Dagoth_Rac wrote: »Are you new to Veteran DLC dungeons? You need a coordinated group, voice chat, and if you do not follow the mechanics or meet the tank/heal/DPS checks, you die. Vet Graven Deep did not strike me as much different from other recent veteran DLC dungeons. The hard mode is a real pain, but just regular veteran seems pretty similar to other DLC dungeons. There is a huge leap between Normal and Veteran and probably an even bigger leap between Veteran and Veteran Hard Mode, but that seems typical for all DLC dungeons and Trials.
Dagoth_Rac wrote: »Are you new to Veteran DLC dungeons? You need a coordinated group, voice chat, and if you do not follow the mechanics or meet the tank/heal/DPS checks, you die. Vet Graven Deep did not strike me as much different from other recent veteran DLC dungeons. The hard mode is a real pain, but just regular veteran seems pretty similar to other DLC dungeons. There is a huge leap between Normal and Veteran and probably an even bigger leap between Veteran and Veteran Hard Mode, but that seems typical for all DLC dungeons and Trials.
I'm pretty sure my biggest problem was the bleeds the Boss inflicts, I didnt have a purge and the group Healer wasn't a Templar. In fact some of the DDs mentioned they felt they weren't being healed either, even though it was the Healer telling us about the Mechanics. The DDs were also dying to the four shades the Boss splits into and the Fear we didn't know to face away from.
But damn did that damage output from all those AoE and DoT attacks the Boss does really adds up. Graven is one of the Dungeons that really overwhelms me as a Tank.
I'm pretty sure my biggest problem was the bleeds the Boss inflicts, I didnt have a purge and the group Healer wasn't a Templar. In fact some of the DDs mentioned they felt they weren't being healed either, even though it was the Healer telling us about the Mechanics. The DDs were also dying to the four shades the Boss splits into and the Fear we didn't know to face away from.
But damn did that damage output from all those AoE and DoT attacks the Boss does really adds up. Graven is one of the Dungeons that really overwhelms me as a Tank.
I wonder if the healer was a healer then. People need to interrupt the shades or a projectile shoots out and hits everyone. Won't really hurt you as the tank, hurts everyone else bad though. Thus, the way I do it is everyone gets their own shade. DPS take down their shade, then the healer, then the tank. Different groups do this differently though.
GD is deffo rough on the tank starting off. The more you do it though, the easier it gets. I'm not sure what the bleeds you're referring to are, but I use DSA SnB and puncture is thus my main heal.
I'm pretty sure my biggest problem was the bleeds the Boss inflicts, I didnt have a purge and the group Healer wasn't a Templar. In fact some of the DDs mentioned they felt they weren't being healed either, even though it was the Healer telling us about the Mechanics. The DDs were also dying to the four shades the Boss splits into and the Fear we didn't know to face away from.
But damn did that damage output from all those AoE and DoT attacks the Boss does really adds up. Graven is one of the Dungeons that really overwhelms me as a Tank.
There is only one purgeable DoT in that fight, and it's when the boss copies the abilities of a Nightblade. If you have no Nightblades in the group, there is no reason to slot purge.You need DD's with good self heals, a Healer providing a purge for all those DoTs
You need to hit the orb with a single-target direct damage attack. Yea, you can run up to it and hit it with a melee ability, but a ranged light attack with a bow will work just as well. And there are ranged stamina abilities, such as Hidden Blade or Silver Bolts. But, ideally, the supports should get the orbs. The healers can light-attack with their staves, and the tank can hit it with their ranged taunt.Magicka DDs for the Orbs so you don't have to chase them down with Melee