wasting magicka. Repeat.
Don't be shy about over-warding a bit, you don't want to run dry of resources, but the last stage is rough for it's ability to kill you after 3 minutes of panicking kicking butt, so don't push the limits unless you are sure you can pull it off.
If you practice, keep calm, and play well you too can get a Nirnhoned Maelstrom Resto staff! Good luck out there!
If you have trouble in rounds 1-4, you ain't going to make it probably. I only died once on round 1-4 (having done it twice on normal to prep), and still spent ~7 hours over 3 weeks trying to final boss. That isn't to say you should give up, but maybe tune your build, get some CP, run on normal to learn mechanics in a more laid back way etc
Round 5 - Ice. This round is basically a straight DPS check, and the first one in the arena. Save ultimate for the final boss. Move to the next island before the boss finishes the shatter to save yourself some pain
trinimacNcheese wrote: »Good advice for beginners, but having a sharpenes destro staff is a MUST. Defending resto is better.
Interesting about the rounds, especially #2! What about it tripped you up if you don't mind sharing?If you have trouble in rounds 1-4, you ain't going to make it probably. I only died once on round 1-4 (having done it twice on normal to prep), and still spent ~7 hours over 3 weeks trying to final boss. That isn't to say you should give up, but maybe tune your build, get some CP, run on normal to learn mechanics in a more laid back way etc
Disagree. On my first clear, round 2, 6 and 9 were absolute killers. Funny enough, I didn't have that hard of a time in round 5 or 7, which are normally the "OH NO" rounds for folks.Round 5 - Ice. This round is basically a straight DPS check, and the first one in the arena. Save ultimate for the final boss. Move to the next island before the boss finishes the shatter to save yourself some pain
This round is actually the opposite of a DPS check (except final platform). If you don't do damage to the boss you can lolly gag all day killing adds and doing nothing. She breaks platforms at set health percentages.
Different point of view from a beginner
[EDIT] Oooh, if you can handle it I found harness much better than ward for my shield. mmm mmm magicka.
Judas Helviaryn wrote: »Don't incorporate bugs into your builds, and you won't have [an] issue.
Oreyn_Bearclaw wrote: »It will be interesting to see your thoughts on this in a month or 2 after you have it on farm. People have a tendency to limp to the end the first time (I know I did). But hey, grats on your clear; I sincerely mean that. It is a daunting task to say the least. I will pushback on a few things, take them for what they are worth (this is a discussion thread afterall).
First, Round 5 boss is absolutely not a DPS check just FYI. In fact it is the only boss in the entire arena where a straight nuke can get you into trouble. If you want to be fast and risky, nuke away. If you want to be safe, there are several times you should actually hold DPS. There is not a true DPS check in the entire arena. True DPS checks will enrage after a certain point and kill you. (I guess technically if you cant take him from 5% to 0% fast enough, you will be standing on ice, but that is about it. Even that is not a true one shot.)
Second, I wouldn't even suggest a resto staff on a sorc and if i did, I would certainly suggest rapid regen. Its just not needed with surge and a shield. Also, Boundless storm is frankly OP in there. Very underated. A none sharp staff is a DPS loss of 8-10% (bad), and IMO over-warding is a big no no. Once you get better, you will back bar it and trust surge.
What basically happens is that you will go from reacting to damage, Shield and ward spamming, to anticipating damaging and preemptively dealing with it. For example, Lets say you are about to take a big 15k hit. The reactive player, eats the damge, then casts a shield and a few self heals, and goes back to DPSing. The preemptive player casts a shield before the damage and doesnt miss a beat. That only comes with practice.
Third, Crem guards are vulnerable to lighting damage. Learning to deal with them is essential to getting a clear. If you arent going to overload them, then the best strategy is to put down your ground AOE wait for them to come to you and circle. Lastly, Blockade is probably the most powerful skill you have in your arsenal. I would run it over either Wrath or Frags. Wrath is really only potentially handy on bosses, and IMO shouldnt be on your bar in here.
As far as I am concerned, any setup that gets you your first clear is 100% okay. My push back is there are a lot of things in this thread that could potentially lead someone to some bad habits.
Something I never see in guides for beginners is the importance of skills with a long-term disorient effect.
Every class has one: NBs have Agony, DKs Petrify, Sorcs Rune Cage and Temps I don't remeber the name.
Use them on the enemies you identify as major threats and it will be a cakewalk.
For example: that three archers wave on round seven? Disorient one of them and take care if the rest.
Or the summoners in the final stage.
