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Maebroogha. A balanced fight? Or is it too much

  • Everest_Lionheart
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    I only get slightly annoyed by mechanics that stack up sometimes in there. The first 3 portal phases are rather simple. But there are times I come out of that last portal at 35% and I see a colossus gunning straight for me the. Boss calls the ring before she even appears other small adds pop up when the ring starts closing and the flame spinnner spawns just outside the ring. If you aren’t dealing some serious cleave damage when that happens you won’t make it out of the ring. If you could stand still and press the attack no problem but you’ve also got call lightning and the Minotaur fire aoe to dance around. If you do manage to press through every mech at once the rest of the fight is a simple burn. What kills me more than anything ate the machine gun fireballs when trying to cut through the other adds.

    I’ve also had some other interesting deaths where I’ve laid down my dots at the start of the fight and been killed instantly by the exploding ring like the explosion has lingered in the area from a previous death. My best ever death was actually a non death. I fell through the map and was watching everything from under the arena below everything up too was frozen.l but I was still able to run around under the arena.
  • Odovacar
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    No, it’s a perfectly balanced fight.
    Vet solo arena's are suppose to challenge you. Outside of some annoying bugs <-- I loved vVH. Plus the Maebroogha boss fight 'DPS check' which really is not a DPS check imo but more of an added annoying mechanic that ofc forces you to be cognizant of while lots of things are going on can be cheesed i.e. Sorc's/NB's streak/cloak.

    Not everyone will become Spirit Slayers but I feel even the most casual of vet players can get a clear if they really want to. The Flameshapers are the most annoying imo and I always save the red portal for last due to this.
  • Oreyn_Bearclaw
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    No, it’s a perfectly balanced fight.
    No, the fight is fine. It can be killed slowly by following mechanics, or you can just nuke the thing with decent DPS. Compared to VMA at launch, Vateshran is an absolute joke in terms of difficulty. I remember the first few months after VMA launched, stormproof was rare to see and flawless conquerer was virtually non-existant. They might as well have handed the Spirt Slayer title out with ESO+. Everybody and the their mom had it in less than a week.

    Don't get me wrong, since then, Vateshran has devolved into a buggy mess, but that particular fight is fine from a mechanics standpoint.
  • f047ys3v3n
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    Other, explain.
    First off, it's buggy. All vVH is buggy as all get out. Probably the buggiest piece of content I have encountered in ESO and that was back when I was doing it, when it was new. I understand it is even worse now. You get desyncs on that final fight a lot. For whatever reason that fight also seems to generate massive lag spikes frequently. I have had plenty deaths and a few ruined trifectas to both. Because of the number of ads and ESO's broken targeting system, there is also a big issue with being able to target the flame sharpers when they need to be interrupted. Often, you just can't as they are blocked by others big hit boxes and tab target isn't' actually tab target in this game. So, lots of issues with just plain bugs.

    Now, lets get to the fact that vVH just isn't a good fight. Good fights have major mechanics tied to health points and not on timers. The reason for this is that they then become more challenging the higher score you are shooting for and the higher your dps. The faster you go, the faster the hurt comes. This also keeps fights relevant as dps creep happens. vVH is the opposite. It's almost all timer based so the faster you go, the more you simply skip. What is worse, the fight even has a high dps advantage multiplier in it because the bosses health doesn't simply go back to 100 when you hit the portal. Instead it slowly creeps up. So, the slower you go, the more you face X2. That is just plain terrible fight design. Couple that with the fact the timers are different for multiple mechanics and have differing resets so just the wrong amount of not great dps can mean that you get a ton of them at once. Not good design at all. Unpredictably and often quite tough mechanics for the weaker player but when you watch the, shall we say "enhanced" guys the you tubes, the only mechanic those guys even do is the portals. No interrupts, colossi, rings, nothing, just 2 min of blazing high steroids to make the Russian Olympic team jealous dps with the boss never out of execute between the portal phases.

