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New outfit styles from PTS

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There are some new outfit styles on PTS that we can earn during this year's anniversary event.

Abnur Tharn:
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Lyris Titanborn:
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The Prophet:
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Sai Sahan:
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Each set consists of 6 individual pieces (Abnur, Lyris and Sai don't have a helmet and the Prophet doesn't have a belt) and one or two weapons. All pieces can be dyed.

How to obtain them:
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The new zone guide doesnt include a lorebook/skyshard map?

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I mean one similar to PC. Skyshards and lorebooks that you haven't found. As an xbox player i have always thought this was so needed. And im not alone. I have the game on PC, i have leveled characters, i know how insanely easier it is with that add on. This seems like the perfect opportunity to give this to the console community. But after trying it on the PTS, and re reading the patch notes, Im thinking that it does not do this?


And if im correct my only question is why?

[Lighthaven] [End-game PvE/Trials/Events/Social] - Looking for dedicated players to our roster!

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Lighthaven is a growing PvE guild focusing mainly on vet trials/dungeons/pledges and are currently looking for more dedicated, experienced members to recruit and expand our roster.

Our main goal in Lighthaven is to create a safe, enjoyable and progressive enviroment for everyone. We are looking for dedicated members who wants to be part of a growing community and progress through the game together with other like-minded, competitive members.

As we continue to grow, another one of our main goals will be to host constant events, dungeon runs and trials. We ask that all members are atleast 18+ years of age and 160CP+!

Anyone interested in joining our guild and play together with other members or just be part of a social, friendly guild is welcome to sign up. If you're interested in joining, please post your @userID down below or send me a message in-game: @Reyalyn

We also have our own Discord server at: http://discord.gg/fHJ7sfw
It is also linked in the guild information tab in-game. If you have any questions you can always contact me here or in-game.

Draining Shot bugfix

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GG archer folk. Time to find a new bug playstyle to abuse enjoy.

Imperial StamDK Bugged?

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So this is just with volatile armor up. My red diamond tooltip is at 2275. No other skills are active.

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So like..there is an arena house on PTS with Traps

Twin Blade & Blunt (dual-wield passive) — single swords are only adding 2% damage

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I suspect this might be intended function, due to the "jump-point" change in Morrowind, where %-based modifiers (from CP in particular) were changed to round-down and only use integer values. But I'm posting this just in case.

Using a single sword when dual-wielding only adds 2% damage, instead of the 2.5% advertised in the tooltip of the Twin Blade and Blunt passive.

Using double swords provides 5% without any issues.

Tested in no-CP, on a class/race with no %-damage passives, and no buffs. Minor berserk, used as a positive control, added exactly 8% damage under these conditions. Tooltip value as well as actual damage dealt to a target was verified.

Rapids nerf

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Okay so let’s remove the only good source of snare and root immunity but do nothing to address how snares and roots are so easily spammed with no cooldown whatsoever ever? Is this a joke? Does zos want this game to be everyone going slow af and permanently snared/rooted?????
This snare and root meta will now be even worse since there’s still a bunch of pugs spamming roots and snares with 0 drawback whatsoever

The Neutral Zone Trap: A thorough look at CC in this game.

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With the recent PTS changes to Rapids, I thought it would be good to take a look at the state of Crowd Control abilities in this game. In collaboration with @Teiglin14 and their hockey insight, here we go. For the sake of this post, I will exclusively be talking about CC from the perspective of a PvP player.

@Teiglin14 -
"The Neutral Zone Trap: why slow-moving combat is effective but boring

In an attempt to explain why a game full of crown control abilities (stuns, slows, etc.) makes for boring and frustrating combat, I'm going to compare it to something totally different, so take this with a boulder of salt.

I see increasing frustration among players, especially PvPers, with the number of snares/slows/roots/stuns that have become an integral part of combat. There are many crowd control effects, some of which can be stacked with each other (hard CC's don't grant immunity to soft CC's and vice versa, and you can stack soft CC's). There are also some sets and monster helms that give CC's. Using CC's is a very effective, intelligent, and, quite frankly, necessary part of gameplay. And it's incredibly boring.

