For starters, the giant white werewolf in the courtyard needs to be tuned back just a tad. On NORMAL my 30k+ resistances and 55k hp DK tank takes 50% hp damage while blocking his power attack and about 90% when not.
The last boss with the two pet wolves and the random spawn werewolves has a bit too much CC going out all the time. .
MHK is probably the easiest dlc hm there is imo. The only thing where high dps really shines is when the warden shock guys spawn. Burn them asap. The werewolves that spawn can be cc'd by every skill that can cc. Time stop, negate, caltrops, rearming trap, and anything else I forgot about. Place is just a giant mechanic check.
profundidob16_ESO wrote: »MHK is probably the easiest dlc hm there is imo. The only thing where high dps really shines is when the warden shock guys spawn. Burn them asap. The werewolves that spawn can be cc'd by every skill that can cc. Time stop, negate, caltrops, rearming trap, and anything else I forgot about. Place is just a giant mechanic check.
you meant the wolves, not werewolves but yes you're absolutely right: all cc works, just not taunt so smart dps and healers will take the adds to the tank so he can talon/timestop them.
profundidob16_ESO wrote: »MHK is probably the easiest dlc hm there is imo. The only thing where high dps really shines is when the warden shock guys spawn. Burn them asap. The werewolves that spawn can be cc'd by every skill that can cc. Time stop, negate, caltrops, rearming trap, and anything else I forgot about. Place is just a giant mechanic check.
you meant the wolves, not werewolves but yes you're absolutely right: all cc works, just not taunt so smart dps and healers will take the adds to the tank so he can talon/timestop them.
Actually Buddy and I both slotted timestop as DPS and just killed them without the tank being involved in the adds. Tank only taunted the boss and Zel while we killed Ary.
Worked very well
profundidob16_ESO wrote: »MHK is probably the easiest dlc hm there is imo. The only thing where high dps really shines is when the warden shock guys spawn. Burn them asap. The werewolves that spawn can be cc'd by every skill that can cc. Time stop, negate, caltrops, rearming trap, and anything else I forgot about. Place is just a giant mechanic check.
you meant the wolves, not werewolves but yes you're absolutely right: all cc works, just not taunt so smart dps and healers will take the adds to the tank so he can talon/timestop them.
profundidob16_ESO wrote: »MHK is probably the easiest dlc hm there is imo. The only thing where high dps really shines is when the warden shock guys spawn. Burn them asap. The werewolves that spawn can be cc'd by every skill that can cc. Time stop, negate, caltrops, rearming trap, and anything else I forgot about. Place is just a giant mechanic check.
you meant the wolves, not werewolves but yes you're absolutely right: all cc works, just not taunt so smart dps and healers will take the adds to the tank so he can talon/timestop them.
One of us is confused and I'll confess that it could be me. To me, the werewolves are the adds that spawn on top of the walls and hop down during the fight. Zel and Ary I just call dogs or wolves. This fight only gets real hairy (Haha see what I did there) at 20 or 30 percent, don't remember which percent exactly but somewhere around there. You get a ton of crap thrown at you at once but just stick to the kill order and while chaotic it's not horribly bad.
The first night we attempted MOS (off topic I know) we tried for an hour before we had to call it a night. I thought the fight was going to be impossible tbh and I didn't even feel lime trying again but we got hm the next night after about another hour maybe I wanna say.
Both are still way more fun than the last 2 dlc ones that were released. MOS is probably the best visually stunning dungeon imo In any game I've ever played. Mad props to the team on this one. So bad ass with Hircine towering over everything.
profundidob16_ESO wrote: »MHK is probably the easiest dlc hm there is imo. The only thing where high dps really shines is when the warden shock guys spawn. Burn them asap. The werewolves that spawn can be cc'd by every skill that can cc. Time stop, negate, caltrops, rearming trap, and anything else I forgot about. Place is just a giant mechanic check.
you meant the wolves, not werewolves but yes you're absolutely right: all cc works, just not taunt so smart dps and healers will take the adds to the tank so he can talon/timestop them.
One of us is confused and I'll confess that it could be me. To me, the werewolves are the adds that spawn on top of the walls and hop down during the fight. Zel and Ary I just call dogs or wolves. This fight only gets real hairy (Haha see what I did there) at 20 or 30 percent, don't remember which percent exactly but somewhere around there. You get a ton of crap thrown at you at once but just stick to the kill order and while chaotic it's not horribly bad.
The first night we attempted MOS (off topic I know) we tried for an hour before we had to call it a night. I thought the fight was going to be impossible tbh and I didn't even feel lime trying again but we got hm the next night after about another hour maybe I wanna say.
Both are still way more fun than the last 2 dlc ones that were released. MOS is probably the best visually stunning dungeon imo In any game I've ever played. Mad props to the team on this one. So bad ass with Hircine towering over everything.
No. @BuddyAces . They added Hircine in a hotfix....
profundidob16_ESO wrote: »MHK is probably the easiest dlc hm there is imo. The only thing where high dps really shines is when the warden shock guys spawn. Burn them asap. The werewolves that spawn can be cc'd by every skill that can cc. Time stop, negate, caltrops, rearming trap, and anything else I forgot about. Place is just a giant mechanic check.
you meant the wolves, not werewolves but yes you're absolutely right: all cc works, just not taunt so smart dps and healers will take the adds to the tank so he can talon/timestop them.
