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https://forums.elderscrollsonline.com/en/discussion/668861

The secret dungeon etiquette (with a wink)

  • Olupajmibanan
    Olupajmibanan
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    Always start aggressive vulgar hate speech after every boss (even cleared one without a wipe) or a mob wave. You must show that you are natural authority and others are just dumb slaves. A team can work properly only if hierarchy within is clear.
  • Marsgodofwar
    Marsgodofwar
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    Not sure if it's already been mentioned but if you are an archer make sure you stand behind the healer at all times, if they back up you back up. Bonus points if you can get far enough to be out of their fov.
  • Danksta
    Danksta
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    Not sure if it's already been mentioned but if you are an archer make sure you stand behind the healer at all times, if they back up you back up. Bonus points if you can get far enough to be out of their fov.

    ... and if they try to hit you with combat prayer, dodge that ***! By the animation it looks like a buff, but you know better than that.
    BawKinTackWarDs PS4/NA

  • NordSwordnBoard
    NordSwordnBoard
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    Want to really have some competitive fun? Sort of like calling "shotgun" for the passenger front seat on the way to the car, make sure you as DD are the first one to hit the boss, as soon as you possibly can. A great way to fool them into thinking you're slow is to check every urn and empty corner along the way there.

    If you do it before the rest of the squad is through the connecting door, bonus points because they have no choice but to recognize your jackrabbit speed and craftiness and wait until the boss kills you.

    Bonus points if you can hit the end boss before the others can even consider the 2 key scroll.
    Fear is the Mindkiller
  • Drummerx04
    Drummerx04
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    SPECIAL TANK RULES
    - If your DDs place static AOEs, quickly pull the boss somewhere else. This rule overrides even the "red cicle"-rule!

    Needs an addendum. When ground targets are placed on the last few mobs, chain the mobs to you no matter how far away you are. After all, your job it to control mob positioning.
    PC/NA - Nightfighters, Raid Leader and Officer
    Lilith Arujo - DC sorc tank/dps/healer - Dro-m'Athra Destroyer, Gryphon Heart, Grand Warlord
    Lilith Tortorici - DC templar trials healer

    Notable Completions:
    vAS (72k), vMoL HM (160k), vAA HM (135k), vHRC HM, vSO HM (141k), vHoF HM (168k), vCR+3(129k), vDSA 45k, vMA 591k

    Original Addons:
    Lilith's Group Manager
    Lilith's Lazy Hacks - Auto Recharge/Repair
    Bot Scanner 2000
    Lilith's Command History
    Maintained Addons:
    Kill Counter
  • Excabor
    Excabor
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    This is hilarious.

    Thanks, it made my day

  • Ridiculus
    Ridiculus
    Vapirko wrote: »
    I had one tank that insisted that fiery grip was a taunt because someone told them so. Couldn't convince them otherwise for the life of me. They said that even though it doesn't say in the description it does anyway...

    Fiery grip unrelenting chains is a soft taunt
  • Merlin13KAGL
    Merlin13KAGL
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    Magdalina wrote: »
    I've seen a new one recently...

    Universal squishy rule:
    If you get agro, even if it's a skeever agro, RUN. Everyone knows being hit hurts(and then who knows those rats could have rabies!), so that's your only solution. Run as far away as you can, out of range of heals and taunts, as your team proceeds onto boss, and stay there heroically fighting your own battle and then dying to the last skeever standing. If asked what you were doing there and why didn't you follow the group, say that that's where the mobs chased you. If someone dares to imply you should follow the group, not the mobs, tell the stuck up jerks to mind their own business.
    @Magdalina, this is good, but I'd like to expand on a little.

    This is most effective if, when running away, you also pull as many additional mobs as well. Super bonus extra points for running to the feet of the next boss. (Hint: Crouching on arrival will often cause him not to notice you, nor the parade that follows.)