    To answer your initial question though, I don't think the fight is over-tuned. It can certainly be done with non-steroid enhanced dps, even with not stellar dps or meta builds though, you must actually do all or most of the mechanics in those cases. I understand that massive health that the colossi had back when I was doing it has even been nerfed to make a slow boat build more viable. Occasionally, you can even get all the way through vVH without it bugging out and I have trifecta on it. Though, I only have 1 trifecta run and there were probably 5 that I did which were ruined by one or another bug that was not my fault. Not a good ratio at all ZOS. Of course, like vMA, there are even sigals to aid you. The timing of these can even be a substantial amount of strategy for those players having difficulty. For what it is worth, I think my final fights varied from ~7min to ~13min with most of the variance being how many colossi I was willing to risk simply leaving up to push phases. Again, the fight design is quite poor. You get exponentially rewarded with fewer mechanics for being only slightly higher dps. The fight can literally be almost twice as long with maybe 3k dps less.
    Edited by f047ys3v3n on February 14, 2022 6:25PM
    I am currently worried for the future of ESO. Population seems like it is in free fall and the cancellation of the North America in-person gathering feels very much like pulling the plug. Kudos on fixing the in-game economy though. Clearly whatever gold shenanigans were happening the last couple years are fixed.
  • Oreyn_Bearclaw
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    No, it’s a perfectly balanced fight.
    f047ys3v3n wrote: »
    First off, it's buggy. All vVH is buggy as all get out. Probably the buggiest piece of content I have encountered in ESO and that was back when I was doing it, when it was new. I understand it is even worse now. You get desyncs on that final fight a lot. For whatever reason that fight also seems to generate massive lag spikes frequently. I have had plenty deaths and a few ruined trifectas to both. Because of the number of ads and ESO's broken targeting system, there is also a big issue with being able to target the flame sharpers when they need to be interrupted. Often, you just can't as they are blocked by others big hit boxes and tab target isn't' actually tab target in this game. So, lots of issues with just plain bugs.

    Now, lets get to the fact that vVH just isn't a good fight. Good fights have major mechanics tied to health points and not on timers. The reason for this is that they then become more challenging the higher score you are shooting for and the higher your dps. The faster you go, the faster the hurt comes. This also keeps fights relevant as dps creep happens. vVH is the opposite. It's almost all timer based so the faster you go, the more you simply skip. What is worse, the fight even has a high dps advantage multiplier in it because the bosses health doesn't simply go back to 100 when you hit the portal. Instead it slowly creeps up. So, the slower you go, the more you face X2. That is just plain terrible fight design. Couple that with the fact the timers are different for multiple mechanics and have differing resets so just the wrong amount of not great dps can mean that you get a ton of them at once. Not good design at all. Unpredictably and often quite tough mechanics for the weaker player but when you watch the, shall we say "enhanced" guys the you tubes, the only mechanic those guys even do is the portals. No interrupts, colossi, rings, nothing, just 2 min of blazing high steroids to make the Russian Olympic team jealous dps with the boss never out of execute between the portal phases.

    To answer your initial question though, I don't think the fight is over-tuned. It can certainly be done with non-steroid enhanced dps, even with not stellar dps or meta builds though, you must actually do all or most of the mechanics in those cases. I understand that massive health that the colossi had back when I was doing it has even been nerfed to make a slow boat build more viable. Occasionally, you can even get all the way through vVH without it bugging out and I have trifecta on it. Though, I only have 1 trifecta run and there were probably 5 that I did which were ruined by one or another bug that was not my fault. Not a good ratio at all ZOS. Of course, like vMA, there are even sigals to aid you. The timing of these can even be a substantial amount of strategy for those players having difficulty. For what it is worth, I think my final fights varied from ~7min to ~13min with most of the variance being how many colossi I was willing to risk simply leaving up to push phases. Again, the fight design is quite poor. You get exponentially rewarded with fewer mechanics for being only slightly higher dps. The fight can literally be almost twice as long with maybe 3k dps less.