Combat is more exciting and attractive when it's back and forth. Literally. Back and forth with movement. Think of the greatest games in football, hockey, soccer, or even combat or sports scenes in movies. The action is part of the tension, and the tension is what makes it exciting. And PvP here has been favoring the opposite.

There is a tactic in ice hockey that was coined the "neutral zone trap", made popular in the late '90's. This highly effective defensive strategy clogs up the center of the arena with strategically placed players, preventing the opposing team from reaching anywhere near the goal. The team executing the trap isn't pushing forward either, placing the entire game in a confined area with little movement. This strategy leads to one team wonderfully controlling their environment and forcing the opposition to abandon the forward push. And it was widely criticized for creating boring, slow games with low scoring and low action. Rules have been enacted to oppose it. (Neutral zone trap)"
https://en.wikipedia.org/wiki/Neutral_zone_trap

Like hockey in the late 90's, ESO has become a slow boring game. Effective and numerous sources of CC with very few sources of mitigation make every combat encounter in this game overly bogged down. Common complaints I've seen are the Battleground/ballgroups relying on Permafrost to get off ult-combos, effectively disallowing counterplay as you get stuck in heaps of damage.

When I talk about Crowd Control, I'm talking about a few different things. This is actually one of my core issues with CC in this game: there are numerous types of CC that can all be stacked on top of each other, and getting rid of one type of CC doesn't necessarily make you immune to the others. These include:
  • Stunned
  • Off-Balance
  • Feared
  • Silenced
  • Rooted
  • Snared
  • Various Abilities that otherwise have unique CC

This is incredibly easy to abuse purposefully, a common example is the combination of Talons and Petrify by Dragonknights to juggle CC types and lock down an opponent, however I believe that with as much CC is in this game, it is a much more common issue for people to be unknowingly juggling opponents between different CC types simply due to the fact that most abilities in this game carry a CC.

This brings me to my main point: CC in this game is bloated. Not only are there so many different types, but nearly every ability in the game includes some form of CC. Following this post, I will list all non-set-related abilities containing CC.

So, what should we do about CC? My belief is that CC should be subcategorized into the following:

Major CC
  • Stunned
  • Feared
  • Rooted
  • Off-Balance

Minor CC
  • Silenced
  • Snared

With this change, the few abilities left that provide snare/root removal or immunity to CC should be changed and specified as to whether they provide immunity to Major, Minor, or both. Counterplay for both types of CC should be made available if the build allows it - if not for groups as Rapids previously did, then at an individual level.

Lastly, all abilities with CC should be looked at and asked the question: Why does this have CC? Does it need it? Any abilities that maintain their CC after this overhaul should be classified into the Major/Minor system, unlike special cases like Talons and Eclipse which don't quite fall under any current definitions.

Here is a list of all abilities in game with CC


Templar
  • Biting Jabs - The final strike reduces the Movement Speed of the closest enemy by 70% for 2 seconds
  • Puncturing Sweeps - The final strike reduces the Movement Speed of the closest enemy by 70% for 2 seconds
  • Aurora Javelin - stuns for 1.8 seconds and knocks back 8 meters
  • Binding Javelin - stuns for 3.1 seconds
  • Explosive Charge - stuns for 3 seconds if target is casting
  • Toppling Charge - stuns for 1.5 seconds. Sets off-balance if target is casting
  • Solar Prison - synergy stuns all enemies for 5 seconds
  • Solar Disturbance - synergy stuns all enemies for 2.5 seconds
  • Vampire's Bane - Reduces movement speed by 40% for 9 seconds
  • Reflective Light - Reduces movement speed by 40% for 5 seconds
  • Total Dark - requires breakfree which drains stamina. Non-movement based CC
  • Unstable Core - requires breakfree which drains stamina. Non-movement based CC
  • Remembrance - reduced enemy movement by 15% while standing in
  • Practiced Incantation - reduced enemy movement by 15% while standing in
  • Ritual of Retribution - reduced enemy movement by 15% while standing in
  • Extended Ritual - reduced enemy movement by 15% while standing in
  • Channeled Focus - reduced enemy movement by 15% while standing in
  • Restoring Focus - reduced enemy movement by 15% while standing in

