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Marauder Gothmau is bugged with companions

  • katorga
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    Set azander up to cast damage shields and kite Gothmau and tank/kite him yourself. Easy mode.

  • Orbital78
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    SkaiFaith wrote: »
    Orbital78 wrote: »
    ...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.

    the marauder randomly spawns

    when it spawns, it spawns usually just after the first trash wave spawns, it doesnt matter if you have or have not actually killed anything yet in the stage

    in early arcs like arc 2 and 3, ive sometimes been able to nuke the first wave entirely before the marauder decides to spawn in since his spawn is delayed from the first way by about 5 seconds or so

    in most instances if you clear the first wave and it takes more than 30 seconds and no marauder has spawned, your not getting a marauder in that stage at all

    the marauder is odd because if it had an even chance to spawn on each stage, it should have the lowest chance to spawn on the first stage, but more often than not i see the marauder spawning like 50% chance on the first stage, if you get through the first cycle with no marauder then its a guessing game as to when it spawns

    my strategy is to always nuke the fabled first, if a marauder does spawn i dont want to have a fabled enemy active too (in fact i usually want the entire first wave dead except for 1 enemy, which prevents the 2nd wave from spawning so can deal with the marauder without a lot of adds)

    Yes there seems to be a damage threshold on the encounter which it is set to randomly appear. Getting a fabled to ~50% is a sure fire way, I just kill it all the way because a fabled buffing a marauder isn't helpful. I also tend to kill any melee that could stun/knockback. Getting a few of the trash packs down to 75-50% will also trigger it but as mentioned, getting rid of the fabled is best for me.

    Using Azandar specifically or just soloing the marauder is viable on some builds sure, but that isn't working as intended if the companion just runs amok ignoring focus commands.
  • Elvenheart
    Elvenheart
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    The first thing I ever do when a Fabled appears is kill it first. Sadly, this doesn’t seem to affect which stage in which the marauders appear, at least for me. I’ve had them wait as late as the stage right before Tho’at 2, and sometimes they spawn in the very first stage of Arc 2 equally.
  • Necrotech_Master
    Necrotech_Master
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    Orbital78 wrote: »
    SkaiFaith wrote: »
    Orbital78 wrote: »
    ...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.

    the marauder randomly spawns

    when it spawns, it spawns usually just after the first trash wave spawns, it doesnt matter if you have or have not actually killed anything yet in the stage

    in early arcs like arc 2 and 3, ive sometimes been able to nuke the first wave entirely before the marauder decides to spawn in since his spawn is delayed from the first way by about 5 seconds or so

    in most instances if you clear the first wave and it takes more than 30 seconds and no marauder has spawned, your not getting a marauder in that stage at all

    the marauder is odd because if it had an even chance to spawn on each stage, it should have the lowest chance to spawn on the first stage, but more often than not i see the marauder spawning like 50% chance on the first stage, if you get through the first cycle with no marauder then its a guessing game as to when it spawns

    my strategy is to always nuke the fabled first, if a marauder does spawn i dont want to have a fabled enemy active too (in fact i usually want the entire first wave dead except for 1 enemy, which prevents the 2nd wave from spawning so can deal with the marauder without a lot of adds)

    Yes there seems to be a damage threshold on the encounter which it is set to randomly appear. Getting a fabled to ~50% is a sure fire way, I just kill it all the way because a fabled buffing a marauder isn't helpful. I also tend to kill any melee that could stun/knockback. Getting a few of the trash packs down to 75-50% will also trigger it but as mentioned, getting rid of the fabled is best for me.

    Using Azandar specifically or just soloing the marauder is viable on some builds sure, but that isn't working as intended if the companion just runs amok ignoring focus commands.

    thats not how it works from what i seen lol

    in late arcs ive seen the marauder spawn before anything in the first wave is down to 50% (if its one of the bigger maps and the trash spawns further away i dont even have time to kill some of it before the marauder spawns)

    if killing/damaging the fabled was all that was needed, i would 100% get the marauder on every cycle 1 stage 1 from arc 2 onwards, but i can assure that is definitely not the case

    i have a couple of times just waited and didnt actually kill or dmg anything and had the marauder spawn, as far as i know there are no ways to "trigger" a marauder, it just happens if your still eligible for one during the start of the stage
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • Orbital78
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    Probably not, but by the time I kill the fabled the marauder (if it was going to spawn) is about to.