    Not sure I agree with that part. I think both can and do make sense depending on the fight. The flip side is that I dont think its unreasonable to allow high DPS to bypass certain mechanics or two put actual DPS checks into a fight. Both require Time Based mechanics for the most part. Also, Health based timers give us fights like the stupid laser boss in Frostvault or the poop throwing fight in ICP...
    Edited by Oreyn_Bearclaw on February 14, 2022 6:30PM
  • Sun7dance
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    Btw the whole arena is extremely unbalanced, because most of the bosses have 18k physical but only 9k spell resistances.
    I'm very curious how ZOS justifies this!
    PS5|EU
  • fred4
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    No, it’s a perfectly balanced fight.
    Sun7dance wrote: »
    Btw the whole arena is extremely unbalanced, because most of the bosses have 18k physical but only 9k spell resistances.
    I'm very curious how ZOS justifies this!
    It counterbalances PvP B).
  • Iron_Warrior
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    No, it’s a perfectly balanced fight.
    Sun7dance wrote: »
    Btw the whole arena is extremely unbalanced, because most of the bosses have 18k physical but only 9k spell resistances.
    I'm very curious how ZOS justifies this!


    This is a great point, i always wondered about this myself

    Green arena's first boss: 12k stam and mag resistances

    Green arena's second boss: 18k stam and 12k mag resistances

    Red arena's first boss: 18k stam and 12k mag resistances

    Red arena's second boss: 18k stam and 12k mag resistances

    Blue arena's first boss: mage has 9k stam and 18k mag and the flesh abomination has 18k stam and 9k mag

    Blue arena's second boss: 18k stam and 12k mag resistances

    Last boss: 18k stam and 12k mag resistances

    As you can see out of 7 bosses 2 of them are equal in terms of resistances and 5 of them are tougher for stam. And if you also look at the mobs resistances you can see the majority of the tougher mobs also have higher stam resistance. Stuff like these makes me believe that all of the dev team are magicka mains and they are not good at the game so they had to give magicka an edge to make it easier for themselves.
    Edited by Iron_Warrior on February 15, 2022 3:02AM
  • SickleCider
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    Other, explain.
    After lots of experience in there, I've decided my biggest contention with this fight is actually all the little adds that sometimes spawn (the goops, archer, mage). They don't add anything to the fight in terms of tangible difficulty besides just sort of getting in the way. I think it muddies the overall design of the fight.
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  • spartaxoxo
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    Other, explain.
    After lots of experience in there, I've decided my biggest contention with this fight is actually all the little adds that sometimes spawn (the goops, archer, mage). They don't add anything to the fight in terms of tangible difficulty besides just sort of getting in the way. I think it muddies the overall design of the fight.

    Honestly them standing on top of the ring add you're trying to kill is the only difficulty they seem to add. I basically never die to their attacks. It's a lame and frustrating mechanic.
  • Vevvev
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    No, it’s a perfectly balanced fight.
    Play the mechanics, have all the buffs, and plan which portal order you plan to take for the boss fight and you'll have a far, far more enjoyable experience on this fight. Also more DPS/Healing the better and try and keep your buffs up. That helps a lot.
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
  • Odovacar
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    No, it’s a perfectly balanced fight.
    Vevvev wrote: »
    Play the mechanics, have all the buffs, and plan which portal order you plan to take for the boss fight and you'll have a far, far more enjoyable experience on this fight. Also more DPS/Healing the better and try and keep your buffs up. That helps a lot.

