The Tho'at Act 1 fight has only a handful of mechanics but it can get super overwhelming given the smaller arena to keep track of it all.
Tho'at has their cleave/spawn pools of silver pain, the throw the sword and spawn the orb of run away from the beam, the don't hit me or you'll kill yourself, and the big sword swing of block or die.
The biggest threat, which has been iterated multiple times here is the "Tho'at Shards" the little small blobs of silvery goo which the Mage is usually fighting, who have a channeled ability which just shreds you if they're not killed/interrupted.
These shards are often hard to find as in the smaller Act 1 arena they're usually in the pools of silver left behind by Tho'at prime. If you interrupt/kill them, the rest of the fight is just dodge and block.
Necrotech_Master wrote: »i havent run into any bosses in the archive that have healing mechanics, and from what ive also seen virtually none of the bosses in the archive have any interruptible attacks themselves (some might spawn adds which are interruptible though)
Necrotech_Master wrote: »i havent run into any bosses in the archive that have healing mechanics, and from what ive also seen virtually none of the bosses in the archive have any interruptible attacks themselves (some might spawn adds which are interruptible though)
For Vorenor Winterbourne it doesn't count as healing mechanics? I first met him in the EA and after he was almost dead, he suddenly started healing continuously until he was almost full life again and I couldn't figure out how to stop his recovery because I had to leave the EA due to bedtime..
SilverBride wrote: »I've only gotten past the Arc 1 final boss one time solo and was only able to do that because I had a verse that was a giant green eye or orb that kept aggro off me so I could do damage. Without that I spend all my time running from the boss and the constant aoe and can't stand still long enough to do any damage.
That is a lot for Arc 1.
If you're a melee character in this fight solo, it's actually not too hard to move in small increments to control their pools of damage to give you room to run from the beam of doom. I haven't really done it much on a ranged toon, but I can't imagine that being fun trying to control her pools of pain and position yourself.
SilverBride wrote: »SilverBride wrote: »I've only gotten past the Arc 1 final boss one time solo and was only able to do that because I had a verse that was a giant green eye or orb that kept aggro off me so I could do damage. Without that I spend all my time running from the boss and the constant aoe and can't stand still long enough to do any damage.
That is a lot for Arc 1.
If you're a melee character in this fight solo, it's actually not too hard to move in small increments to control their pools of damage to give you room to run from the beam of doom. I haven't really done it much on a ranged toon, but I can't imagine that being fun trying to control her pools of pain and position yourself.
I've only done this on ranged because the last thing I want is to have to stay in close range to this boss.
SilverBride wrote: »I was surprised the first time I ran EA how much harder the final boss of the Arc was than the rest of the mobs. I don't expect this boss to be easy but there is an enormous increase in difficulty from the other bosses of the Arc. I'd like to see the final boss adjusted to be more in line with the rest of the Arc.
Hitting that wall hurts, and is completely unexpected.
Necrotech_Master wrote: »SilverBride wrote: »SilverBride wrote: »I've only gotten past the Arc 1 final boss one time solo and was only able to do that because I had a verse that was a giant green eye or orb that kept aggro off me so I could do damage. Without that I spend all my time running from the boss and the constant aoe and can't stand still long enough to do any damage.
That is a lot for Arc 1.
If you're a melee character in this fight solo, it's actually not too hard to move in small increments to control their pools of damage to give you room to run from the beam of doom. I haven't really done it much on a ranged toon, but I can't imagine that being fun trying to control her pools of pain and position yourself.
I've only done this on ranged because the last thing I want is to have to stay in close range to this boss.
the human form tho'at is melee and will generally always be in close range, most of the attacks are not deadly as long as your kiting, the hardest hitting attack is the melee heavy with the sword, which is slow so the dodge timing is a little hard, but on arc 1-2 you should be able to block it pretty easy
SilverBride wrote: »Necrotech_Master wrote: »SilverBride wrote: »SilverBride wrote: »I've only gotten past the Arc 1 final boss one time solo and was only able to do that because I had a verse that was a giant green eye or orb that kept aggro off me so I could do damage. Without that I spend all my time running from the boss and the constant aoe and can't stand still long enough to do any damage.
That is a lot for Arc 1.
If you're a melee character in this fight solo, it's actually not too hard to move in small increments to control their pools of damage to give you room to run from the beam of doom. I haven't really done it much on a ranged toon, but I can't imagine that being fun trying to control her pools of pain and position yourself.
