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Recommended Dungeon Nerf ["Ruins of Mazzatun" - Veteran Difficulty]

  • slumber_sandb16_ESO
    slumber_sandb16_ESO
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    Besides, the helm is nothing special.

    I disagree. Permanent resistance buff that will easily bring both resistances to hard cap or beyond without having to use any skills. Saves on resources. :D
  • SilverWF
    SilverWF
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    Bowser wrote: »
    Totally a gree with nerfs becus like wtf where devolpers thinking when they made first boss vaa trial stone atro boss that become normal add rest of dungoen then suprasonic dps race turtle boss that dig attack lightening adds plus knockoff argonian terry crews brohemoth sprays everyone with old spice ads mechanics while trolls troll than free lizards puzzle is stupid directions unclear group stuck in wiped out before even get lass boss on normal harder than ezpz rakkhat hm gotta fite all bos again but harder no resource allowed for turtal or old spice gosts and more adds come anyways bring weird hippie tie dye glowy color spirit mode psychedeiltia thing in execute phase too much going on cant even see the tiny boss and then that scrub heem-jas gets rekt the hole time but acts lika-bas and takes all the credit at the end

    Came here to post this

    What is it?
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  • klowdy1
    klowdy1
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    OP is I little kid, stop trying to reason with him. He has responded to almost every post, and if it doesn't agree with him then it's wrong. So many people have stated the opposite of what he wants, and they are called pessimistic. Others have given him reasonable responses for ways around the problem, but only his opinion matters.

    Leave the dungeon how it is, and run it on normal until you find a better group to do it with. Lots of under-geared and under-leveled players do this dungeon, it doesn't need a nerf. Stop trying to take away others' fun to change it into something you want.
  • AzraelKrieg
    AzraelKrieg
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    Besides, the helm is nothing special.

    I disagree. Permanent resistance buff that will easily bring both resistances to hard cap or beyond without having to use any skills. Saves on resources. :D

    While it does save on resources, you lose other more useful buffs
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  • Midori_Oku
    Midori_Oku
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    Besides, the helm is nothing special.

    I disagree. Permanent resistance buff that will easily bring both resistances to hard cap or beyond without having to use any skills. Saves on resources. :D

    Even with the Morrowind patch changes a good tank is still able to sustain just fine with little to no help. In my opinion saving a little extra magicka because of the monster set does not make it more useful than it used to be. I would rather use an ability that gives me the same buff and have bloodspawn. Not only would you have more defense using bloodspawn, you benefit the group more with ultimates, but (if you are a DK) you get back both magicka and stamina from using it. It's honestly better sustain overall than not having to cast an ability every 20 seconds.
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  • code65536
    code65536
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    Besides, the helm is nothing special.

    I disagree. Permanent resistance buff that will easily bring both resistances to hard cap or beyond without having to use any skills. Saves on resources. :D

    While it does save on resources, you lose other more useful buffs

    When I wear 2p Chudan, it's not to save on resources--if that was your goal, then two 1p magicka regen pieces will be better--it's to save on bar space. For example, if the group has no magicka DKs and thus I have to supply the Engulfing, the set affords me the extra bar space for that skill.
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  • Banana
    Banana
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    Sorcerers still need another nerf to
  • Gothlander
    Gothlander
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    Lol. I've completed this dungeon once and never again step foot in it. After many hours and many wipes.
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  • Merlin13KAGL
    Merlin13KAGL
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    F3arM0d3 wrote: »
    Just finished the quest on vet and got the helm. Still think it needs a nerf.

    That makes absolutely no sense. Why would you want to nerf something if you've already cleared it? That is completely circular logic.

    Also... I'm not saying this didn't actually happen, but just that it's very fortunate that a mere three hours after complaining that its just too hard, you managed to not only up your game and complete the content but also get exactly the item you're after. Congrats, bro.

    You earned it?
    @ShedsHisTail , lol... $100 says it dropped in Training...

    After seeing the majority of his responses, I suspect it had more to do with his group members.

    Just because you don't like the way something is doesn't necessarily make it wrong...

    Earn it.

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  • idk
    idk
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    Woeler wrote: »
    I had the no-death achievement of this dungeon 3 days after it was released. lol

    But your pro and your videos helped me quite a bit learning trial tanking, reguardless the dungeon does not need A nerf . I came back to eso shortly after that dlc release and by the second day of playing i had multiple sets of of V mazz gear and V cos gear and i am ultra casual. The only thing i did not get was the skins because of cry cry group mates .im still confused why he is getting killed by trash he does not even have to fight lol. His problem is he is wasting all his time killing trash and not enough learning bosses lol

    @Wifeaggro13

    If players can do it with no death it does not need a nerf. There is a reason that there are 3 different difficulty levels for the dungeons, and this is the reason.

    Improving ones skill, learning the dungeons along with developing and executing a solid plan is what is needed for any group to clear the vet difficultly and then a step more for the HM on the last boss.

    Even you stated you had someone that lacked in either focus or desire. That is not a reason to nerf the dungeon. Might as well nerf the whole bloody game and call it Farmville. Remove the normal version, make vet normal difficulty and remove the achievement skins and pets for the achievements is what is seems a small portion of the population desires.