    All true and lets not forget the pale order ring exists too...super duper easy mode.
  • Juomuuri
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    No, it’s a perfectly balanced fight.
    Never done it on vet, but it took me five tries on normal, I got the hang of it by then and found it surprisingly easy (tho nMA final boss is waaaay easier). All four of my deaths were caused by my own mistakes, but then again I dunno how it is on vet. I've however seen two of my guildies do it on vet on multiple characters multiple times, and they never complained about the last boss being buggy - the Minotaur one used to be broken for months, but ZoS said they fixed it.
    PC-EU (Steam) - CP 2300 - I was a tankblade main...
  • Gederic
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    No, it’s a perfectly balanced fight.
    I noticed running vVH last week for the weekly that it was significantly more bugged and laggy then the last time I had done it. Made what I considered the fun more casual solo arena a bit more annoying. That aside I think the place and this fight in particular strike a good balance when functioning correctly. The place is significantly easier then Maelstrom was at launch and thus a lot more accessible. Personally I just nuke the void [snip] lich at the key times to avoid the creeping wall and what not. I've also done it the slow way, both will get the job done with relatively few issues. I agree with what some others have said, if anything the place could be more difficult, I like the Undying Song title and Spirit Slayer but neither are particularly prestigious like Flawless Conqueror was for the longest time.

    [Edited for Censor Bypass]
    Edited by Psiion on February 18, 2022 4:38AM
    Ours is the Fury
  • MindOfTheSwarm
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    Yes, way to many split second moments that 100% will kill you if there is even the slightest delay.
    I DID IT!!!!!! I DID It!!!!!… now excuse me while I take some sedatives before I go into cardiac arrest.
  • Sun7dance
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    Sun7dance wrote: »
    Btw the whole arena is extremely unbalanced, because most of the bosses have 18k physical but only 9k spell resistances.
    I'm very curious how ZOS justifies this!


    This is a great point, i always wondered about this myself

    Green arena's first boss: 12k stam and mag resistances

    Green arena's second boss: 18k stam and 12k mag resistances

    Red arena's first boss: 18k stam and 12k mag resistances

    Red arena's second boss: 18k stam and 12k mag resistances

    Blue arena's first boss: mage has 9k stam and 18k mag and the flesh abomination has 18k stam and 9k mag

    Blue arena's second boss: 18k stam and 12k mag resistances

    Last boss: 18k stam and 12k mag resistances

    As you can see out of 7 bosses 2 of them are equal in terms of resistances and 5 of them are tougher for stam. And if you also look at the mobs resistances you can see the majority of the tougher mobs also have higher stam resistance. Stuff like these makes me believe that all of the dev team are magicka mains and they are not good at the game so they had to give magicka an edge to make it easier for themselves.


    That's a bit strange, coz i got different results.
    For example the final boss has 9k spell and 18k physical resistances.

    Ok, it's been a long time since my test, but i couldn't find anything in the patch notes either.
    Btw i've tested with the Two-hander Ultimate, coz i play on PS4.

    The different resistances are one point, but magickas have other significant advantages:

    1.) If you do the arena in the intended order for stamina and magicka, then for example the Minotaur has over 1 mil more health than the Pyrelord. All bosses together have pretty the same health, but the Minotaur is for sure harder and longer than the Pyrelord, coz of more movement.

    2.) Magickas already get their magicka buff in the 2nd stage, so they can do more damage earlier. Staminas has to wait until the 3rd arena.

    3.) If you try a scorerun, you have to kill all adds. But Staminas cannot reach one add group near the secret boss in the blue stage, if they do the whole arena in the intended order.



    Edited by Sun7dance on February 15, 2022 4:18PM
    PS5|EU
  • Vulkunne
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    No, it’s a perfectly balanced fight.
    Attempted this multiple times. I’ve lost count how many times. Deaths are usually down to latency or a bug. Examples:
    Dying from wall even though I am no where near.
    Flame Mage killing me before he has even spawned.
    Maebroogha deciding randomly she is going to summon two colossus at the same time and during the walk phase.

    Due to latency sometimes being an issue, do you think that split second mistakes or decision should determine life or death?

    What does the community think about this encounter? Is it too much for an online game?

