Theoretically, I think some Trials can actually be done short-handed, with less than the 12 people.
BUT... the first couple, Aetherian Archive and Hel Ra, require the full 12... because in Hel Ra, you need 6 people to go through each of the two doors that split the party into two groups. And in Aetherian, you need to have 12 people standing on 12 teleport pads.
Fungal Grotto 2 has Demyne Bandu and the Shadow Tormentors who can tie down one player, forcing others to kill a Tormentor.
Wayrest 2 has Malubeth the Scourger, who can pin a player down (and kill them) until the two Daedric Chests are hit by another player or two.
(These two can technically be soloed IF you are lucky enough that the boss doesn't actually pull that mechanic before you kill them, if you can DPS through the fight fast enough, however there's no guarantee.)
Direfrost Keep requires two pressure plates to be stepped on simultaneously, and you can't get a Companion to stand on one.
Imperial City Prison requires two levers to be pulled near-simultaneously: while it doesn't have to be exact, the gap between them is short enough that you can't have one person pull both by running from one to the other. (It is theoretically possible, if you jump at exactly the right angle from the right pixel, to jump over the closed gate, however this is very definitely "theoretically" rather than "practically" possible.)
Crypt of Hearts 2: I think that when Nerieneth picks up the Ebony Blade, he can pin a player down and damage them until the rest of the team smash him hard enough to make him stop. Not sure how a solo player can get around this.
Ippokrates wrote: »Theoretically, I think some Trials can actually be done short-handed, with less than the 12 people.
BUT... the first couple, Aetherian Archive and Hel Ra, require the full 12... because in Hel Ra, you need 6 people to go through each of the two doors that split the party into two groups. And in Aetherian, you need to have 12 people standing on 12 teleport pads.
Fungal Grotto 2 has Demyne Bandu and the Shadow Tormentors who can tie down one player, forcing others to kill a Tormentor.
Wayrest 2 has Malubeth the Scourger, who can pin a player down (and kill them) until the two Daedric Chests are hit by another player or two.
(These two can technically be soloed IF you are lucky enough that the boss doesn't actually pull that mechanic before you kill them, if you can DPS through the fight fast enough, however there's no guarantee.)
Direfrost Keep requires two pressure plates to be stepped on simultaneously, and you can't get a Companion to stand on one.
Imperial City Prison requires two levers to be pulled near-simultaneously: while it doesn't have to be exact, the gap between them is short enough that you can't have one person pull both by running from one to the other. (It is theoretically possible, if you jump at exactly the right angle from the right pixel, to jump over the closed gate, however this is very definitely "theoretically" rather than "practically" possible.)
Crypt of Hearts 2: I think that when Nerieneth picks up the Ebony Blade, he can pin a player down and damage them until the rest of the team smash him hard enough to make him stop. Not sure how a solo player can get around this.
In Fungal Grotto II you can pass this phase if you use some good aoe dot just before you are going to be tackled
I will also add dungeons that could be done but they are extremely tricky due to mechanics crippling player: Blackheart Heaven, Ruins of Mazzatun (those two i did solo) and Red Petal Bastion (i think it could be done, but didn't have time to run through it enough).
Oh, and there is also Cradle of Shadows with mechanic similar to FG2. But I am not sure if it could be pass solo.
Ippokrates wrote: »Theoretically, I think some Trials can actually be done short-handed, with less than the 12 people.
BUT... the first couple, Aetherian Archive and Hel Ra, require the full 12... because in Hel Ra, you need 6 people to go through each of the two doors that split the party into two groups. And in Aetherian, you need to have 12 people standing on 12 teleport pads.
Fungal Grotto 2 has Demyne Bandu and the Shadow Tormentors who can tie down one player, forcing others to kill a Tormentor.
Wayrest 2 has Malubeth the Scourger, who can pin a player down (and kill them) until the two Daedric Chests are hit by another player or two.
(These two can technically be soloed IF you are lucky enough that the boss doesn't actually pull that mechanic before you kill them, if you can DPS through the fight fast enough, however there's no guarantee.)
Direfrost Keep requires two pressure plates to be stepped on simultaneously, and you can't get a Companion to stand on one.
