See healer failing at keeping his mate alive*
If the healer is good, you don't have to worry about this mechanic.
Agree with other post, this is the only base donjon I still enjoy.
Story, design, animation, jump, etc.. Well made for learn different mechanic w/o get insta-punished.
See healer failing at keeping his mate alive*
If the healer is good, you don't have to worry about this mechanic.
Agree with other post, this is the only base donjon I still enjoy.
Story, design, animation, jump, etc.. Well made for learn different mechanic w/o get insta-punished.
With two 50k dps dds that dont stop dealing dmg for the mechanic, it is pretty much a one shot if he is targeting non tank... I mean, idk where you find the healer that can outheal one shots, but whatever.
See healer failing at keeping his mate alive*
If the healer is good, you don't have to worry about this mechanic.
Agree with other post, this is the only base donjon I still enjoy.
Story, design, animation, jump, etc.. Well made for learn different mechanic w/o get insta-punished.
With two 50k dps dds that dont stop dealing dmg for the mechanic, it is pretty much a one shot if he is targeting non tank... I mean, idk where you find the healer that can outheal one shots, but whatever.
You basically need to stop all damage during that phase, then use as few DoTs as possible the rest of the time. It should be plain sailing.
Only the person closest to the portal ever gets pulled in, so unless your team are deliberately sabotaging you and staying further away than the tank, tanking the boss away from the portal should ensure the tank is never sucked into the portal.Spawn of Mephala concept is cool in theory, probably could use some tweaking. Too often a tank gets stuck in there that can't damage their way out, and for the DDs that go in it's usually too easy to matter.
And if you pull the boss further away from the cave, no one gets pulled in at all. Doesn't mean PUGs know either of these things, listen, or are 'sabotaging' because they don't understand the mechanic. Literally 90% of PUG tanks get sucked into that cave.Only the person closest to the portal ever gets pulled in, so unless your team are deliberately sabotaging you and staying further away than the tank, tanking the boss away from the portal should ensure the tank is never sucked into the portal.Spawn of Mephala concept is cool in theory, probably could use some tweaking. Too often a tank gets stuck in there that can't damage their way out, and for the DDs that go in it's usually too easy to matter.
This is not even a competition.
There are some spots in FG that look nice (esp. from the entry to the shrine for part II back over the boss area) but overall, it's no match for VoM's visuals. That final boss room alone with its cathedral-like window front would carry the prize. And then they explode!
Also, THE DROP.
As for mechanics, they're all obliterated by power creep these days - in FG even more so. At least people regularly die in VoM, mostly to the Ghost but also because they can't decide whether to be in or out on the Architect. (With an additional element of surprise: sometimes the game decides that for you and kills you even though you were clearly out of that!)
The Harvester's and Grothdarr's mechanics barely register with groups these days, and I'm not sure whether the Daedroth and Death's Head even count as bosses. Iskra has a nice entrance that is overshadowed by the much cooler versions in CoA2 ("This is the end of the line!") and Domihaus. Like with old games, you can understand on an intellectual level how that fight must've been awesome when it came out, with the spectacular lighting in the arena, but today it mostly falls flat.
FG1 is nothing to speak of. It's an introductory dungeon in every sense - length, difficulty, mechanics.
FG2 has somewhat unique boss mechanics on every one of them (except the first Spider) - the shadows and tether, the increasing resistances on the boss that everyone always skips, the teleport to the spider cave, the magicka drain, and the AoEs with the bubble. Unfortunately, they have lost most of their impact these days.
Still, VoM wins by quite a margin.
Dagoth_Rac wrote: »In VoM, ZOS need to add Unhallowed-Grave-style grappling posts to the floating platforms you pass on the way down the big fall. You could still do the full jump, but would also have option to zig-zag down via grappling. Maybe place some heavy sacks on the floating platforms as an enticement.