    This is especially helpful for your tank, in case they have forgotten where said next boss is located. It also provides the possibility of ridding yourself of the original creature, in case the boss or other stuff you aggro'd suddenly decide to ally with you to eliminate the skeever in question.

    If you are unable to locate the next boss, your next safest bet is to run to (and follow, if necessary) the healer with all mobs in tow. Once you arrive, you pronounce "Base! I'm on base!" Your healer will cast "Reset Aggro" and neither of you will incur any damage.

    Addendum to the addendum: If neither the next boss, nor the healer are readily available, just keep running. You'll likely run out of stamina and get snared multiple times, but everyone knows the counter to being snared is stepping in another snare.
    Just because you don't like the way something is doesn't necessarily make it wrong...

    Earn it.

    IRL'ing for a while for assorted reasons, in forum, and in game.
    I am neither warm, nor fuzzy...
    Probably has checkbox on Customer Service profile that say High Aggro, 99% immunity to BS
  • Danksta
    Danksta
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    Ridiculus wrote: »
    Vapirko wrote: »
    I had one tank that insisted that fiery grip was a taunt because someone told them so. Couldn't convince them otherwise for the life of me. They said that even though it doesn't say in the description it does anyway...

    Fiery grip unrelenting chains is a soft taunt

    Wtf is a soft taunt??
    BawKinTackWarDs PS4/NA

  • Merlin13KAGL
    Merlin13KAGL
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    Rule for ready checks in chat: There is, in fact, an 'R' in "BRB."
    Just because you don't like the way something is doesn't necessarily make it wrong...

    Earn it.

    IRL'ing for a while for assorted reasons, in forum, and in game.
    I am neither warm, nor fuzzy...
    Probably has checkbox on Customer Service profile that say High Aggro, 99% immunity to BS
  • Jaeme Diam
    Jaeme Diam
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    This is a great guide.

    Also,in dungeons nobody bothers with communication. Boooooring!

    edit to add : Every dungeon is a race against the clock. The first dps to pull the boss gets a special drop.
    Edited by Jaeme Diam on March 17, 2017 8:12PM
  • pizzaow
    pizzaow
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    Danksta wrote: »
    Ridiculus wrote: »
    Vapirko wrote: »
    I had one tank that insisted that fiery grip was a taunt because someone told them so. Couldn't convince them otherwise for the life of me. They said that even though it doesn't say in the description it does anyway...

    Fiery grip unrelenting chains is a soft taunt

    Wtf is a soft taunt??
    In most cases, the boss will focus on the first thing that attacks it.
    e.g. if I hit the boss with chains (and no one else touches it) the boss will come over to me. From there you should apply a proper taunt

    ... which is chains, just keep using chains... even when face tanking... although I highly recommend to use the morph which pulls you TO the enemy. Just make sure to apply chains to all the adds spread around the room
    XBox/NA GT: Pizzaow
  • Cyn_v84
    Cyn_v84
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    This thread just keeps getting better :D
  • Drummerx04
    Drummerx04
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    Magdalina wrote: »
    Bwahahaha. This is good.

    Universal pull rule:
    Always pull everything(unless you're the tank. In this case, be cautious and stick behind, everyone knows tanks take most damage so you better be careful out there).

    This is absolutely a thing. I can't tell you how often as a dps I end up pulling the mobs because the tank runs up to the edge of the pack and then just STANDS THERE casting buffs repeatedly for 30+ seconds. So eventually I just say screw it and gather all the mobs myself. When I tank, I make sure to get in there first as fast as possible pull everything in for aoe.
    PC/NA - Nightfighters, Raid Leader and Officer
    Lilith Arujo - DC sorc tank/dps/healer - Dro-m'Athra Destroyer, Gryphon Heart, Grand Warlord
    Lilith Tortorici - DC templar trials healer

    Notable Completions:
    vAS (72k), vMoL HM (160k), vAA HM (135k), vHRC HM, vSO HM (141k), vHoF HM (168k), vCR+3(129k), vDSA 45k, vMA 591k