Imperial City Prison requires two levers to be pulled near-simultaneously: while it doesn't have to be exact, the gap between them is short enough that you can't have one person pull both by running from one to the other. (It is theoretically possible, if you jump at exactly the right angle from the right pixel, to jump over the closed gate, however this is very definitely "theoretically" rather than "practically" possible.)
Crypt of Hearts 2: I think that when Nerieneth picks up the Ebony Blade, he can pin a player down and damage them until the rest of the team smash him hard enough to make him stop. Not sure how a solo player can get around this.
In Fungal Grotto II you can pass this phase if you use some good aoe dot just before you are going to be tackled
I will also add dungeons that could be done but they are extremely tricky due to mechanics crippling player: Blackheart Heaven, Ruins of Mazzatun (those two i did solo) and Red Petal Bastion (i think it could be done, but didn't have time to run through it enough).
Oh, and there is also Cradle of Shadows with mechanic similar to FG2. But I am not sure if it could be pass solo.
I got around Blackheart Haven final boss mechanic with Werewolf. Can't turn you into a skelly while you are in WW form
Ippokrates wrote: »Ippokrates wrote: »Theoretically, I think some Trials can actually be done short-handed, with less than the 12 people.
BUT... the first couple, Aetherian Archive and Hel Ra, require the full 12... because in Hel Ra, you need 6 people to go through each of the two doors that split the party into two groups. And in Aetherian, you need to have 12 people standing on 12 teleport pads.
Fungal Grotto 2 has Demyne Bandu and the Shadow Tormentors who can tie down one player, forcing others to kill a Tormentor.
Wayrest 2 has Malubeth the Scourger, who can pin a player down (and kill them) until the two Daedric Chests are hit by another player or two.
(These two can technically be soloed IF you are lucky enough that the boss doesn't actually pull that mechanic before you kill them, if you can DPS through the fight fast enough, however there's no guarantee.)
Direfrost Keep requires two pressure plates to be stepped on simultaneously, and you can't get a Companion to stand on one.
Imperial City Prison requires two levers to be pulled near-simultaneously: while it doesn't have to be exact, the gap between them is short enough that you can't have one person pull both by running from one to the other. (It is theoretically possible, if you jump at exactly the right angle from the right pixel, to jump over the closed gate, however this is very definitely "theoretically" rather than "practically" possible.)
Crypt of Hearts 2: I think that when Nerieneth picks up the Ebony Blade, he can pin a player down and damage them until the rest of the team smash him hard enough to make him stop. Not sure how a solo player can get around this.
In Fungal Grotto II you can pass this phase if you use some good aoe dot just before you are going to be tackled
I will also add dungeons that could be done but they are extremely tricky due to mechanics crippling player: Blackheart Heaven, Ruins of Mazzatun (those two i did solo) and Red Petal Bastion (i think it could be done, but didn't have time to run through it enough).
Oh, and there is also Cradle of Shadows with mechanic similar to FG2. But I am not sure if it could be pass solo.
I got around Blackheart Haven final boss mechanic with Werewolf. Can't turn you into a skelly while you are in WW form
I was running as a skeleton killing skeletons while Mirri was healing me and every second the polimorph was down, I was casting Empowering Sweep. That's how I killed Captain Blackheart ^^
I have seen a video of guy that was hiding behind rock and casting aoe dot at a position of skeletons, so he was dueling him 1 on 1 but i was unable to repeat this trick.
AFAIK, all non-DLC dungeons can be soloed, but some have special class / skill requirements.
The Psychic Order's Precognition ultimate lets you escape most stunlock mechanics (like in Fungal Grotto II, Wayrest Sewer II, Crypt of hearts II, Cradle of Shadows)
Direfrost Keep: Charge ability and ranged aoe are the key to the back entrance.
Blackheart Haven: Need to be a werewolf. Hircine's Gift > some undead captain's transformation curse.
White Gold Tower: Pets keep you in combat while trying to pick the lock.
Imperial City Prison: Socerer can Bolt from one lever to the other.
Dang, as I wrote out my list everyone already posted theirs lol
But here, since no one else has posted these relevant threads: https://forums.elderscrollsonline.com/en/discussion/574436/soloable-dlc-dungeons#latest
https://forums.elderscrollsonline.com/en/discussion/566401/i-want-to-share-my-solo-collection-to-everyone#latest
Edit: Looks like there's no Frostvault on anyone's list. First boss flings you in the air, can't be Psijic'd out of
El_Borracho wrote: »@spartaxoxo Haven't tried vet Frostvault solo, but I think you will have a hard time keeping Rizzuk and the frost atro separate, even with a companion. Could work if you also slot an aggro and keep Rizzuk on you. I'd also want to know how the tether works with the second boss in how your companion would react.
