[Player Guide] Scrivener's Hall Trifecta / HM Guide

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thepandalore
thepandalore
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SCRIVENER'S HALL
Just southwest of charming Riften lies Scrivener's Hall, a crown jewel of literary achievement and discovery, where every turning page carries the echo of Eras past and Planes inscrutable. Renowned across Nirn for its unparalleled collection of rare and enigmatic scrolls, the Scrivener's Hall is not just a library, it is the envy of Mages and Psijics the world over, a sanctuary for polymaths, pedants, sapients, intellectuals, and researchers of all disciplines, maintained in right worship of Ur-Daedra.

Visit the Scrivener's Hall today, where you can relax with the original, exclusive, and plane-bound tome The Oghma Infinium: Abridged.

You'll never be closer to CHIM.

Note: Entry by appointment only. Conversations, if necessary, should be conducted in whispers. Carrying weapons without prior authorization and excessive noise, including but not limited to splashing, jogging, sprinting, shouting, singing, and dramatic soliloquy are strictly verboten. Spellcasting of any nature, with the exception of pre-approved simple illumination, will result in immediate and forcible ejection from the premises. Books must be handled with clean hands and great care. Any attempt to tear, deface, burn, or otherwise harm any volume held within the Hall will result in your prompt and prejudicial termination. Copies of The Oghma Infinium: Abridged may not be available during your visit. This guide references Hard Mode mechs with noted Trifecta timing.

Boss 1: Riftmaster Naqri
Notable Attacks & Mitigation Notes
  • Heavy Attacks: slow, blockable, and dodgeable.
  • Booknado: a small AOE cast directly under the boss, from which spirals a large array of small, damaging AOEs that spread farther apart from each other as they progress outward. Boss should be dragged away from the eye of the Booknado to improve Healer and DPS survivability near the boss.
  • Floating Books: one of three glowing books, White, Red, or Green, will be summoned at or around 85%, 55%, and 35% boss health. Each book brings with it an irritating level environmental damage and color-specific adds whose attacks are best mitigated in one of three ways. The White add's attack should be blocked, the Red add's attack should be interrupted, and the Green add's attack should be roll-dodged. Each book will launch two small orbs of light to two books of the corresponding color somewhere in the shelves of this boss room, one generally to the Right, and one generally to the Left. To de-summon the books, DPS should split up and follow the small orbs of light to their corresponding books and interact with them. This mechanic can be ignored with a sufficient rotation of barriers and group heal. By tradition, the last book is usually ignored, but that choice scarcely produces a 5-10s reduction in final encounter time.
  • Teleport and Circles: Periodically the boss will teleport across the room and drop two green circles on the ground near its landing position. Healer and Tank should each occupy one of these circles to prevent the room from exploding. The explosion is survivable on HM under certain conditions. Try it if you want to waste a double barrier for the sake of being lazy.
  • If you think Naqri is a punk and doesn't deserve nice things, burn his book. Everything will hurt more, even the environmental damage.

Entry time: ~00:01:45
Departure time: ~0:03:45

Boss 2: Ozezan
Notable Attacks & Mitigation Notes
  • Lava Pools: Ozezan periodically burrows from taunted position across the room, leaving a massive, sticky lava AOE in place. Tanks are well-advised to line these up along the wall. All players should vacate the lava AOE before it explodes into place.
  • Crushing Fire: After the burrow, Ozezan takes a page out of Z'Maja's book and casts a fiery Crushing Darkness-type attack on all players in the room. Timely, successive casts of a shield like Hardened Ward will suffice to survive this attack, provided it isn't stacked with other players. Lacking a shield, you can sprint away from it and dodge through it.
  • Gummy Bears: It's possible to squish these, but it tends to be a waste of time in hard mode, regardless of whether you're going for the Tri.
  • Digestive Slurry Cone: Ozezan is hungry, but heavy armor chips his teeth. DPS and Heals should avoid this cone, tank should block and be healed, or else Magma Shelled, through this significant damage.
  • Blood Boil: A straight-line tether beam, dark red, surrounded by little red blobs. Avoiding this damage and its debuff is a roll-dodge or two away.
  • Deep Breath: At ~60% and ~30% health, Ozezan will clear the stage and suction all players to center. Run to edge to avoid auto-death. Make certain there are no lava puddles directly between you and the center of the room. You will die to AOE damage despite "floating" above it.
Notable Summons
  • Evolved Broodlings: Let the gummies grow up into Evolved Broodlings. Taunting them into cleave is not at all necessary, but it could be helpful. They wander in just fine on their own. Kill them in cleave, and send your healer out with Crushing Shock to interrupt the channels if they're problematic.
  • Iron Atro: Contrary to popular misinformation, this enemy begins to spawn at 35%. Damaging Ozezan to 15% health while leaving the first Iron Atro alive prevents a second Iron Atro from spawning.
  • Ooze: This summon is problematic enough to focus fire on spawn.