    Original Addons:
    Lilith's Group Manager
    Lilith's Lazy Hacks - Auto Recharge/Repair
    Bot Scanner 2000
    Lilith's Command History
    Maintained Addons:
    Kill Counter
  • visionality
    visionality
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    Oh, so much new and beautiful input! I realize there are even more rules than I realized! :smile:

    Two more from me:

    Group positioning rule #1: Spread out as much as possible (preferably over several rooms) to minimize group damage. Ideally, the healer stands in front and tank and DD fight for the back positions. This is ofc because the tank will want to pull the boss through the whole group when taunting so that everybody can get add some proper damage, and the DDs will need a good distance for their bow-light attacks. (Also, the healer can obviously heal himself, so he's never in danger)

    Group positioning rule #2: If not everybody in your group spreads out sufficiently, help them along by either racing ahead as fast as you can or by lagging behind. Keep an eye out for your healer in that respect! Healers are known to sneak up behind you and try to do some strange stuff with their staff, so always keep your distance!

    (No sexual puns inteded here! :sunglasses:)
  • visionality
    visionality
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    Oh, I found another one!

    Rule of the dragon leap: Dragon leap is the only advisable ultimate for DKs. Whenever a mob has gathered (either by accident or by tank), dragon leap into them and spread them out as much as you can. This is especially helpful if one of your DDs accidentially starts using AOE damage (which should only be used on single targets, see rule above).
    Edited by visionality on March 22, 2017 2:53AM
  • aaisoaho
    aaisoaho
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    It's all about dps rule: You get more dps only by using skills that deal damage so there is no reason to use skills that do not deal damage. Do not use buffs or debuffs because they don't add more dps.
    True meaning of group pve rule: group pve is not about co-operation, it's about who is the best in your group.
    Synergy rule: Never activate synergies. They do not increase your dps and in worst case scenario they increase your teammate's dps.
    Mechanics rule #N: If you are followed by red circle, remember to drag it to your teammate, so the damage it deals is spread evenly. Also, if there's portals etc., do not destroy them, only focus on the boss.
  • Jamini
    Jamini
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    Vapirko wrote: »
    I had one tank that insisted that fiery grip was a taunt because someone told them so. Couldn't convince them otherwise for the life of me. They said that even though it doesn't say in the description it does anyway...

    Unrelenting Grip is not a taunt, but it does have a high threat modifier. Against a non-taunted mob it will virtually always pull threat. It also functions on taunt-immune bosses.

    I've used it on the twins and Rakkat both as a quick pseudo-taunt to make them come into melee range on me. Likewise on HM Direfrost and in the untauntable boss in Volenfall.

    So they weren't exactly wrong, they just were not right.

    If you need proof, I can happily provide it.
    "Adapt. or Die."
  • Merlin13KAGL
    Merlin13KAGL
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    Oh, so much new and beautiful input! I realize there are even more rules than I realized! :smile:

    Group positioning rule #1: Spread out as much as possible (preferably over several rooms) to minimize group damage. Ideally, the healer stands in front and tank and DD fight for the back positions. This is ofc because the tank will want to pull the boss through the whole group when taunting so that everybody can get add some proper damage, and the DDs will need a good distance for their bow-light attacks. (Also, the healer can obviously heal himself, so he's never in danger)
    I recommend 29 meters for all ranged non-bow attacks.
    aaisoaho wrote: »
    Mechanics rule #N: If you are followed by red circle, remember to drag it to your teammate, so the damage it deals is spread evenly. Also, if there's portals etc., do not destroy them, only focus on the boss.
    @visionality , @aaisoaho , both excellent suggestions. How else can you be sure the health bar indicators of the group are working properly if they never go down?

    Let the list continue:

    Never kill low health adds: If there are adds at or below 20%, do not execute them, regardless of what skills you are using! (Don't want to confuse anyone by the term 'execute,' which is a specific skill normally reserved for health %'s of 25 and above...) Instead, use this opportunity to show you are compassionate and sympathetic by sparing their lives. Clearly they've already had it rough to end up at that percentage, and it is far more beneficial to emotionally crush them by making them to witness as you continue to beat down their chosen leader.