Dragonknight
  • Shifting Standard - synergy immobolizes all enemies for 5 seconds. Reduces speed by 30% for 4 seconds
  • Standard of Might - synergy immobolizes all enemies for 5 seconds. . Reduces speed by 30% for 4 seconds
  • Molten Whip - if target is immobile or stunned, sets them off-balance. Reduces speed by 30% for 4 seconds
  • Flame Lash - if target is immobile or stunned, sets them off-balance. Reduces speed by 30% for 4 seconds
  • Venemous Claw - reduces speed by 30% for 4 seconds
  • Burning Embers - reduces speed by 30% for 4 seconds
  • Noxious Breath - reduces speed by 30% for 4 seconds
  • Engulfing Flames - reduces speed by 30% for 4 seconds
  • Empowering Chains - reduces speed by 30% for 4 seconds
  • Unrelenting Grip - pulls a target to you. Reduces speed by 30% for 4 seconds
  • Flames of Oblivion - Reduces speed by 30% for 4 seconds
  • Cauterize - Reduces speed by 30% for 4 seconds
  • Take Flight - knocks all enemies back and stuns for 2 seconds
  • Ferocious Leap - knocks all enemies back and stuns for 2 seconds
  • Burning Talons - immobilizes for 4 seconds (this ability does not grant cc immunity if broken free from or purged)
  • Choking Talons - immobilizes for 4 seconds (this ability does not grant cc immunity if broken free from or purged)
  • Deep Breath - if target is casting, they are stunned for 2 seconds and set off-balance for 5 seconds
  • Obsidian Shard - stuns for 3 seconds
  • Stone Giant - stuns for 3 seconds
  • Fossilize - stuns for 2.5 seconds. Immobolizes for 3 seconds
  • Shattering Rocks - stuns for 2.5 seconds
  • Cinder Storm - reduces enemy movement speed by 70%
  • Eruption - reduces enemy movement speed by 70%

Sorcerer
  • Suppression Field - silences all enemies within aoe for 12 seconds
  • Absorption Field - silences all enemies within aoe for 12 seconds
  • Crystal Blast - stuns for 2 seconds
  • Shattering Prison - immobolizes enemies in front of you for 4.5 seconds
  • Restraining Prison - immobolizes enemies in front of you for 4.5 seconds
  • Rune Cage - stuns for 3 seconds
  • Defensive Rune - stuns for 3 seconds
  • Daedric Tomb - immobolizes for 1.5 seconds
  • Daedric Minefield - immobolizes for 1.5 seconds
  • Greater Storm Atronach - stuns nearby enemies for 3 seconds
  • Summon Charged Atronach - stuns nearby enemies for 3 seconds
  • Volatile Familiar - stuns enemies hit for 3 seconds
  • Streak - stuns enemies for 1.5 seconds
  • Ball of Lightning - stuns enemies for 2 seconds

Nightblade
  • Incapacitating Strike - stuns target for 3 seconds
  • Lotus Fan - reduces movement speed by 60% for 8 seconds.
  • Ambush - snares for 2 seconds
  • Bolstering Darkness - reduces movement speed for enemies by 70%
  • Veil of Blades - reduces movement speed for enemies by 70%
  • Surprise Attack - (while attacking from stealth) sets target off-balance for 4 seconds
  • Concealed Weapon - (while attacking from stealth) sets target off-balance for 4 seconds
  • Mass Hysteria - causes fear for 2 enemies for 4 seconds. After they recover, their speed is reduced by 53% for 4 seconds
  • Manifestation of Terror - can fear 6 enemies per trap, with two traps, for 4 seconds. After they recover, movement speed is reduced by 50% for 4 seconds.
  • Soul Tether - stuns enemies for 4.5 seconds
  • Debilitate - reduces target movement speed by 40%
  • Crippling Grasp - immobolizes for 1.5 seconds and reduces movement speed by 40%