    Well here is my take on it. We have a generation of MMo player that wants a participation trophy. Though i hated key locking content from players i think it helped contain progression and maintained goals for players entering end game activities. I personally get disappointed if i conquer content to fast. I played eso from launch . I was in the end game rather fast and was breaking in dungeons as video walk throughs were hitting the internet we didnt even use them with in a few hours we would get most of them down.if a boss was giving us trouble we would get it in a few days of trying a couple hours each day.. At the time i ran static group with people ive played mmos since eq 1 with . Sadly they moved on due to zos not really wanting to expand and enrich their end game for almost 2 years. I blame the design and game direction for the state of the community of eso. Its very loosy goosy and fluid. No one sticks around long enough to for solid cores for more then 6 months

    I was clearing vet dungeons in the first month of the game as well. Had some I could run them with regularly, but also pugged, remember the pathetic excuse for a GF back then. Of course the first level of vet dungeons (v1-5) had more challenging mechanics than the second set (v6-10) so once hitting v6 it became much easier to form groups outside of the guild and I think many washed out due to not being able to handle mechanics of the earlier dungeons.

    They were a decent challenge back then. Yes, we all experienced the exodus of players when Zos stopped developing new content for the game due to not having the resources to both maintain the game and get console ready. Poor management choices.

    But I do not think any of that suggests RoM needs to be nerfed. It is mostly dealing with mechanics and it is always good for a player to encourage them to work with mechanics vs an all out dps race.
  • Bakkagami
    Bakkagami
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    F3arM0d3 wrote: »
    F3arM0d3 wrote: »
    Voxicity wrote: »
    Honestly after reading your own comments on this thread it seems to me that you may not be of a high enough skill level to clear this dungeon. All I'm hearing are excuses and assumptions which simply are not true at all. Perhaps you should try running the base game dungeons, then IC dungeons and then try the SoTH ones :)

    My skill is fine. My tank has 40k HP unbuffed and is capped on resistances. My healer crits for 12k on basic spells and on staff. I have plenty of food.

    As the tank you are supposed to jump in the orange crap and the sludge slingers don't one shot people. 2nd boss use wings to pop the spit back for 100k+ damage. Argonian dude is easy just male sure two runners are talking and take over each other. Last boss just save ulti at 35% ready to drop when the last totem appears and nuke it.

    Well at least someone has good advice instead of criticism.

    You didn't ask for advice, you made a nerf request on a perfectly fine dungeon. You then proceeded to reject any attempt at giving you alternate ideas to complete the content and even went so far as to reject the idea of progression in order to be better suited to completing END GAME content. In essence you're just crying because you want to be spoon fed.

    If you want guides, they are plentiful. If you want help look in guilds, friends, and even some experienced random may be willing. If you want zos to nerf everything you can't do immediately, go play Minecraft. I heard it's easier.
  • Magıc
    Magıc
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    Magıc wrote: »
    Besides, the helm is nothing special.

    Heresy!!

    I love the Mighty Chudan Monster Set...

    It effectively gives you Major Ward/Resolve (2 piece bonus) AND Minor Ward/Resolve (1 piece bonus) at all times; you don't have to think about it and you don't have to slot for it...your guard is up at all times with this Monster Set.

    Chudan even throws in 1064 health as an added bonus...

    Its one of the best Monster Helm sets in the game IMHO...

    Which would only be run on a tank. In which case, you'd want mana regen or ult regen from your monster set, not resistances. Then add in Wardens who basically give you Chudan without you having to slot it too.

    It's a poorly designed set. Maybe it has some use in lower end PVE for tanks but that's about it. Even then I think Warden is better as it supports the group. I am glad Chudan is getting some use though.

    Which would only be run on a tank?

    LoL...open your eyes and let your creative juices flow; its better for more than just a tank.

    I use it on my 5 Light, 1 Medium, 1 Heavy Armor wearing Templar Healer and its fantastic...

    I am hitting 31k Spell Resist and 23k Physical Resist at all times (to go along with 21.6k Health in PvE), so it makes me a bit tanky...

    I essentially get the benefits of wearing 5 Light while having the defense of someone wearing 5 Heavy, and I never have to slot for Major Ward/Resolve...that slot is free for another ability.

    It rocks in PvP as well as my guard is never down; most Nightblade attempts to jack me fail in large part because of this Monster Set (combined with having Radiant Magelight on both bars of course)...


    Anyway, I strongly disagree with your stance that this set is poorly designed; I feel its designed very well...

    Major Ward/Resolve at all times...
    Minor Ward/Resolve at all times (this is essentially what the 1 piece bonus is)...
    1064 Health...

    Sign me up for that everyday, all day...