    Ideally, elemental drain should be cast on these mobs, strictly to identify which ones not to hit.

    Honestly, how much damage can 30 archers and mages really do when their will to fight is broken?

    Always enable merchants or banker in all mechanic intensive fights: This is especially import in fights where you have to rescue or free a group member, but also applies to rez situations, as they will provide moral support and inspiration. If all members do not own the merchant or banker, the synergy duty shall be assigned to another group member. During the attempted synergy, the one that does have the merchant shall stand immediately in front of or on top of the synergy hitbox. Cake is also viable option here. Especially intense instances will require cake, vendor, and vanity pets (preferably the same variety as the adds in the dungeon.)

    During any speed run attempt, exchange gear with teammates at every opportunity, discussing any build possibilities that may result. While the two hour trade window should be more than the 20/30 minute speed run requirement, with ZoS, it's better safe than sorry. No one wants to miss out on that Powered Bow of the Ice Furnace.
    Just because you don't like the way something is doesn't necessarily make it wrong...

    Earn it.

    IRL'ing for a while for assorted reasons, in forum, and in game.
    I am neither warm, nor fuzzy...
    Probably has checkbox on Customer Service profile that say High Aggro, 99% immunity to BS
  • visionality
    visionality
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    aaisoaho wrote: »
    It's all about dps rule: You get more dps only by using skills that deal damage so there is no reason to use skills that do not deal damage. Do not use buffs or debuffs because they don't add more dps.
    True meaning of group pve rule: group pve is not about co-operation, it's about who is the best in your group.
    Synergy rule: Never activate synergies. They do not increase your dps and in worst case scenario they increase your teammate's dps.
    Mechanics rule #N: If you are followed by red circle, remember to drag it to your teammate, so the damage it deals is spread evenly. Also, if there's portals etc., do not destroy them, only focus on the boss.

    @aaisoaho, you widened my PVE knowledge tremendously with your additions. Couldn't stop giggling for 5 minutes :smiley:

    @Merlin13KAGL: another promotion is due for your genius rules (can't decide which I love most, but the banker/merchant/vanity pet rule looks especially lovely)! I name you dungeon-super-pro! :heart:
  • pizzaow
    pizzaow
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    How to get rich in dungeons:

    Loot everything: Provisioning materials sell at traders, and you don't want to miss out. Make sure to diligently check every barrel, crate, sack, trunk and backpack. Note that they can be hidden behind trees and other obstacles, so make sure to thoroughly search every crevice.

    Rez at wayshrine: Did you die? perhaps while looting? No problem. Soul gems are expensive, so simply rez at the wayshrine. You'll save a soul gem and this will give you an extra chance to double check all barrels, crates, sacks and trunks on your way back to the group. For this reason never use the portal.

    Inventory management: Never let anything go to waste. The only items that make financial sense to sell to merchants are ones with the 'ornate' trait, everything else should be deconstructed. If your inventory is full, you should to travel to a workbench so you can deconstruct a few things before returning to the dungeon. Protip: to avoid the 146g fast travel fee, travel to a random guild member first (free!) then you'll be at a wayshrine where you can travel to a place with workbench.

    Prosperous gear: This one should be obvious,. All your gear needs to be prosperous. You'll sacrifice DPS and resistances, but in the end you'll be the one laughing all the way to the bank at the poor peasants that you're running with. To make the most of it, you'll want to invest in making all your gear legendary (gold); this will increase your gold from looting enemies by 8.5%! That's and increase of 1-2g! Throughout the whole dungeon, this adds up to 50-100g! Also, regardless of your build, you should be an imperial. The racial passive of +1% extra gold is too much to pass up.
    Edited by pizzaow on March 22, 2017 4:24PM
    XBox/NA GT: Pizzaow
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