Warden
  • Eternal Guardian - stuns enemies for 2 seconds on swipe attack
  • Wild Guardian - stuns enemies for 2 seconds on swipe attack
  • Northern Storm - reduces enemy movement speed by 70%
  • Permafrost - reduces enemy movement speed by 70%. Stuns enemies for 3 seconds
  • Gripping Shards - reduces enemy movement speed by 30% for 3 seconds. Immobilizes enemies for 3 seconds
  • Winter's Revenge - reduces enemy movement speed by 30% for 3 seconds
  • Arctic Blast - Stuns for 3 seconds
  • Frozen Device - teleports target to you. Immobolizes for 3 seconds.
  • Frozen Retreat - teleports target to you. Immobolizes for 3 seconds.

Two Handed
  • Dizzying Swing - stuns for 3.5 seconds. Knocks back for 4 seconds.
  • Stampede - reduces target movement speed by 60% for 8 seconds

One-Hand and Shield
  • Deep Slash - reduce target movement speed by 60% for 12 seconds
  • Heroic Slash - reduce target movement speed by 60% for 12 seconds
  • Shielded Assault - stuns for 3 seconds
  • Invasion - Stuns for 3 seconds minimum, and up to 88% longer based on distance travelled
  • Reverberating Bash - stuns for 3 seconds

Dual-Wield
  • Rending Slashes - reduce movement speed by 40% for 9 seconds
  • Shrouded Daggers - reduces target movement speed by 50% for 6 seconds
  • Flying Blade - reduces target movement speed by 50% for 6 seconds

Bow
  • Magnum Shot - knocks target and self back 6 meters each. Stuns target for 1.5 seconds
  • Draining Shot - knocks target back 6 meters and stuns them for 1.5 seconds
  • Bombard - immobolizes enemies for 2 seconds unless they are snared. When they can move again, movement speed is reduced by 40% for 6 seconds
  • Acid Spray - reduces enemy movement speed by 40% for 6 seconds
  • Venom Arrow - if target is casting, they are set off balance and stunned for 3 seconds

Destruction Staff
  • Icy Rage - immobolizes enemies hit by 3 seconds
  • Eye of Frost - immobolizes enemies hit by 3 seconds
  • Crushing Shock - enemies that are casting will be set off-balance and stunned for 3 seconds
  • Wall of Frost - reduces enemy movement speed and immobilizes chilled enemies
  • Wall of Storms - sets concussed enemies off-balance
  • Blockade of Frost - reduces enemy movement speed and immobilizes chilled enemies
  • Blockade of Storms - sets concussed enemies off-balance
  • Flame Clench - knocks target back
  • Frost Clench - immobilizes the target
  • Shock Clench - stuns the target
  • Flame Reach - knocks target back
  • Frost Reach - immobilizes the target
  • Shock Reach - stuns the target

Fighters Guild
  • Dawnbreaker of Smiting - stuns for 1.8 seconds
  • Silver Shards - reduces movement speed by 40% for 6 seconds
  • Silver Leash - Pulls target to you. Reduces movement speed by 40% for 4 seconds
  • Turn Undead - fears undead targets for 4 seconds
  • Rearming Trap - immobilizes for 6 seconds
  • Lightweight Beast Trap - immobilizes for 6 seconds

Mages Guild
  • Ice Comet - knocks enemies in area back. Stuns for 2 seconds. Reduces movement speed for enemies by 50% for 5 seconds
  • Shooting Star - knocks enemies in area back. Stuns for 2 seconds.
  • Volcanic Rune - knocks up any enemies, stuns them for 10 seconds

Psijic Order
  • Borrowed Time - slows enemies followed by a 3 second stun
  • Time Freeze - slows enemies followed by 3 second stun

Undaunted
  • Shadow Silk - reduces enemies movement speed by 50%
  • Tangling Webs - reduces enemies movement speed by 50%. Synergy causes a 35 second fear