Interesting about the rounds, especially #2! What about it tripped you up if you don't mind sharing?If you have trouble in rounds 1-4, you ain't going to make it probably. I only died once on round 1-4 (having done it twice on normal to prep), and still spent ~7 hours over 3 weeks trying to final boss. That isn't to say you should give up, but maybe tune your build, get some CP, run on normal to learn mechanics in a more laid back way etc
Disagree. On my first clear, round 2, 6 and 9 were absolute killers. Funny enough, I didn't have that hard of a time in round 5 or 7, which are normally the "OH NO" rounds for folks.Round 5 - Ice. This round is basically a straight DPS check, and the first one in the arena. Save ultimate for the final boss. Move to the next island before the boss finishes the shatter to save yourself some pain
This round is actually the opposite of a DPS check (except final platform). If you don't do damage to the boss you can lolly gag all day killing adds and doing nothing. She breaks platforms at set health percentages.
Different point of view from a beginner
[EDIT] Oooh, if you can handle it I found harness much better than ward for my shield. mmm mmm magicka.
I know about the percents, but it doesn't apply for the final platform break :P That happens on a timer, which means the final phase you have a hard time limit.
I agree about harness ideally, it's not as strong as ward, but if I wasn't using Witchmother I would run very dry. #heavyattacksareforlosers
SquareSausage wrote: »On my first clear i tried being defensive, even going 1h and shield, but was getting nowhere, id definately suggest sharp weapons instead of defending (except maybe for your buff bar or back bar if its not a dps heavy bar), as the faster you kill things, the less damage you take.
With a sharp weapon/s and harness magicka you can easily take down the crystals in 1 go when up top on round 9.
"The only real reason phase 3 is hard is because phase 1 and 2 are hard, so usually by the time you get there you are amped up from 5 minutes of frantic fighting and will make some dumb mistake and die."
This is completely true. When learning the arena if I managed to get to the third phase my adrenaline would be pumping like crazy and would often result in a stupid, very avoidable death. The best piece of advice I'd ever gotten on vMA was for the final boss. You do your DPS and when he teleports grab the defensive sigil and DO NOT interrupt him as his channeled attack will reflect back to him. This makes the first phase the easiest and makes getting to phase three so much easier, which also makes the whole fight easier because you didn't need to work so hard to get there.
Interesting about the rounds, especially #2! What about it tripped you up if you don't mind sharing?If you have trouble in rounds 1-4, you ain't going to make it probably. I only died once on round 1-4 (having done it twice on normal to prep), and still spent ~7 hours over 3 weeks trying to final boss. That isn't to say you should give up, but maybe tune your build, get some CP, run on normal to learn mechanics in a more laid back way etc
Disagree. On my first clear, round 2, 6 and 9 were absolute killers. Funny enough, I didn't have that hard of a time in round 5 or 7, which are normally the "OH NO" rounds for folks.Round 5 - Ice. This round is basically a straight DPS check, and the first one in the arena. Save ultimate for the final boss. Move to the next island before the boss finishes the shatter to save yourself some pain
This round is actually the opposite of a DPS check (except final platform). If you don't do damage to the boss you can lolly gag all day killing adds and doing nothing. She breaks platforms at set health percentages.
Different point of view from a beginner
[EDIT] Oooh, if you can handle it I found harness much better than ward for my shield. mmm mmm magicka.
I know about the percents, but it doesn't apply for the final platform break :P That happens on a timer, which means the final phase you have a hard time limit.
I agree about harness ideally, it's not as strong as ward, but if I wasn't using Witchmother I would run very dry. #heavyattacksareforlosers
I have no idea to be honest with you. I think I was too busy with the panic part of my rotation to flip the levels to stop blades and grab the sigils honestly. Now that I have run VMA a few times I don't have any troubles on that round anymore, lol.
On my first clear, the boss broke the final platform.. but I beat her. GO defense sigil. lol. Now I'm good enough she doesn't though
Yeeah. My first clear was TBS (mmm health) with 3pc willpower, illambris and 2 random sharpened staves. I had a shield on each bar (conjured on one, harness on the other). It was nice because I had a shield on both bars so I always had one available, plus the randomness of when I used it helped ensure I had magicka return so I could appreciate the extra health from a standard blue food.
Now I've switched to Julianos 5 pc, 3 pc willpower, illambris, VMA lightning staff back bar (infused) with random sharpened front staff (fire). I use standard magicka/health food. Using only harnessed and due to knowing the arena better I'm fine.
Oreyn_Bearclaw wrote: »Interesting about the rounds, especially #2! What about it tripped you up if you don't mind sharing?If you have trouble in rounds 1-4, you ain't going to make it probably. I only died once on round 1-4 (having done it twice on normal to prep), and still spent ~7 hours over 3 weeks trying to final boss. That isn't to say you should give up, but maybe tune your build, get some CP, run on normal to learn mechanics in a more laid back way etc
Disagree. On my first clear, round 2, 6 and 9 were absolute killers. Funny enough, I didn't have that hard of a time in round 5 or 7, which are normally the "OH NO" rounds for folks.Round 5 - Ice. This round is basically a straight DPS check, and the first one in the arena. Save ultimate for the final boss. Move to the next island before the boss finishes the shatter to save yourself some pain
This round is actually the opposite of a DPS check (except final platform). If you don't do damage to the boss you can lolly gag all day killing adds and doing nothing. She breaks platforms at set health percentages.
