cyclonus11 wrote: »Isobel drops out of combat with Gothmau constantly and 100% of the time. Just sheaths her sword mid-fight and runs over to me.
DenverRalphy wrote: »Necrotech_Master wrote: »azander works better with this because he has a ranged taunt by default that works more reliably than an ice staff taunt
the companion ice staff taunt has always been a bit sketchy if it works or not
they really really need to reduce the cooldown on the undaunted taunt so every companion has the option of a ranged taunt, just increase the synergy cooldown if that really matters
I split Azandar's gear 6 Vigorous / 6 Quickened. and the cooldown is short enough for comfort IMHO. I usually roll dodge once or twice by default anyway when Gothmau comes chargin up on me, and by that time Azandar's taunt is usually up.
Necrotech_Master wrote: »cyclonus11 wrote: »Isobel drops out of combat with Gothmau constantly and 100% of the time. Just sheaths her sword mid-fight and runs over to me.
i think most of the companions do
azander only seems to work semi consistently because he has a ranged taunt (ranged dps companions still target gothmau fine but anything melee and they act like his out of range or something)DenverRalphy wrote: »Necrotech_Master wrote: »azander works better with this because he has a ranged taunt by default that works more reliably than an ice staff taunt
the companion ice staff taunt has always been a bit sketchy if it works or not
they really really need to reduce the cooldown on the undaunted taunt so every companion has the option of a ranged taunt, just increase the synergy cooldown if that really matters
I split Azandar's gear 6 Vigorous / 6 Quickened. and the cooldown is short enough for comfort IMHO. I usually roll dodge once or twice by default anyway when Gothmau comes chargin up on me, and by that time Azandar's taunt is usually up.
i think without any quickened stuff, azanders taunt lasts for 15 sec and has a cooldown of somewhere between 14.8 and 15.2 sec
a couple quickened should put the cooldown under 15 sec for sure (they only use the taunt when enemy not already taunted, so you dont need the cooldown super low on it, just enough so it comes back up just before taunt runs out)
DenverRalphy wrote: »Necrotech_Master wrote: »cyclonus11 wrote: »Isobel drops out of combat with Gothmau constantly and 100% of the time. Just sheaths her sword mid-fight and runs over to me.
i think most of the companions do
azander only seems to work semi consistently because he has a ranged taunt (ranged dps companions still target gothmau fine but anything melee and they act like his out of range or something)DenverRalphy wrote: »Necrotech_Master wrote: »azander works better with this because he has a ranged taunt by default that works more reliably than an ice staff taunt
the companion ice staff taunt has always been a bit sketchy if it works or not
they really really need to reduce the cooldown on the undaunted taunt so every companion has the option of a ranged taunt, just increase the synergy cooldown if that really matters
I split Azandar's gear 6 Vigorous / 6 Quickened. and the cooldown is short enough for comfort IMHO. I usually roll dodge once or twice by default anyway when Gothmau comes chargin up on me, and by that time Azandar's taunt is usually up.
i think without any quickened stuff, azanders taunt lasts for 15 sec and has a cooldown of somewhere between 14.8 and 15.2 sec
a couple quickened should put the cooldown under 15 sec for sure (they only use the taunt when enemy not already taunted, so you dont need the cooldown super low on it, just enough so it comes back up just before taunt runs out)
That would be true for when Azandar already has him taunted. But if Gothmau appears just after Azandar recently used his taunt on a different or dead trash enemy, you're stuck waiting out the rest of the cooldown. So you want that cooldown to be as short as possible.
Necrotech_Master wrote: »DenverRalphy wrote: »Necrotech_Master wrote: »cyclonus11 wrote: »Isobel drops out of combat with Gothmau constantly and 100% of the time. Just sheaths her sword mid-fight and runs over to me.
i think most of the companions do
azander only seems to work semi consistently because he has a ranged taunt (ranged dps companions still target gothmau fine but anything melee and they act like his out of range or something)DenverRalphy wrote: »Necrotech_Master wrote: »azander works better with this because he has a ranged taunt by default that works more reliably than an ice staff taunt
the companion ice staff taunt has always been a bit sketchy if it works or not
they really really need to reduce the cooldown on the undaunted taunt so every companion has the option of a ranged taunt, just increase the synergy cooldown if that really matters
I split Azandar's gear 6 Vigorous / 6 Quickened. and the cooldown is short enough for comfort IMHO. I usually roll dodge once or twice by default anyway when Gothmau comes chargin up on me, and by that time Azandar's taunt is usually up.