    Anyways, I checked the latest incremental patch notes and didn't see any mention of this being fixed. I take it, it is going to take longer to fix?
  • DinoZavr
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    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

    Agreed. When Companion has all five slots active it is reasonable to fetch two taunts, one just expires too soon.

    edit: typo
    Edited by DinoZavr on December 17, 2024 2:36PM
    PC EU
  • Necrotech_Master
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    Orbital78 wrote: »
    Probably not, but by the time I kill the fabled the marauder (if it was going to spawn) is about to.

    Anyways, I checked the latest incremental patch notes and didn't see any mention of this being fixed. I take it, it is going to take longer to fix?

    i have no idea lol, the issue with companies aggro has been present since at least Q1 patch of 2024
    DinoZavr wrote: »
    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

    Agreed. When Companion has all five slots active it is reasonable to fetch two taunts, one just expires too soon.

    edit: typo

    most of the companion taunts have nearly 100% uptime even without any quickened (i think most need a few quickened)

    companion other rules are that they wont use taunt skills on anything already taunted, so they wait for the taunt to expire before refreshing the taunt anyway

    azanders class taunt (ranged), the 1h/shield taunt (melee), and the ice staff taunt (ranged, but can be a little buggy) should have 100% uptimes basically out of the box (1-2 quickened is usually enough to give it like a whole second of overlap so its ready to cast when the taunt expires)

    the undaunted one is like a base of 38 seconds, and taunt lasts for 15, so its virtually useless as a taunt unless your running like full quickened + telvanni efficiency

    we already have cooldowns on the synergies (or should at least) so why their bone armor or undaunted taunt has to have a 40 second cooldown is beyond me, if im slotting the companion skills i want them to use the skills on themelves mostly lol
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • Sakiri
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    This marauder can kma.
  • spartaxoxo
    spartaxoxo
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    Did this ever get fixed?
  • Orbital78
    Orbital78
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    spartaxoxo wrote: »
    Did this ever get fixed?

    Not yet, it doesn't seem.
  • ZOS_Icy
    ZOS_Icy
    mod
    Greetings,

    This thread has been moved to the Bug Reports section, as it is better suited there.

    Thank you for your understanding.
    Staff Post
  • Orbital78
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    How is the fix coming along, it has been 6+ months now?
    Edited by Orbital78 on January 4, 2025 7:16PM
  • Orbital78
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    Will this be fixed by update 45? It seems more game breaking than other fixes done in a day or two if it involved the crown store.
  • spartaxoxo
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    @ZOS_JessicaFolsom @ZOS_GinaBruno @ZOS_Kevin

    Is there any update on this fix, I don't see anything about it?
  • fall0athboy
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    Yeah, companions just refuse to notice Gothmau.

    I honestly have to feel like it's intentional. They vastly overtune Gothmau, and then make it so the one thing that would make it easier to fight him single-player doesn't work at all.
  • Orbital78
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    *chirp* *chirp*
  • katanagirl1
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    I want to add that the last two times I have had Bittog (he’s the Minotaur Marauder, right?) that Bastian failed to taunt him and I was running away constantly until I got killed. I have done this Marauder before with Bastian so something has changed.
    Khajiit Stamblade main
    Dark Elf Magsorc
    Redguard Stamina Dragonknight
    Orc Stamplar PVP
    Breton Magsorc PVP
    Dark Elf Magden
    Khajiit Stamblade
    Khajiit Stamina Arcanist

    PS5 NA
  • Orbital78
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    I think Bittog is the Werewolf, probably the 2nd hardest Marauder for me. The minotaur is probably after that, I haven't noticed issues with those two so much, but I tend to only use Bastian since he doesn't raise rapport in the IA on my alts. I dislike getting stuck with the quest popup and not being able to trade/change gear and skills.

    I think I usually have Bastian setup with the undaunted range taunt and the sword and board melee puncture taunt.
  • Orbital78
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    I noticed tonight after U45, perhaps Bastian is working better. He still had odd behavior, in a tank set he seemed to want to go to range some but he did have aggro. I was able to take Gothmau down with Bastian keeping most of the aggro. Was this at least partially fixed in U45? I would need to have more encounters to really see how well aggro is holding or not.

    update: next encounter didn't go smoothly, Bastian didn't get a taunt off until ~50% and still had a lot of running away rather than blocking and tanking. Seems it still has bugs in U45.
    Edited by Orbital78 on March 28, 2025 8:17AM
  • Fischblut
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    I've been running archive for the past week, using Bastian and Azandar as companions. They both have trouble with Gothmau :/ I can never kill marauders on my own, so most of times this costed me progress in there.