    Hands down one of the best fights in the game. The only downside if there is one is you need to build for this and some players are not great at making strong builds.

    Can't just walk in there and walk out without being well prepared for the content.
    Edited by Vulkunne on February 15, 2022 4:38PM
    Thank you for your attention to this matter.
  • Vevvev
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    No, it’s a perfectly balanced fight.
    I DID IT!!!!!! I DID It!!!!!… now excuse me while I take some sedatives before I go into cardiac arrest.

    Hurray!!!!!
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
  • Agenericname
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    Tyrion87 wrote: »
    As the final boss of the whole arena she is far too easy. I didn't wipe at all when I fought her for the first time (and it was on vet). On the other hand a few years ago I was struggling for weeks to beat the final boss of vMA...

    No doubt its easier, but I wonder how much of that is because of doing it on characters, or just the players themselves, after vMA?
  • code65536
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    Other, explain.
    It's a very poorly-designed fight.

    Why?

    Because it's extremely polarizing.

    If you have high DPS, this fight is a cakewalk, because with high DPS, you basically skip all the mechanics. Mechanics? What mechanics?

    If you have low DPS, though, then suddenly you're dealing with all of the mechanics piling up on top of each other and the fight becomes much, much harder.

    To put it another way, if you have 2x the DPS, the fight doesn't become 2x easier: it becomes 10x easier. This is why you see people in threads like this saying that this is the easiest boss in the arena while you fee like you're banging up against a brick wall. And that's just lousy content design.
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  • Iron_Warrior
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    No, it’s a perfectly balanced fight.
    Sun7dance wrote: »
    Sun7dance wrote: »
    Btw the whole arena is extremely unbalanced, because most of the bosses have 18k physical but only 9k spell resistances.
    I'm very curious how ZOS justifies this!


    This is a great point, i always wondered about this myself

    Green arena's first boss: 12k stam and mag resistances

    Green arena's second boss: 18k stam and 12k mag resistances

    Red arena's first boss: 18k stam and 12k mag resistances

    Red arena's second boss: 18k stam and 12k mag resistances

    Blue arena's first boss: mage has 9k stam and 18k mag and the flesh abomination has 18k stam and 9k mag

    Blue arena's second boss: 18k stam and 12k mag resistances

    Last boss: 18k stam and 12k mag resistances

    As you can see out of 7 bosses 2 of them are equal in terms of resistances and 5 of them are tougher for stam. And if you also look at the mobs resistances you can see the majority of the tougher mobs also have higher stam resistance. Stuff like these makes me believe that all of the dev team are magicka mains and they are not good at the game so they had to give magicka an edge to make it easier for themselves.


    That's a bit strange, coz i got different results.
    For example the final boss has 9k spell and 18k physical resistances.

    Ok, it's been a long time since my test, but i couldn't find anything in the patch notes either.
    Btw i've tested with the Two-hander Ultimate, coz i play on PS4.

    The different resistances are one point, but magickas have other significant advantages:

    1.) If you do the arena in the intended order for stamina and magicka, then for example the Minotaur has over 1 mil more health than the Pyrelord. All bosses together have pretty the same health, but the Minotaur is for sure harder and longer than the Pyrelord, coz of more movement.

    2.) Magickas already get their magicka buff in the 2nd stage, so they can do more damage earlier. Staminas has to wait until the 3rd arena.

    3.) If you try a scorerun, you have to kill all adds. But Staminas cannot reach one add group near the secret boss in the blue stage, if they do the whole arena in the intended order.



    I might be wrong about the resistances because i saw the information on esohub but no matter if it's 12k or 9k, it's still ridiculous that mag resistance is so much lower than stam and let's not forget that magicka users get 6k pen from their armor passives alone, meanwhile on stam you have to reach 18k pen one way or another. It's clear favouritism towards mag
  • MindOfTheSwarm
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    Yes, way to many split second moments that 100% will kill you if there is even the slightest delay.
    Sun7dance wrote: »
    Sun7dance wrote: »
    Btw the whole arena is extremely unbalanced, because most of the bosses have 18k physical but only 9k spell resistances.
    I'm very curious how ZOS justifies this!