Alliance
  • Anti-Cavalry Caltrops- reduces enemies movement speed by 30%
  • Razor Caltrops - reduces enemies movement speed by 30%. Initial explosion reduces movement speed by 70% for 3 seconds
  • Lingering Flare - enemies exposed by ability are reduced movement speed 50%
  • Scorching Flare - enemies exposed by ability are reduced movement speed 50%

Werewolf
  • Ferocious Roar - fears up to 6 enemies for 3.3 seconds and sets them off-balance for 5 seconds
  • Deafening Roar - fears up to 6 enemies for 3.3 seconds

Vampire
  • Invigorating Drain - stuns enemy for 3 seconds. After feeding, target is set off-balance and stunned for 4 seconds
  • Accelerating Drain - stuns enemy for 3 seconds. After feeding, target is set off-balance and stunned for 4 seconds



Can Anyone Else Hear This Screenshot?

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From the new Meridia dungeon. Come on, touch the beacon.

(PC EU) Join us at GOLDEN CLOVER

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Wether it's trade, trials, PvP, PvE or just having a chat were great for very new or experienced players. 100% toxic free, no sales quota, low weejly guild fee and 30 days offline limit. We have lots of pros like a great guild home, Facebook site (Golden Clover ESO), dedicated discord.

Dw Halved enchants

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Do you agree or not?

I personally found that this was one of the core advantages of dual wielding, and would have rather seeing two handed being improved.

Yesterday on the PTS I was hitting around 60k on my stamblade

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Today, same gear ( minus a few enchant changes due to the nerfs ), I am not like 51 or 52k.

WHAT?

Also...

I see no huge dps difference between RedGuard, Khajiit and Dunmer.
Like at all. Nothing.

RIP Imperials

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Seriously not sure why anyone would pick up this for racial bonuses. 2k flat health instead of a percentage? No sustain bonus. Health imp tanks will be ded making it a moot character. Good thing I switched to redguard. Looking like 1. Nord 2. Redguard will be the top tier for tanking.

In combat... can't mount, can't change spells, can't change quickslots

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Is this a new feature or is it broken? Since the last major update there are new changes to the "combat status" and what you can and can not do while in "combat status". You don't even have to be the person in combat, someone in your group might be in combat.. so you are in combat.

So now you can't change siege weapons if you (for example) loose your last ballista, or need to slot oils, if the battle is underway. Many situations you can't mount, for miles, because you were in combat like 5 minutes prior.

I think the cyrodiil community is fairly patient with the niggardly development cycles devoted to them. This is extremely annoying and frustrating though and it's having a very detrimental affect on game play, at time affecting the outcome of personal and group battles.

I've been pretty happy with cyrodiil despite the bugs, up until now. So my question is, is this the new normal or do we have to be patient some more until this gets fixed?

Nerf Rapids

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I just read the patch notes you planned and it looked good till i read this point. You basically will make all ball groups in pvp that actually keep pvp alive leave the game, as they want to play organized and cant do that if you complelety remove the only reason for rapids in group ... Zergs will still run in cyro, but you basically bash all PvP endgame groups out of the game.
I promise you if this go live like this i am also gonna quit the Game and all PvP Guilds i know and played with so for will aswell, as the only reason to still play this game is to raid (organized) together and you just destroy that complelty.
I hope we can prevent this as I and my Guild still enjoys raiding and dont wanna stop cause you make it simply not possible to raid anymore. 2 Caltrops will basically destroy your movement, the 15% less damage taken from behind wont help you if your grp gets stuck all time cause they cant sustain or slot a snare removeable skill.
Is one of the ZOS Team actually PvP raiding on an endgame level?

Challenger Achievements

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Hi there, I would like to ask why it is that the Skin and Pet are not unlocked through the challenger achievements for the two new dungeons. I personally really enjoyed the challenge of having to do hard mode, speed, and no death, for each of veteran dlc dungeons, as each one was rather unique, and when you did get the skin/personality it seemed like a real reward. I can't help but feel like getting it from just veteran seems more like a consolation prize, rather than an actual reward. So all I ask, is what was the reasoning behind this decision? And will it be kept this way in the future?