I've only done this on ranged because the last thing I want is to have to stay in close range to this boss.
the human form tho'at is melee and will generally always be in close range, most of the attacks are not deadly as long as your kiting, the hardest hitting attack is the melee heavy with the sword, which is slow so the dodge timing is a little hard, but on arc 1-2 you should be able to block it pretty easy
I can't stand still long enough to even try to block the boss because of the aoe that is constantly on me. I have to move out of it and then the second I do another appears on me.
This boss should be harder than the other bosses in the Arc but for Arc 1 this is way over the top.
robwolf666 wrote: »robwolf666 wrote: »I've come to conclusion that this isn't for me - I'm not exactly a crap player, I can get past quite a few of the base/dlc WBs solo in the base game, but by the time I got to the (I think) 4th boss in this, I just couldn't figure out how to get past it and gave up, and have no desire to try again. IMO this is definitely aimed at people who want to group and/or Vets with overpowered characters. So, not for everyone I don't think, unless they make it a bit more manageable for other players. Personally, I can see myself getting too frustrated to enjoy it, so no thanks.
Maybe you do not enjoy it at this time, but you may later on. That’s what happened with me and PvP.
No, I severely doubt it without changes to difficulty, even with my best and strongest character I can't figure out how to get past Tho'at, and I've tried with four different ones, I don't even know what the f... is killing me. It pisses me off that they feel it's necessary to make some enemies so stupidly hard. As I say, it's targeted at groups, overpowered characters and experts, not the average player.
Necrotech_Master wrote: »SilverBride wrote: »I can't stand still long enough to even try to block the boss because of the aoe that is constantly on me. I have to move out of it and then the second I do another appears on me.
This boss should be harder than the other bosses in the Arc but for Arc 1 this is way over the top.
the ice patches only appear on you when tho'at hits you with a melee attack, she attacks a lot slower with the sword and should apply less patches
SilverBride wrote: »I've fought her numerous times on 4 different characters, solo and with a friend, and I find when I am solo the icy patches are back to back and I am constantly on the run.
SilverBride wrote: »I've fought her numerous times on 4 different characters, solo and with a friend, and I find when I am solo the icy patches are back to back and I am constantly on the run.
Can confirm, this occurs, but only when she's unarmed, once she picks up her sword she slows down the ice patches, so it's an early burst of pain but once she summons her sword it slows down and becomes more manageable. I'm not 100% sure what causes her to grab her sword but I THINK it's a % of health so a quick furious burst at the beginning should make the rest of the fight manageable.
Also, Mighty Bash is hilariously good in this fight if your other verse options suck.
SilverBride wrote: »Necrotech_Master wrote: »SilverBride wrote: »I can't stand still long enough to even try to block the boss because of the aoe that is constantly on me. I have to move out of it and then the second I do another appears on me.
This boss should be harder than the other bosses in the Arc but for Arc 1 this is way over the top.
the ice patches only appear on you when tho'at hits you with a melee attack, she attacks a lot slower with the sword and should apply less patches
I've fought her numerous times on 4 different characters, solo and with a friend, and I find when I am solo the icy patches are back to back and I am constantly on the run.
SilverBride wrote: »Necrotech_Master wrote: »SilverBride wrote: »I can't stand still long enough to even try to block the boss because of the aoe that is constantly on me. I have to move out of it and then the second I do another appears on me.
This boss should be harder than the other bosses in the Arc but for Arc 1 this is way over the top.
the ice patches only appear on you when tho'at hits you with a melee attack, she attacks a lot slower with the sword and should apply less patches
I've fought her numerous times on 4 different characters, solo and with a friend, and I find when I am solo the icy patches are back to back and I am constantly on the run.
Try the following:
When the battle starts, let the boss come to your position (optimally already near to the outer wall). As soon as Tho'at is starting her melee attacks, cycle with her along this outer wall by slowly moving backwards. This keeps you out of her small AoE, while doing dmg is still possible. Then either block the HA or dodge right through the boss and repeat cycling.
Another option is cycling around the boss by strafing (preferred if you play melee).
In both cases don't hesitate to bring distance between you and the boss if you feel the current place is overcrowded with effects. A dodge-roll backwards and a short afterwards should do the trick. Let the boss come near again and start cycling again.
2 additional things:
1) Watch Malkest during the fight. He always attacking "Tho'at shards", if any are present. These are your priority targets and should be killed asap.