i think without any quickened stuff, azanders taunt lasts for 15 sec and has a cooldown of somewhere between 14.8 and 15.2 sec
a couple quickened should put the cooldown under 15 sec for sure (they only use the taunt when enemy not already taunted, so you dont need the cooldown super low on it, just enough so it comes back up just before taunt runs out)
That would be true for when Azandar already has him taunted. But if Gothmau appears just after Azandar recently used his taunt on a different or dead trash enemy, you're stuck waiting out the rest of the cooldown. So you want that cooldown to be as short as possible.
true, but even if its like 13 seconds, it would have to be some really bad timing if the marauder spawns right as hes casting the taunt on something else
usually still able to kite a marauder for 5-10 sec even on a dps with some dodging and whatnot until the companion gets the aggro, as long as the taunt is skill 1 they usually get the aggro pretty quickly
DenverRalphy wrote: »Necrotech_Master wrote: »DenverRalphy wrote: »Necrotech_Master wrote: »cyclonus11 wrote: »Isobel drops out of combat with Gothmau constantly and 100% of the time. Just sheaths her sword mid-fight and runs over to me.
i think most of the companions do
azander only seems to work semi consistently because he has a ranged taunt (ranged dps companions still target gothmau fine but anything melee and they act like his out of range or something)DenverRalphy wrote: »Necrotech_Master wrote: »azander works better with this because he has a ranged taunt by default that works more reliably than an ice staff taunt
the companion ice staff taunt has always been a bit sketchy if it works or not
they really really need to reduce the cooldown on the undaunted taunt so every companion has the option of a ranged taunt, just increase the synergy cooldown if that really matters
I split Azandar's gear 6 Vigorous / 6 Quickened. and the cooldown is short enough for comfort IMHO. I usually roll dodge once or twice by default anyway when Gothmau comes chargin up on me, and by that time Azandar's taunt is usually up.
i think without any quickened stuff, azanders taunt lasts for 15 sec and has a cooldown of somewhere between 14.8 and 15.2 sec
a couple quickened should put the cooldown under 15 sec for sure (they only use the taunt when enemy not already taunted, so you dont need the cooldown super low on it, just enough so it comes back up just before taunt runs out)
That would be true for when Azandar already has him taunted. But if Gothmau appears just after Azandar recently used his taunt on a different or dead trash enemy, you're stuck waiting out the rest of the cooldown. So you want that cooldown to be as short as possible.
true, but even if its like 13 seconds, it would have to be some really bad timing if the marauder spawns right as hes casting the taunt on something else
usually still able to kite a marauder for 5-10 sec even on a dps with some dodging and whatnot until the companion gets the aggro, as long as the taunt is skill 1 they usually get the aggro pretty quickly
I use Azandar's taunt, and not the undaunted taunt, because the Undaundted taunt cooldown starts at 36 seconds vs Azandar's which starts at 12 seconds. The only difference being that Undaunted has a 28 meter range compared to Azandar's 22 meter range. Well Azandar's does debuff while Undaunted inflicts damage but that's not important as I'm more concerned with the control of combat aspect. And both last for the same amount of time. I have Azandar's taunt down to sub 10s with blue gear, and it works just fine for me against any marauder including Gothmau. I haven't been lucky enough yet to score purple heavy quickened (I refuse to pay what they go for on traders) so it can go lower, but I'm really in no hurry since I really don't feel the pressure.
Caligamy_ESO wrote: »Just delete Gothmau, his damage and mechanic is dumbly scaled with everything else in there.
No one will complain about it.
Caligamy_ESO wrote: »Just delete Gothmau, his damage and mechanic is dumbly scaled with everything else in there.
No one will complain about it.