OMG Where did I go?

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So stupid question, but if i use an invisibility potion, do my pets (sorc) also go invisible? Or do they just hang there in the air nonchalantly without seeing me there? Zero way to test this i can't find a big enough mirror.

Stealth, Wood Elves and the Breaking of Lore

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There are a few areas of the proposed racial passive changes that cause me some concern, but most of those can be addressed with the adjustment of numbers. The change to the Wood Elves (Bosmer) on the other hand is lore breaking in regards to stealth. I would argue that the only change that you could have made that would be more lore breaking than removing their natural affinity to stealth would be removing their affinity to archery.

The lore of the Elder Scrolls series (including ESO) has the Bosmer being one of the stealthier races in Tamriel and this has consistently been reflected in the racial bonuses. In Skyrim the only races to have a stealth bonus were the Bosmer, Dunmer, Argonian and Khajiit. It is true that in Skyrim the Khajiit's stealth bonus was double that of the Bosmer and it is fully acceptable to have discussion about which race is the stealthiest. It is also worth mentioning that that is both Morrowind and Oblivion that the only races with stealth bonuses were the Bosmer and Khajiit and the Bosmer's stealth bonus was double that of the Khajiit. So a good case could be made for both races.

I understand that before these two races shared the exact same passive and that you wanted to make them more unique. This is a good objective. When I first read through the changes I though it was the difference of the Khajiit going from 3 to 5 meters and the Bosmer remaining at 3 meters and I didn't think much of it, but then on closer inspection I realized it was the difference of 5 meters and 0 meters and that got me looking for my forum login details.

I like the addition of the speed bonus from roll dodge as in the lore the Bosmer have always been very fast as well as agile and acrobatic. Some might object to the 20%, but that is a number argument and I want to look mostly at the lore side of the discussion. The idea of having the Bosmer being accomplished hunters and therefore being able to detect stealthy creatures is a good one. After all the Bosmer don't eat plants so if they were not able to hunt animals they would starve. ESO also has some wonderful quests in Grahtwood regarding the Bosmer and their hunting ability and a special buff when in that zone, so the thought process was a sound one. However, a hunter who cannot mask his presence from his prey is not an expert hunter.

Replacing stealthiness with stealth detection is not a suitable trade given the lore. However it is worse given game play. Stealth is a play style, a viable play style for both PvE and PvP. Stealth detection on the other hand is not, as it has (almost) no practical purpose in PvE. A case can be argued for PvP as there is a need to detect stealthy players. The Bosmer could now be masters at hunting those sneaky Khajiit ready to pounce from the shadows to wreck their entire group. This could be a valid argument if it were not for the lore created for ESO, but the fact that the Bosmer and Khajiit are in the SAME FACTION renders this new ability quite worthless unless the ability to more easily see your own teammates has a much bigger practical purpose than I am imagining. Yes, with the any race any faction option, individual Bosmer and Khajiit could be in opposing factions, but they would most likely be few and unless these characters have compelling backstories as to why they would be fighting in a different faction, they can hardly been seen as cannon. Definitely not worth designing an entire passive around. Yes, other races can still be sneaky and therefore detected in PvP, but once again, given the lore and game play, trading away stealthiness for stealth detection is by far not a fair trade.

The Khajiit's stealth passive was both increased and moved to another passive, freeing up space for a completely new passive. Would it be wrong to suggest that the Bosmer could have stealthiness, stealth detection and the speed boost from dodge roll? I have a feeling that people are going to insist that 20% is too high and if that is lowered then I believe there is even more of a case to have all three be a part of this passive. I would suggest something like: 3 meter reduction to stealth radius, 2 meter stealth detection and the speed boost (even if it was a bit lower - 15%).

Hopefully this feedback is useful and that you will consider my lore-based arguments. Thank you for your time and consideration.

Frostvault Guide (Spoilers)

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I am currently working my way through the dungeons on Vet, and am writing a guide for them. This guide will be edited a multitude of times, so don't expect a finished guide for at least a week.