2) Don't try to do dmg during shield phase, but use the break to reapply buffs and for positioning. The more dmg you do during shield phase, the more "Tho'at shards" will spawn, making the fight harder.
Necrotech_Master wrote: »SilverBride wrote: »Necrotech_Master wrote: »SilverBride wrote: »I can't stand still long enough to even try to block the boss because of the aoe that is constantly on me. I have to move out of it and then the second I do another appears on me.
This boss should be harder than the other bosses in the Arc but for Arc 1 this is way over the top.
the ice patches only appear on you when tho'at hits you with a melee attack, she attacks a lot slower with the sword and should apply less patches
I've fought her numerous times on 4 different characters, solo and with a friend, and I find when I am solo the icy patches are back to back and I am constantly on the run.
Try the following:
When the battle starts, let the boss come to your position (optimally already near to the outer wall). As soon as Tho'at is starting her melee attacks, cycle with her along this outer wall by slowly moving backwards. This keeps you out of her small AoE, while doing dmg is still possible. Then either block the HA or dodge right through the boss and repeat cycling.
Another option is cycling around the boss by strafing (preferred if you play melee).
In both cases don't hesitate to bring distance between you and the boss if you feel the current place is overcrowded with effects. A dodge-roll backwards and a short afterwards should do the trick. Let the boss come near again and start cycling again.
2 additional things:
1) Watch Malkest during the fight. He always attacking "Tho'at shards", if any are present. These are your priority targets and should be killed asap.
2) Don't try to do dmg during shield phase, but use the break to reapply buffs and for positioning. The more dmg you do during shield phase, the more "Tho'at shards" will spawn, making the fight harder.
dealing dmg to the shield doesnt spawn the blobs, those just start spawning more over time the longer the fight goes on
however if you do deal direct dmg to the mirrors, it causes the mirrors to break (initially just breaking shards off that attack you, but if you destroy a mirror it spawns 4 shards all at once to hit you)
SilverBride wrote: »I've only gotten past the Arc 1 final boss one time solo and was only able to do that because I had a verse that was a giant green eye or orb that kept aggro off me so I could do damage. Without that I spend all my time running from the boss and the constant aoe and can't stand still long enough to do any damage.
That is a lot for Arc 1.
Toxic_Hemlock wrote: »The Tho'at Act 1 fight has only a handful of mechanics but it can get super overwhelming given the smaller arena to keep track of it all.
Tho'at has their cleave/spawn pools of silver pain, the throw the sword and spawn the orb of run away from the beam, the don't hit me or you'll kill yourself, and the big sword swing of block or die.
The biggest threat, which has been iterated multiple times here is the "Tho'at Shards" the little small blobs of silvery goo which the Mage is usually fighting, who have a channeled ability which just shreds you if they're not killed/interrupted.
These shards are often hard to find as in the smaller Act 1 arena they're usually in the pools of silver left behind by Tho'at prime. If you interrupt/kill them, the rest of the fight is just dodge and block.
EXACTLY THIS...
I have a hard enough time with the constant noise in that area, and searching for those blobs in a sea of shards all over the ground is neigh on impossible most times for me. Eventually you can spot them, but it isn't intuitive at all, and as this is arc bloody 1, it should not be that hard to even see what you need to kill to finish it.
The boss hitting less hard than the adds in there, seems counterintuitive for the "boss" fight.
edit: clarity
SilverBride wrote: »I've only gotten past the Arc 1 final boss one time solo and was only able to do that because I had a verse that was a giant green eye or orb that kept aggro off me so I could do damage. Without that I spend all my time running from the boss and the constant aoe and can't stand still long enough to do any damage.
That is a lot for Arc 1.
What class are you? If DK, try using Flames of Oblivion, and run multiple shields with Infernal Guardian for guided missile type damage that you can inflict while running/retreating if your DPS is low. IG is also a ranged AOE, and good for taking out those pesky range casters in the trash packs. Any class can also run Spiked Bone Shield, which gives you a 14k shield that returns 100% of melee damage to the attackers (and procs IG.)
Jorvuld's Guidance is great for extending the duration of your damage shields, as well as Major buffs. If you run Jorvuld's with Daedric Trickery, you will have 3 of the set's Major buffs up at all times overlapping. Also, certain werewolf builds are highly effective in the EA. Consider what sets might scale well with the layout of the Archive, and if you get the World skill buff verse, it's all over for the enemies.