    This is a great point, i always wondered about this myself

    Green arena's first boss: 12k stam and mag resistances

    Green arena's second boss: 18k stam and 12k mag resistances

    Red arena's first boss: 18k stam and 12k mag resistances

    Red arena's second boss: 18k stam and 12k mag resistances

    Blue arena's first boss: mage has 9k stam and 18k mag and the flesh abomination has 18k stam and 9k mag

    Blue arena's second boss: 18k stam and 12k mag resistances

    Last boss: 18k stam and 12k mag resistances

    As you can see out of 7 bosses 2 of them are equal in terms of resistances and 5 of them are tougher for stam. And if you also look at the mobs resistances you can see the majority of the tougher mobs also have higher stam resistance. Stuff like these makes me believe that all of the dev team are magicka mains and they are not good at the game so they had to give magicka an edge to make it easier for themselves.


    That's a bit strange, coz i got different results.
    For example the final boss has 9k spell and 18k physical resistances.

    Ok, it's been a long time since my test, but i couldn't find anything in the patch notes either.
    Btw i've tested with the Two-hander Ultimate, coz i play on PS4.

    The different resistances are one point, but magickas have other significant advantages:

    1.) If you do the arena in the intended order for stamina and magicka, then for example the Minotaur has over 1 mil more health than the Pyrelord. All bosses together have pretty the same health, but the Minotaur is for sure harder and longer than the Pyrelord, coz of more movement.

    2.) Magickas already get their magicka buff in the 2nd stage, so they can do more damage earlier. Staminas has to wait until the 3rd arena.

    3.) If you try a scorerun, you have to kill all adds. But Staminas cannot reach one add group near the secret boss in the blue stage, if they do the whole arena in the intended order.



    I might be wrong about the resistances because i saw the information on esohub but no matter if it's 12k or 9k, it's still ridiculous that mag resistance is so much lower than stam and let's not forget that magicka users get 6k pen from their armor passives alone, meanwhile on stam you have to reach 18k pen one way or another. It's clear favouritism towards mag

    This is true but Medium Armor gains Weapon/Spell Damage and Crit Damage.
    Also there is nothing stopping people from running Light on a Stam toon.
    The armor passives are much more liberal options than they used to be. Really it’s down to the recovery options they both offer which still separates them. However, it’s not a deal breaker. I have a Magtoon in Medium Armor and like wise I have a Stamtoon on Light and sustain has never been an issue.
  • Sun7dance
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    It is a deal breaker!
    6k or 9k less resistances are about 10% or 13% damage.
    Magickas can easily invest in other sources of damage, while Staminas have to reach 18k Pen first.

    All in all Magickas have a more than 20% damage bonus in this arena and that's just ridiculous!
    Just take a look to all these world record runs. Is there any Stamina represented?
    No and there's a reason for that!




    Edited by Sun7dance on February 15, 2022 5:49PM
    PS5|EU
  • MindOfTheSwarm
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    Yes, way to many split second moments that 100% will kill you if there is even the slightest delay.
    Sun7dance wrote: »
    It is a deal breaker!
    6k or 9k less resistances are about 10% or 13% damage.
    Magickas can easily invest in other sources of damage, while Staminas have to reach 18k Pen first.

    All in all Magickas have a more than 20% damage bonus in this arena and that's just ridiculous!
    Just take a look to all these world record runs. Is there any Stamina represented?

    But my point is that you can run Light Armor on a Stam build and gain that Penetration passive. The only thing you lose out on is Stam Recovery and not by much.

    “Light being Mag and Medium being Stam” is not as clear cut as it used to be.
    Try it, switch to Light Armor on a Stam build and you might find it does better than you think.
  • Sun7dance
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    I think you don't understand the situation.
    Even if i would run 7p. light, i still have to reach 18k pen.