Different point of view from a beginner
[EDIT] Oooh, if you can handle it I found harness much better than ward for my shield. mmm mmm magicka.
I know about the percents, but it doesn't apply for the final platform break :P That happens on a timer, which means the final phase you have a hard time limit.
I agree about harness ideally, it's not as strong as ward, but if I wasn't using Witchmother I would run very dry. #heavyattacksareforlosers
I have no idea to be honest with you. I think I was too busy with the panic part of my rotation to flip the levels to stop blades and grab the sigils honestly. Now that I have run VMA a few times I don't have any troubles on that round anymore, lol.
On my first clear, the boss broke the final platform.. but I beat her. GO defense sigil. lol. Now I'm good enough she doesn't though
Yeeah. My first clear was TBS (mmm health) with 3pc willpower, illambris and 2 random sharpened staves. I had a shield on each bar (conjured on one, harness on the other). It was nice because I had a shield on both bars so I always had one available, plus the randomness of when I used it helped ensure I had magicka return so I could appreciate the extra health from a standard blue food.
Now I've switched to Julianos 5 pc, 3 pc willpower, illambris, VMA lightning staff back bar (infused) with random sharpened front staff (fire). I use standard magicka/health food. Using only harnessed and due to knowing the arena better I'm fine.
I actually think that the round 2 fight is the most difficult in the arena. Some people might think I am crazy. It's not that the damage is insane, but I find it to be the biggest test of resources. If I try a new build, I know it will work if I can get past round 2. Round 1 is also probably the closest thing to a DPS check and for good reason; it's right at the start. It wont one shot you or anything, but if he ports a third time, you are going to have issues down the road. Any new build I try, I make sure I can burn him before he ports a second time, or I scrap it and start over.
andreasranasen wrote: »When you've invested time and money into a company, you have the right to be upset over changes that will negatively affect your experience and gameplay.
@MissBizz
oh, you even made topic where asked if it is make any sense to run non-sharp vMA stave. And everyone there answered, that is clear dps lose comparing to random sharp stave.
not every vMA stave is good to use. there is only one trait in this game, which can be used by DD – sharp.
@MissBizz
oh, you even made topic where asked if it is make any sense to run non-sharp vMA stave. And everyone there answered, that is clear dps lose comparing to random sharp stave.
not every vMA stave is good to use. there is only one trait in this game, which can be used by DD – sharp.
"The only real reason phase 3 is hard is because phase 1 and 2 are hard, so usually by the time you get there you are amped up from 5 minutes of frantic fighting and will make some dumb mistake and die."
This is completely true. When learning the arena if I managed to get to the third phase my adrenaline would be pumping like crazy and would often result in a stupid, very avoidable death. The best piece of advice I'd ever gotten on vMA was for the final boss. You do your DPS and when he teleports grab the defensive sigil and DO NOT interrupt him as his channeled attack will reflect back to him. This makes the first phase the easiest and makes getting to phase three so much easier, which also makes the whole fight easier because you didn't need to work so hard to get there.
Not interrupting the channel is interesting, it's one of those things I keep meaning to try, but always manage to be far away from the defensive and healing sigils when it happens.
"The only real reason phase 3 is hard is because phase 1 and 2 are hard, so usually by the time you get there you are amped up from 5 minutes of frantic fighting and will make some dumb mistake and die."
This is completely true. When learning the arena if I managed to get to the third phase my adrenaline would be pumping like crazy and would often result in a stupid, very avoidable death. The best piece of advice I'd ever gotten on vMA was for the final boss. You do your DPS and when he teleports grab the defensive sigil and DO NOT interrupt him as his channeled attack will reflect back to him. This makes the first phase the easiest and makes getting to phase three so much easier, which also makes the whole fight easier because you didn't need to work so hard to get there.
Not interrupting the channel is interesting, it's one of those things I keep meaning to try, but always manage to be far away from the defensive and healing sigils when it happens.
You don't even need to get the healing sigil. With the defensive sigil you will take no damage from the channeled attack and a huge damage reduction from the crem guard. If you can't do the second phase without dropping down that's when I'd use the healing sigil. That leaves you with the speed and damage sigils, which if someone is going for the first clear, I'd recommend taking those before the boss ports down for phase three if possible with the speed sigil being a priority for getting the gold ghosts.
When I get to that last boss fight there's two things I do, switch out my trash pots for speed pots (they're huge for phase two)and find that defensive sigil and make sure it's right behind me so I can get to it as soon as he teleports.
Bobby_V_Rockit wrote: »I still cant beat stage 2... lol. Thats with 5 legendary (3 jewellery) VO, 5 legendary Spriggan (and sharp daggers) and Velidreth...
I just plain suck haha
Bobby_V_Rockit wrote: »I still cant beat stage 2... lol. Thats with 5 legendary (3 jewellery) VO, 5 legendary Spriggan (and sharp daggers) and Velidreth...
I just plain suck haha