Actually Buddy and I both slotted timestop as DPS and just killed them without the tank being involved in the adds. Tank only taunted the boss and Zel while we killed Ary.
Worked very well
profundidob16_ESO wrote: »MHK is probably the easiest dlc hm there is imo. The only thing where high dps really shines is when the warden shock guys spawn. Burn them asap. The werewolves that spawn can be cc'd by every skill that can cc. Time stop, negate, caltrops, rearming trap, and anything else I forgot about. Place is just a giant mechanic check.
you meant the wolves, not werewolves but yes you're absolutely right: all cc works, just not taunt so smart dps and healers will take the adds to the tank so he can talon/timestop them.
One of us is confused and I'll confess that it could be me. To me, the werewolves are the adds that spawn on top of the walls and hop down during the fight. Zel and Ary I just call dogs or wolves. This fight only gets real hairy (Haha see what I did there) at 20 or 30 percent, don't remember which percent exactly but somewhere around there. You get a ton of crap thrown at you at once but just stick to the kill order and while chaotic it's not horribly bad.
The first night we attempted MOS (off topic I know) we tried for an hour before we had to call it a night. I thought the fight was going to be impossible tbh and I didn't even feel lime trying again but we got hm the next night after about another hour maybe I wanna say.
Both are still way more fun than the last 2 dlc ones that were released. MOS is probably the best visually stunning dungeon imo In any game I've ever played. Mad props to the team on this one. So bad ass with Hircine towering over everything.
profundidob16_ESO wrote: »profundidob16_ESO wrote: »MHK is probably the easiest dlc hm there is imo. The only thing where high dps really shines is when the warden shock guys spawn. Burn them asap. The werewolves that spawn can be cc'd by every skill that can cc. Time stop, negate, caltrops, rearming trap, and anything else I forgot about. Place is just a giant mechanic check.
you meant the wolves, not werewolves but yes you're absolutely right: all cc works, just not taunt so smart dps and healers will take the adds to the tank so he can talon/timestop them.
One of us is confused and I'll confess that it could be me. To me, the werewolves are the adds that spawn on top of the walls and hop down during the fight. Zel and Ary I just call dogs or wolves. This fight only gets real hairy (Haha see what I did there) at 20 or 30 percent, don't remember which percent exactly but somewhere around there. You get a ton of crap thrown at you at once but just stick to the kill order and while chaotic it's not horribly bad.
The first night we attempted MOS (off topic I know) we tried for an hour before we had to call it a night. I thought the fight was going to be impossible tbh and I didn't even feel lime trying again but we got hm the next night after about another hour maybe I wanna say.
Both are still way more fun than the last 2 dlc ones that were released. MOS is probably the best visually stunning dungeon imo In any game I've ever played. Mad props to the team on this one. So bad ass with Hircine towering over everything.
ah I see the confusion clearly now. After the talk about dps killing shockwardens and and adds not being tauntable I had the Mylene fight in mind (big white enraged werewolf in the courtyard) since this is the only place in the dungeon where adds are not tauntable. Now I realize your reply was about last boss Vykosa HM where the same mechanic reappears but adds are tauntable werewolves. Sorry I totally missed that. Besides the adds being different mobs there is 1 important difference in mechanics:
Mylene: The adds that spawn are wolves and they can be cc'd but not taunted. As tank you're powerless to handle the wolf adds unless people bring them to the shockwarden 'meeting point' (where the tank will be bringing the boss as well)
Vykosa HM: the adds that spawn are werewolves and they can be taunted as well as cc'd. As tank I'm used to handling all the adds here myself with a combination of cc (talons) and taunts as well as dodging the fear totem and aoe. After I did HM again only last night I now realize that this is in fact really hard to pull off for a tank and dps offloading that part with timestop is a brilliant solution and would make it alot more controlled and easier. Most likely the best solution to handle this part of the fight !
profundidob16_ESO wrote: »Your dps/healers refuse to use ranged interrupt skills like Crushing shock/ Venom arrow ? You as tank refuse to use shield charge ? fine, be prepared to die and wipe alot then.
profundidob16_ESO wrote: »Your dps/healers refuse to use ranged interrupt skills like Crushing shock/ Venom arrow ? You as tank refuse to use shield charge ? fine, be prepared to die and wipe alot then.
I agree with most of your post, but I have a problem with this. Unless and until there is a "dual spec" type system or the ability to change morphs on the fly added to the game, basing a mechanic on needing an interrupt that someone may not have spec'd is unsatisfactory as a solution, specifically for a 'normal' dungeon.
Even on Normal, it's harder than most of the Vet dungeons, so the balance seems extremely off kilter. I don't think anyone expects it to be like Fungal I or anything, but this doesn't seem okay to me.
profundidob16_ESO wrote: »Your dps/healers refuse to use ranged interrupt skills like Crushing shock/ Venom arrow ? You as tank refuse to use shield charge ? fine, be prepared to die and wipe alot then.
I agree with most of your post, but I have a problem with this. Unless and until there is a "dual spec" type system or the ability to change morphs on the fly added to the game, basing a mechanic on needing an interrupt that someone may not have spec'd is unsatisfactory as a solution, specifically for a 'normal' dungeon.
Lil secret I'ma let you in on, every character in the game can bash interrupt.