    For example:

    Magicka: 7p. light + Major Breach ---> 6573 + 5948 = 12521 pen. ---> ready to go!
    Stamina: 7p. light + Major Breach ---> 6573 + 5948 = 12521 pen. ---> still need about 5600 pen. to reach the 18k pen.

    You would be right if Staminas in light armor would need the same pen as Magickas.

    Edited by Sun7dance on February 16, 2022 7:14AM
    PS5|EU
  • Iron_Warrior
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    No, it’s a perfectly balanced fight.
    Sun7dance wrote: »
    Sun7dance wrote: »
    Btw the whole arena is extremely unbalanced, because most of the bosses have 18k physical but only 9k spell resistances.
    I'm very curious how ZOS justifies this!


    This is a great point, i always wondered about this myself

    Green arena's first boss: 12k stam and mag resistances

    Green arena's second boss: 18k stam and 12k mag resistances

    Red arena's first boss: 18k stam and 12k mag resistances

    Red arena's second boss: 18k stam and 12k mag resistances

    Blue arena's first boss: mage has 9k stam and 18k mag and the flesh abomination has 18k stam and 9k mag

    Blue arena's second boss: 18k stam and 12k mag resistances

    Last boss: 18k stam and 12k mag resistances

    As you can see out of 7 bosses 2 of them are equal in terms of resistances and 5 of them are tougher for stam. And if you also look at the mobs resistances you can see the majority of the tougher mobs also have higher stam resistance. Stuff like these makes me believe that all of the dev team are magicka mains and they are not good at the game so they had to give magicka an edge to make it easier for themselves.


    That's a bit strange, coz i got different results.
    For example the final boss has 9k spell and 18k physical resistances.

    Ok, it's been a long time since my test, but i couldn't find anything in the patch notes either.
    Btw i've tested with the Two-hander Ultimate, coz i play on PS4.

    The different resistances are one point, but magickas have other significant advantages:

    1.) If you do the arena in the intended order for stamina and magicka, then for example the Minotaur has over 1 mil more health than the Pyrelord. All bosses together have pretty the same health, but the Minotaur is for sure harder and longer than the Pyrelord, coz of more movement.

    2.) Magickas already get their magicka buff in the 2nd stage, so they can do more damage earlier. Staminas has to wait until the 3rd arena.

    3.) If you try a scorerun, you have to kill all adds. But Staminas cannot reach one add group near the secret boss in the blue stage, if they do the whole arena in the intended order.



    I might be wrong about the resistances because i saw the information on esohub but no matter if it's 12k or 9k, it's still ridiculous that mag resistance is so much lower than stam and let's not forget that magicka users get 6k pen from their armor passives alone, meanwhile on stam you have to reach 18k pen one way or another. It's clear favouritism towards mag

    This is true but Medium Armor gains Weapon/Spell Damage and Crit Damage.
    Also there is nothing stopping people from running Light on a Stam toon.
    The armor passives are much more liberal options than they used to be. Really it’s down to the recovery options they both offer which still separates them. However, it’s not a deal breaker. I have a Magtoon in Medium Armor and like wise I have a Stamtoon on Light and sustain has never been an issue.

    14% weapon damage boost of medium armor is nowhere near as good as 6k pen and light also get crit chance too. The only time that 14% wd is better than 6k pen is on a trial dummy that only has 3200 resistance. Light armor on stam also hit your sustain pretty bad, you might not have sustain problems with light on stam but it depends on how intense your rotation is and if you want to score push then it means there are a lot of skills in your rotation and no heavy attack so you definitely need that sustain. So if you want to have same pen as mag you have to sacrifice your sustain. Meanwhile mag doesn't need to sacrifice anything
    Edited by Iron_Warrior on February 15, 2022 6:01PM
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