Pull time: ~00:07:00
Departure time: ~00 : 10 : 00

Boss 3: The Gauntlet
Room 1 Notable Attacks & Mitigation Notes
  • Light attacks, heavy attacks, enrage, and freeze: Tank should first hold Lamikhai Exit Left (as you face exit), managing light attacks and heavy attacks with block, and then dodge / sprint your way to Entrance Right (as you face exit) to freeze Lamikhai in the ice circle.
  • Rain of Fire: Periodically, target markers will appear over every player's head. DPS and Healer should pixel stack Rain of Fire along the entrance wall, from Entrance Left (as you face exit) to just past the gate on Entrance Right (as you face the exit) to leave ample space for Tank's free movement back and forth across the first room. If burn takes longer than 4 phases of Rain of Fire, restart near Entrance Left, just in front of your first Rain of Fire stack.
Room 2 Notable Attacks & Mitigation Notes
  • Mechanics are on separate timers and can overlap 3 at a time.
  • Immolation Trap: DoT & Tripwire Wipe: Large, 10m AOEs, applies a fire DOT to players inside the trap. Only three will spawn, and the mechanic prefers players without taunt. If a DPS or Healer is dead, the trap will spawn on tank. Stagger three traps in a line without touching the player next to you with the edge of your trap. Trap can be escaped with dodge in the scant milliseconds between placement and activation. Traps can also be pixel stacked, but the Immolation Trap damage stacks, too, and it overlaps with other mechs. This is a "do things in the worst way possible to brag about it later" strat, and is not recommended. What is recommended is walking the edge-line of your Immolation Trap about a foot up the face of the Right wall. This will allow you to kite Rain of Fire into the wall, giving you room to breathe during the remainder of your Immolation Trap.
  • Ignite: Big DoT. DPS could slot a shield & heal to assist healer for this one. When Ignite accompanies Trap & Rain, DPS should cooldown cast shield & heal while Healer focuses heals on self and DPS.
  • Rain of Fire: Pixel stack these AOEs as before. When Rain of Fire accompanies Immolation Trap, players should block-walk RoF to the wall-edge of their Immolation Traps, then walk out of RoF without activating the Tripwire.
  • A single Rain of Fire AOE is survivable with sufficient self-shielding or self-healing. If you'd like to keep the room even tidier, consider placing Immolating Traps with a high likelihood of a RoF overlap in suffcient range to stack subsequent RoF AOEs.

Room 2 Notes & Diagrams
Notes About Ranged vs Melee
  • There are two variations of attack habits that Tanks experience with Valinna, Ranged and Melee. The difference seems to be related whether a crowd control, stun, immobilize, etc., can be applied to Valinna just before first teleport. If successful, she may stay ranged. If unsuccessful, she will persist in finding melee ranage against Tank.
  • In our experience, the ranged habit was more common. Try to time immobilizations with her teleport. Regardless of attack habit, this is a ranged fight for DPS. If you're bringing a Melee DPS to this fight, which is not recommended, the Melee DPS should stack Rain of Fire with the nearest support.