That would probably be the easiest bandage/temp fix. IMO that Marauder needs some rebalancing but if at least companions can help, that will greatly help newer players I am sure. I have Flawless Conqueror and same no death etc with vVH, not the best player but I know how to survive for the most part. I guess new players just have to take the death, which is frustrating if you're going for the daily marauder kill quest. This is on Arc 2, so not like your into the deeper harder parts yet that have scaled up.
Thanks Jessica for confirming it is being worked on.
Necrotech_Master wrote: »out of the marauders, the hardest ones to sit and face tank are probably gothmau followed by the WW one (bittog)
Necrotech_Master wrote: »out of the marauders, the hardest ones to sit and face tank are probably gothmau followed by the WW one (bittog)
Agreed, on some of my characters it is less of an issue to solo them. My Arcanist struggles though, it can blow through the early Arcs the fastest of my characters but struggles with those. My heavy Sorc can solo them the easiest, but I don't want to run IA only on a heavy sorc. Seems a little easier on Necro too.
Caligamy_ESO wrote: »Just delete Gothmau, his damage and mechanic is dumbly scaled with everything else in there.
No one will complain about it.
That would probably be the easiest bandage/temp fix. IMO that Marauder needs some rebalancing but if at least companions can help, that will greatly help newer players I am sure. I have Flawless Conqueror and same no death etc with vVH, not the best player but I know how to survive for the most part. I guess new players just have to take the death, which is frustrating if you're going for the daily marauder kill quest. This is on Arc 2, so not like your into the deeper harder parts yet that have scaled up.
Thanks Jessica for confirming it is being worked on.
Actually, my guess for Gothmau being overtuned is to prevent players from cheesing to the higher arcs. Gothmau either assures you should be able to take that arc's difficulty, or lose a thread.Caligamy_ESO wrote: »Just delete Gothmau, his damage and mechanic is dumbly scaled with everything else in there.
No one will complain about it.
Thank you for acknowledging this bug, hopefully it will be fixed soon!ZOS_JessicaFolsom wrote: »Hey all, we can confirm this is a bug and we are working on a fix for it. Thank you for reporting it!
Caligamy_ESO wrote: »Caligamy_ESO wrote: »Just delete Gothmau, his damage and mechanic is dumbly scaled with everything else in there.
No one will complain about it.
That would probably be the easiest bandage/temp fix. IMO that Marauder needs some rebalancing but if at least companions can help, that will greatly help newer players I am sure. I have Flawless Conqueror and same no death etc with vVH, not the best player but I know how to survive for the most part. I guess new players just have to take the death, which is frustrating if you're going for the daily marauder kill quest. This is on Arc 2, so not like your into the deeper harder parts yet that have scaled up.
Thanks Jessica for confirming it is being worked on.
Oh I kill him all the time, and know all about the *nearly* invisible swords he just kinda casually throws 2 of at your face without any sort of visual indicator while he's charging you, and all the bleed with his attacks.. BUT compared to literally every other mob in there he feels like an Arc 5 or 6 at Arc 2 only without the high health.
His scaling is all kinds of wrong..
Also I have noticed the fabled since the last update can cast Meteor within Arc 1 which I don't really think I saw before..?
I say this as someone who has every trophy and achievement in there, every set item, and well on the way to a million fortunes.
Necrotech_Master wrote: »Caligamy_ESO wrote: »Caligamy_ESO wrote: »Just delete Gothmau, his damage and mechanic is dumbly scaled with everything else in there.
No one will complain about it.
That would probably be the easiest bandage/temp fix. IMO that Marauder needs some rebalancing but if at least companions can help, that will greatly help newer players I am sure. I have Flawless Conqueror and same no death etc with vVH, not the best player but I know how to survive for the most part. I guess new players just have to take the death, which is frustrating if you're going for the daily marauder kill quest. This is on Arc 2, so not like your into the deeper harder parts yet that have scaled up.
Thanks Jessica for confirming it is being worked on.
Oh I kill him all the time, and know all about the *nearly* invisible swords he just kinda casually throws 2 of at your face without any sort of visual indicator while he's charging you, and all the bleed with his attacks.. BUT compared to literally every other mob in there he feels like an Arc 5 or 6 at Arc 2 only without the high health.
His scaling is all kinds of wrong..