    And i'll repeat: Even on a templar in 5 light I'd rather have ult or mag gen. or Skoria for extra damage. Blood spawn is the definition of a well designed set. I play a lot of templar, not so much healing in PVE but why would I ever need 20k+ resistances in PVE? And in PVP? If I'm healing I'm running bloodspawn for the ulti gen because that is supporting the group, not just myself which should be the point of any healer, heaing and supporting the group. And if I'm dpsing then skoria, the ST burst from skoria is insane. I may even run bloodspawn when DDing to keep resto ultis up for constant major force/protection uptime for myself and my group.
    Edited by Magıc on June 22, 2017 12:51PM
  • angelncelestine
    angelncelestine
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    https://www.reddit.com/r/elderscrollsonline/comments/5ucrro/daily_dungeon_discussion_2017216_ruins_of_mazzatun/?st=J48FBA8N&sh=571cc71a This was a nice guide that helped my group and I when we first ran it. I hope it helps you.
    Edited by angelncelestine on June 22, 2017 12:55PM
  • Wifeaggro13
    Wifeaggro13
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    Woeler wrote: »
    I had the no-death achievement of this dungeon 3 days after it was released. lol

    But your pro and your videos helped me quite a bit learning trial tanking, reguardless the dungeon does not need A nerf . I came back to eso shortly after that dlc release and by the second day of playing i had multiple sets of of V mazz gear and V cos gear and i am ultra casual. The only thing i did not get was the skins because of cry cry group mates .im still confused why he is getting killed by trash he does not even have to fight lol. His problem is he is wasting all his time killing trash and not enough learning bosses lol

    @Wifeaggro13

    If players can do it with no death it does not need a nerf. There is a reason that there are 3 different difficulty levels for the dungeons, and this is the reason.

    Improving ones skill, learning the dungeons along with developing and executing a solid plan is what is needed for any group to clear the vet difficultly and then a step more for the HM on the last boss.

    Even you stated you had someone that lacked in either focus or desire. That is not a reason to nerf the dungeon. Might as well nerf the whole bloody game and call it Farmville. Remove the normal version, make vet normal difficulty and remove the achievement skins and pets for the achievements is what is seems a small portion of the population desires.

    Well here is my take on it. We have a generation of MMo player that wants a participation trophy. Though i hated key locking content from players i think it helped contain progression and maintained goals for players entering end game activities. I personally get disappointed if i conquer content to fast. I played eso from launch . I was in the end game rather fast and was breaking in dungeons as video walk throughs were hitting the internet we didnt even use them with in a few hours we would get most of them down.if a boss was giving us trouble we would get it in a few days of trying a couple hours each day.. At the time i ran static group with people ive played mmos since eq 1 with . Sadly they moved on due to zos not really wanting to expand and enrich their end game for almost 2 years. I blame the design and game direction for the state of the community of eso. Its very loosy goosy and fluid. No one sticks around long enough to for solid cores for more then 6 months

    I was clearing vet dungeons in the first month of the game as well. Had some I could run them with regularly, but also pugged, remember the pathetic excuse for a GF back then. Of course the first level of vet dungeons (v1-5) had more challenging mechanics than the second set (v6-10) so once hitting v6 it became much easier to form groups outside of the guild and I think many washed out due to not being able to handle mechanics of the earlier dungeons.

    They were a decent challenge back then. Yes, we all experienced the exodus of players when Zos stopped developing new content for the game due to not having the resources to both maintain the game and get console ready. Poor management choices.

    But I do not think any of that suggests RoM needs to be nerfed. It is mostly dealing with mechanics and it is always good for a player to encourage them to work with mechanics vs an all out dps race.

    I absolutely do not think they need to be nerfed in all honesty they need to have 4 to 6 dungeons of equal to varying degrees of harder then vRom.i do not feel they made a good decision with Morrowind amd not including the two dungeons with it. My feeling is they need to expand and enrich endgame. They need to add aditional layers to the cp system not hust increase the cap. Definitely they need two more trials at almost four years post launch. And for sure they need more hard smaller group content. ZOS just seems to redesign old content and call it new. They have beem good at pumping out easy bake single player content. But horrible at providing content for the permanent player
    Edited by Wifeaggro13 on June 22, 2017 1:09PM
  • Asardes
    Asardes
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    As for Magicka Templar resistance, I have between 23-24K spell resistance and 15-16K physical resistance when and shortly after moving from focus. Spell resistance is more important since most unblockable DoTs in the game are magic or elemental in nature, and most physical attacks are blockable. On MagPlar Chudan will replace the resistance part of focus, but not the sustain one, which is much more important. With better sustain you can simply recast your harness and negate most of the damage. Mighty Chudan is IMO one of the least useful monster sets in the game, which is odd given the fact that the dungeon is among the hardest. I've kept just one version of that set just in case I will need it in the future, compared to 5-6 for other monster sets - I have a specialized char that only holds that. In fact VRoM is worth running for the motif, which still sells pretty high, given the fact it has come out almost 5 months ago, and the Amberplasm set which is pretty good for PvP, not the monster head.
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  • ZOS_Bill
    ZOS_Bill
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    While there has been some constructive comments in this thread, as the discussion has gone along there has been more baiting, insults, and flaming happening. Multiple posts have been removed and since the discussion has become less and less productive we are closing it. Disagreements are going to happen, but resorting to insults or mocking is not allowed and against the forum rules. This type of behavior leads to the conversation no longer being civil and going off track.
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