Entrance Phase
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Valinna Damage Phase
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Notes About Lamikhai and Entangler
  • The Entangler always pulls the farthest player.
  • The Entangler + Lamikhai phase has players alternating pretty rapidly between the Immolating Trap line to focus damage on Lamikhai and the Entangler positions to maximize damage on the Entangler.
  • Entangler position callouts help considerably. If it helps, the group that contributed to this guide references callouts as facing exit. Tangler Left would mean the wall on the left as you're looking at exit.
  • DPS should crowd the entangler when it lands while the Healer runs to the opposite wall.
  • Once the Entangler is dead, DPS and healer should immediately place themselves in line along the Left, Rain-Free wall for traps and focus Lamikhai.
  • During the Lamikhai damage phase, DPS should place trap near the wall of the entrance to room Room 2 , the Healer should stand in the open space in Mid, and one DPS should hug the wall near exit of Room 2, all along the left wall. This ensures tank has ample room to kite boss back and forth without ever leaving the healers range.
  • When the Trap ends, DPS and Healer should go to center of room and wait for the Entangler to drop.

Lamikhai Damage Phase in Traps
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Entangler Phase vs Lamikhai, 2 Variations
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Room 3 Notable Attacks & Mitigation Notes
Carryover Mechanics
  • Mechanics are on separate timers and can overlap 3 at a time.
  • Immolation Trap: DoT & Tripwire Wipe: Large, 10m AOEs, applies a fire DOT to players inside the trap. Only three will spawn, and the mechanic prefers players without taunt. If a DPS or Healer is dead, the trap will spawn on tank. Stagger three traps in a line without touching the player next to you with the edge of your trap. Trap can be escaped with dodge in the scant milliseconds between placement and activation. Traps can also be stacked so that more than one player is standing in the same trap, but the Immolation Trap damage scales and combines with other mechs. This is a do things the worst way to feel nice about yourself for once strat, and is not recommended.
  • Ignite: Big DoT. DPS could slot a shield & heal to assist healer for this one. When Ignite accompanies Trap & Rain, DPS should cooldown cast shield & heal while Healer focuses heals on self and DPS.
  • Rain of Fire: Pixel stack this AOEs as before, but this time along the outer circumference of the final stage. When Rain of Fire accompanies Immolation Trap, players should block-walk RoF to one side of Immolation Trap, according to the diagram below.
New Mechanics
  • Boulders: Periodically, two boulders will spawn along with an AOE line demarcating their path. The boulders can and should be blocked. It's important to note that the visible AOE line denotes where whe boulders will travel and will disappear before the boulders start moving. Be aware of their movement and block through the damage.
  • Meteor: Ignore the meteor. Block the meteor's explosion. Don't stand where the meteor will land.
  • If you're only going for the HM, watching other players launch into the abyss from the meteor's explosion is hilarious and worth seeing.
Room 3 Diagram
While staying mindful of rolling boulders, the dynamic, changing group placement should roughly follow this pattern.
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Boss 3 Entry: ~00:14:00
Dungeon Finish: ~00:22:30
Edited by thepandalore on February 11, 2025 3:19AM
  • ZOS_Hadeostry
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  • Soarora
    Soarora
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    On the last boss, I’d like to add that if you drop the fires off at the “corners” or at exit/entrance, the tank can hold the spider on the left or right side of the room and freeze the entangler in the ice to give the healer more time to buff/debuff, or even avoid someone becoming entangled entirely. The only downside to this is if the entangler spawns where the spider is instead of on the other side, it may be difficult for single-target DPS to get to the entangler. Aoe DPS can just aoe them both together. I move the boss a bit so it isn’t so much in the way when this happens though.
    Also, nightblade path makes the entangler go faster, so avoid using it during that phase.

    In general, the spider pushes the tank backwards, but if the tank walks into the spider you can stop the spider from pushing you and thus reduce how far it has to walk to get to the ice.

    Good post! Learned some things.
    Edited by Soarora on January 29, 2025 9:11PM
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  • thepandalore
    thepandalore
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    Soarora wrote: »
    Good post! Learned some things.

    Yay! Glad to hear it! That corner strat sounds pretty great for arcs & sorcs; we hadn't even considered it. We just tried to keep the center path open for tank to walk from entrance to exit based on their preference. I wonder if we'd have come up with something like that if our tank had preferred wall to wall movement.
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