Also I have noticed the fabled since the last update can cast Meteor within Arc 1 which I don't really think I saw before..?
I say this as someone who has every trophy and achievement in there, every set item, and well on the way to a million fortunes.
mystics, brewmasters, storm callers, and lightbringers were new fabled that were added in U43
- mystics - can drop a meteor if you dont kill them fast (meteor itself if not killed explodes after about 10 seconds, basically a 1 shot)
- brewmasters - throw shrinky potions at you, can heal, and can make a dome that gives enemies high dmg reduction
- storm callers - similar to the fireball ones except lightning (can place lightning aoe, and can channel lightning strikes)
- lightbringers - can create light pools on enemies (which makes enemies in them invulnerable), can also cast sunburst, creates a light pool on death (be careful in melee)
Caligamy_ESO wrote: »Necrotech_Master wrote: »Caligamy_ESO wrote: »Caligamy_ESO wrote: »Just delete Gothmau, his damage and mechanic is dumbly scaled with everything else in there.
No one will complain about it.
That would probably be the easiest bandage/temp fix. IMO that Marauder needs some rebalancing but if at least companions can help, that will greatly help newer players I am sure. I have Flawless Conqueror and same no death etc with vVH, not the best player but I know how to survive for the most part. I guess new players just have to take the death, which is frustrating if you're going for the daily marauder kill quest. This is on Arc 2, so not like your into the deeper harder parts yet that have scaled up.
Thanks Jessica for confirming it is being worked on.
Oh I kill him all the time, and know all about the *nearly* invisible swords he just kinda casually throws 2 of at your face without any sort of visual indicator while he's charging you, and all the bleed with his attacks.. BUT compared to literally every other mob in there he feels like an Arc 5 or 6 at Arc 2 only without the high health.
His scaling is all kinds of wrong..
Also I have noticed the fabled since the last update can cast Meteor within Arc 1 which I don't really think I saw before..?
I say this as someone who has every trophy and achievement in there, every set item, and well on the way to a million fortunes.
mystics, brewmasters, storm callers, and lightbringers were new fabled that were added in U43
- mystics - can drop a meteor if you dont kill them fast (meteor itself if not killed explodes after about 10 seconds, basically a 1 shot)
- brewmasters - throw shrinky potions at you, can heal, and can make a dome that gives enemies high dmg reduction
- storm callers - similar to the fireball ones except lightning (can place lightning aoe, and can channel lightning strikes)
- lightbringers - can create light pools on enemies (which makes enemies in them invulnerable), can also cast sunburst, creates a light pool on death (be careful in melee)
Mmhmm.. but in Arc 1?
spartaxoxo wrote: »Thank you for letting us know y'all are working on this bug. Just to let you know, this but is not limited to Gothmau. I don't know all of the bosses that it doesn't work on but I know there are other world bosses that their taunt doesn't work. The Nightmare Den comes to mind.
ZOS_JessicaFolsom wrote: »Hey all, we can confirm this is a bug and we are working on a fix for it. Thank you for reporting it!
Elvenheart wrote: »This also happens with my companions in Frostvault when fighting Warlord Tzogvin. I've had several companions, including Sharp, Bastian, and most recently Zerith-var just stand there and not engage the boss when I am heavy attacking with my Oakensoul sorcerer. If I get close they will cast support skills, but otherwise not engage the boss. However, I have noticed if I use the quickbar to summon a merchant or banking npc, then use the quickbar to dismiss them, it resummons my companion and then they engage Warlord Tzogvin normally the rest of the fight. I wonder if this would work with Gothmau?
Elvenheart wrote: »This also happens with my companions in Frostvault when fighting Warlord Tzogvin.
...My typical strat is to kill the Fabled which usually triggers the Marauder shortly after.
...My typical strat is to kill the Fabled which usually triggers the Marauder shortly after.
Interesting: First stage of second Arc I usually try to not do damage: I give a hit to the fabled and then leave everything to the companion, because I would otherwise burn everything fast, while it seems to me that doing this way instead I "force spawn" the marauder in that first stage, which is helpful.
It's not 100% accurate strat, maybe I'm just coping, but quite some times it works so I keep trying it.