Tan9oSuccka wrote: »Uh oh. Looks like another Vet DLC dungeon I leave out of the rotation.
Vet pugs have no chance from what I gather.
rhapsodious wrote: »There's a lot going on, but my group and I managed to clear it last night after trying some different strategies. Here's what worked for us, as a pretty picture because I communicate visually:
The fireballs do kind of own me as a vamp, though. But it's something to work around. Overall I really appreciated the challenge!
rhapsodious wrote: »There's a lot going on, but my group and I managed to clear it last night after trying some different strategies. Here's what worked for us, as a pretty picture because I communicate visually:
The fireballs do kind of own me as a vamp, though. But it's something to work around. Overall I really appreciated the challenge!
I know either many with agree or disagree but the main issue is the final boss.
Maximum of 8 pillars. 6 on hard mode.
constant fire AOE on the outer unless inner, both do high damage when im not even a vampire.
then there is the "Fiery Blast" that can 1 shot anyone. even tank. for 100k+ damage
This dungeon is also pretty near impossible for those who are stamina users as well.
then there is the 6-7 adds? Im guessing how many spawn but they have alot of health and it's best to use ultimate on them but then comes 20% and under
constant add respawns. boss has shields most of the time and gets shield back anyway when it's goneI was
I also heard that the minotaurs can also 1 shot magicka sorcs and ignore shields?
My opinion is though for the end boss, maybe reduce the amount of health the adds have or reduced fire aoe damage.
Any thoughts?
(I was running not even hard mode dozens of times and we'd get close but he'd keep having shields)
P.S There is also a bug with pillars, behind a pillar? you still get shot by his Grovel ability when you were behind the pillar..)