    Companions use skills which buff them, and then just sheathe their weapons and run to me. I command them to attack the marauder, they use buffs again but still don't taunt the enemy.

    I noticed that this most often happens when there are trash mobs and Fabled alive - after I kill all mobs from a second wave, companion usually taunts the marauder. Then taunt runs out, and if mobs from 3rd wave are still alive, companion loses interest in the fight.
    But some months ago I remember how I killed all 3 waves of mobs, and then I still had to kite Gothmau around the arena - companion was just running next to me and telling me "helpful" combat tips :D Luckily it was large ice area where I could outrun the enemy.
  • spartaxoxo
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    Is there a fix for this upcoming? What happened with this? It's been since November 2024 since we had an update.
  • Orbital78
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    spartaxoxo wrote: »
    Is there a fix for this upcoming? What happened with this? It's been since November 2024 since we had an update.

    Disappointed in their priorities. The companion system could use much love, and fixing basics like targeting would be a great start.
  • Orbital78
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    katorga wrote: »
    Set azander up to cast damage shields and kite Gothmau and tank/kite him yourself. Easy mode.

    Or you can just solo him too, but less experienced players struggle with this boss specifically. Thankfully most of my alts can solo him okay, but that isn't an excuse to leave a whole game system broken for a year or more. Maybe they'll get around to it like the perma Cyrodiil combat feature.
  • JaxontheUnfortunate
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    Yeah I agree while I can usually get him down with dots and kite but sometimes you get a bunch of useless visions/verses which results in a death. I have found clearing out the trash mobs first sometimes help with companions taunting the Marauder.
  • JaxontheUnfortunate
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    Still an issue and makes bringing companions into IA useless.
  • NoticeMeArkay
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    Orbital78 wrote: »
    Odd, this is the setup I use for Bastian. It almost always bugs out with him.

    y2g4fd5ektm3.png

    Out of curiosity: Why is the taunt slotted as the last skill? I thought Companions actually used them in order from left to right. Do they not?
  • katanagirl1
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    Orbital78 wrote: »
    Odd, this is the setup I use for Bastian. It almost always bugs out with him.

    y2g4fd5ektm3.png

    Out of curiosity: Why is the taunt slotted as the last skill? I thought Companions actually used them in order from left to right. Do they not?

    I have Bastian set up to use Taunt first and it still doesn’t work.
    Khajiit Stamblade main
    Dark Elf Magsorc
    Redguard Stamina Dragonknight
    Orc Stamplar PVP
    Breton Magsorc PVP
    Dark Elf Magden
    Khajiit Stamblade
    Khajiit Stamina Arcanist

    PS5 NA
  • Orbital78
    Orbital78
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    Orbital78 wrote: »
    Odd, this is the setup I use for Bastian. It almost always bugs out with him.

    y2g4fd5ektm3.png

    Out of curiosity: Why is the taunt slotted as the last skill? I thought Companions actually used them in order from left to right. Do they not?

    Cooldown length and conditions, I mean it should taunt regardless. It taunts just fine on that setup with the two new marauders (Minotaur and WW Behemoth). Some have conditions like being under 75/50% health I think, which is a stricter condition (so would technically be on cooldown or not useable). The range taunt should be useable from the git go, as the first ability shouldn't be useable yet.

    Not sure it is the best logic, but I tried to set it up in a logical order. Fastest cast is last, the bar has two taunts which should be overkill.
    Edited by Orbital78 on May 20, 2025 7:57PM
  • DenverRalphy
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    Taunt should always be the first skill.

    Companion skills fire from Left to Right and skills fire when not on cooldown and all conditions are met. When a skill fires, the process starts over from left to right. It is possilbe for skill 5 to not fire until after a combination of skills 1-4 have fired multiple times. So if Taunt is in slot 5 it may not fire when you need it to, and can be delayed if 1-4 keep firing instead. Theoretically, in extreme instances skill 5 can not fire at all if 1 - 4 all have really short cooldowns.

    Ideally you want Taunt to be in slot 1, and have gear that brings the cooldown lower than the 15 second taunt duration. That way it is guaranteed to fire the moment your opponent can be taunted. Then skills 2-5 (heals, buffs) can fire all they wish while the taunt is on cooldown.
    Edited by DenverRalphy on May 21, 2025 1:50AM
  • JaxontheUnfortunate
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    Yeah though it still is buggy (my tank has a taunt in slot 1). I can only get him to stay on taunt if I tab target the maurader and ignore the adds.
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