SilverBride wrote: »SilverBride wrote: »I've only gotten past the Arc 1 final boss one time solo and was only able to do that because I had a verse that was a giant green eye or orb that kept aggro off me so I could do damage. Without that I spend all my time running from the boss and the constant aoe and can't stand still long enough to do any damage.
That is a lot for Arc 1.
What class are you? If DK, try using Flames of Oblivion, and run multiple shields with Infernal Guardian for guided missile type damage that you can inflict while running/retreating if your DPS is low. IG is also a ranged AOE, and good for taking out those pesky range casters in the trash packs. Any class can also run Spiked Bone Shield, which gives you a 14k shield that returns 100% of melee damage to the attackers (and procs IG.)
Jorvuld's Guidance is great for extending the duration of your damage shields, as well as Major buffs. If you run Jorvuld's with Daedric Trickery, you will have 3 of the set's Major buffs up at all times overlapping. Also, certain werewolf builds are highly effective in the EA. Consider what sets might scale well with the layout of the Archive, and if you get the World skill buff verse, it's all over for the enemies.
If I have to micromanage as though I am going into a veteran trial for an Arc 1 boss then I give up trying to solo it.
And I still say this boss is disproportionately difficulty for Arc 1.
Necrotech_Master wrote: »arc 1 tho'at isnt too much to manage, theres only like 4 mechanics you have to deal with
Necrotech_Master wrote: »SilverBride wrote: »SilverBride wrote: »I've only gotten past the Arc 1 final boss one time solo and was only able to do that because I had a verse that was a giant green eye or orb that kept aggro off me so I could do damage. Without that I spend all my time running from the boss and the constant aoe and can't stand still long enough to do any damage.
That is a lot for Arc 1.
What class are you? If DK, try using Flames of Oblivion, and run multiple shields with Infernal Guardian for guided missile type damage that you can inflict while running/retreating if your DPS is low. IG is also a ranged AOE, and good for taking out those pesky range casters in the trash packs. Any class can also run Spiked Bone Shield, which gives you a 14k shield that returns 100% of melee damage to the attackers (and procs IG.)
Jorvuld's Guidance is great for extending the duration of your damage shields, as well as Major buffs. If you run Jorvuld's with Daedric Trickery, you will have 3 of the set's Major buffs up at all times overlapping. Also, certain werewolf builds are highly effective in the EA. Consider what sets might scale well with the layout of the Archive, and if you get the World skill buff verse, it's all over for the enemies.
If I have to micromanage as though I am going into a veteran trial for an Arc 1 boss then I give up trying to solo it.
And I still say this boss is disproportionately difficulty for Arc 1.
arc 1 tho'at isnt too much to manage, theres only like 4 mechanics you have to deal with
kite ice patches, dont do direct dmg to the mirror shield, kite the eye beam after she throws the sword, and block the heavy attack
in later tho'at fights you have to also deal with the additional bosses showing up in the fights, and managing to focus them down 1 at a time so your not dealing with more than 2 bosses at once
SilverBride wrote: »Necrotech_Master wrote: »arc 1 tho'at isnt too much to manage, theres only like 4 mechanics you have to deal with
It is for me. I can't do much damage at all if I am constantly on the run.
And I still stand behind my opinion that this boss is way too difficulty for Arc 1. That's comparable to introducing calculus in kindergarten.
If the Arcs are supposed to get progressively more difficult and this is how they start then what chance does an average player have of progressing solo?
SilverBride wrote: »Necrotech_Master wrote: »arc 1 tho'at isnt too much to manage, theres only like 4 mechanics you have to deal with
It is for me. I can't do much damage at all if I am constantly on the run.
And I still stand behind my opinion that this boss is way too difficulty for Arc 1. That's comparable to introducing calculus in kindergarten.
If the Arcs are supposed to get progressively more difficult and this is how they start then what chance does an average player have of progressing solo?
boi_anachronism_ wrote: »Something that is really interesting to me is that this content is obviously balanced around a team of two with a solo option being the much harder one.
SilverBride wrote: »boi_anachronism_ wrote: »Something that is really interesting to me is that this content is obviously balanced around a team of two with a solo option being the much harder one.
What I find interesting is that if you summon a companion when you are in the Index it gives a warning that it will now be considered a duo. But we all know a Companion isn't nearly as good as a real player, yet if we use one that game counts then as one. I wonder how this affects the difficulty.