M next to Cradle of Shadows since their might be a pin mechanic similar to FG2, though no one has confirmed whether this makes it difficult to solo or not.
The same with WGT, the cage mechanic can be bypassed but if you can't bash the lock fast enough or don't have a pet build it won't work.
Anyway, I happened to just be thinking about this, and I think the list would be better as a table or just make a Dungeons--Yes list, Dungeons--With a particular build, Dungeons--No. And the same with trials, or just putting the trials and dungeons together but making the trials in italics or something. If you want a quick spreadsheet table let me know and I'll just copy/paste your lists, then have Y / N / "With a specific build" columns and some color coding.
Yeah that looks great, thanks for making it. I've been meaning to do something similar for a while, so I starred the sheet for future access, hope you don't mindAnd I added a comment for Frostvault based what others have said.
Soloing some dungeons on vet and/or HM can be a lot more of a pain. The first that come to mind are vWS I, vBC I HM, and vSpindle I HM, where the end bosses have hard hitting mechanics that happen frequently with a short/poorly visible telegraph, despite these dungeons being unlocked at a low level and fairly easy in normal mode. I don't know if you want stuff like that added to the notes as well (it could get cluttered), but just as a heads up for when you get to soloing vets.
Ippokrates wrote: »Ippokrates wrote: »Theoretically, I think some Trials can actually be done short-handed, with less than the 12 people.
BUT... the first couple, Aetherian Archive and Hel Ra, require the full 12... because in Hel Ra, you need 6 people to go through each of the two doors that split the party into two groups. And in Aetherian, you need to have 12 people standing on 12 teleport pads.
Fungal Grotto 2 has Demyne Bandu and the Shadow Tormentors who can tie down one player, forcing others to kill a Tormentor.
Wayrest 2 has Malubeth the Scourger, who can pin a player down (and kill them) until the two Daedric Chests are hit by another player or two.
(These two can technically be soloed IF you are lucky enough that the boss doesn't actually pull that mechanic before you kill them, if you can DPS through the fight fast enough, however there's no guarantee.)
Direfrost Keep requires two pressure plates to be stepped on simultaneously, and you can't get a Companion to stand on one.
Imperial City Prison requires two levers to be pulled near-simultaneously: while it doesn't have to be exact, the gap between them is short enough that you can't have one person pull both by running from one to the other. (It is theoretically possible, if you jump at exactly the right angle from the right pixel, to jump over the closed gate, however this is very definitely "theoretically" rather than "practically" possible.)
Crypt of Hearts 2: I think that when Nerieneth picks up the Ebony Blade, he can pin a player down and damage them until the rest of the team smash him hard enough to make him stop. Not sure how a solo player can get around this.
In Fungal Grotto II you can pass this phase if you use some good aoe dot just before you are going to be tackled
I will also add dungeons that could be done but they are extremely tricky due to mechanics crippling player: Blackheart Heaven, Ruins of Mazzatun (those two i did solo) and Red Petal Bastion (i think it could be done, but didn't have time to run through it enough).
Oh, and there is also Cradle of Shadows with mechanic similar to FG2. But I am not sure if it could be pass solo.
I got around Blackheart Haven final boss mechanic with Werewolf. Can't turn you into a skelly while you are in WW form
I was running as a skeleton killing skeletons while Mirri was healing me and every second the polimorph was down, I was casting Empowering Sweep. That's how I killed Captain Blackheart ^^
I have seen a video of guy that was hiding behind rock and casting aoe dot at a position of skeletons, so he was dueling him 1 on 1 but i was unable to repeat this trick.
Nicedid it take long? (flashbacks of Harvester boss slog in VoM).
Wrong on Hel Ra, can be done with six players, doing one side and then the other, not sure if it's possible to do it with less than 6 though
M next to Cradle of Shadows since there might be a pin mechanic similar to FG2, though no one has confirmed whether this makes it difficult to solo or not.
You should also divide the list between veteran and normal.
A surprising number of mechanics that one-shot on vet, can be survived on normal, even with a non-specialised build.