Brought to you by the guild Twin-Moons Covenant

Frostvault Guide

Add Priority: Skysplitter
Every trash pull, focus down the Skysplitters otherwise they'll cast deadly Ice Comets on the players. Make sure you block this ability if it does get cast on you.
IceArea1.png
First Boss Icestalker
IceB1.png

Icestalker is the first boss you come across so this troll isn't too difficult to take down. He does have one main mechanic to watch out for, which is when he punts some up into the air and stuns them on the ground. The boss must be interrupted otherwise he'll start mauling the downed player and kill that player very quickly.

Several adds spawn in, but they are of low threat and can easily be AOE'd down.
IceArea2.png
IceArea3.png

Second Boss Warlord Tsogvin
IceB2.png

Tsogvin is a more mechanically challenged, and some of them we have seen before. The first one is the boss will randomly choose a player and shield charge that player. This is very deadly to unsuspecting DPS or Healers. This is easily blocked and/or dodged though to survive. The second one we've seen before in Fungal Grotto II is a tether between two players, and the two players must simply put enough distance between each other to break the tether and stop the damage from occurring.

The arena will have goblin archers spawn in, that can be chained in by the tank. The archers do have some powerful abilities, including Rapid Fire (the bow ultimate), which cannot be neglected. They can be cleaved down when chained in fortunately.

The boss will periodically jump into the air (he leaves a fire visual effect on the ground from where he jumped from). He'll land at a random location in the arena with a small shield on top of his health. During this mechanic, every player will have an AOE ring around them and the boss will be channeling a fire ability that will hit every player in pulses. Do NOT stack on top of another player when this mechanic is occurring. DPS must break the shield in order to stop the mechanic from occurring (very similar mechanics to vMoL first boss).

Ice tornadoes will spawn at approximately 30% (health percentage still needs confirmation) on the edge of the arena and slowly circle the arena. These are very deadly so avoid them at all cost. During this phase, the boss will still do his jump, but this time he'll always land in the center of the arena and begin channeling a blizzard storm around him. This blizzard will grow larger rather quickly, pushing the players into the path of the ice tornadoes. Simply follow the ice tornadoes to keep ahead of them until the blizzard storm is over. In addition, the boss will cast one more ice tornado on a random player, so this extra tornado has it's own path (that of the player) to add to the chaos.

Vault Protector
IceB3.png
This boss is rather difficult (and had a few glitches that wiped our group). The boss itself is very simple, and we've already seen its mechanics many times. The Centurion has the basic heavy attacks, spinning attack and artillery attack that we seen in Darkshade Caverns I and Volenfell.

The arena mechanics however are lethal. Most notably the laser beams that line the four walls of the arena. These lasers will kill you if you are caught in them. Fortunately the laser beams can be blocked by an obstruction as seen below. In the fight, the obstruction is the boss itself as it is protecting itself from the laser beam with a Dome Barrier. Simply put the barrier between you and the beam's source to survive.

Laser Beam:
IceLaser.png

As the fight continues, according to the boss's health percentages (? Needs confirmation) more lasers will activate during each time the Protector puts up its barrier. This will require more coordination and awareness to dodge each laser as it gets closer.

Several adds will be spawning which will make life increasingly more difficult. The Dwemer Spiders will snare anyone they hit, the Dwemer Spheres will outright kill the DPS if they get caught by a spinning heavy attack, and the smaller sphere things will stun everyone near them if one person touches their AOE.

Tank: Tank the Vault Protector in the center of the room so a laser doesn't cut off the group if it starts in an inconvenient location.
IceArea4.png

Rizzuk Bonechill and Avalanche
IceB4.png

Rizzuk is the only boss that needs to be killed; once killed, his Frost Atronarch will be destroyed.

Rizzuk will occasionally channel an ability that will need to be bashed. If not bashed, this mechanic will start shooting every player in the arena in a rapid fire method, (same as Fang Lair HM mechanic).

Ice Meteor Shower is a mechanic where the boss will teleport to the middle of the arena now place a DoT on each player that will also slow you all down. Eventually each player will be frozen and an ice meteor will crash into each player. You must all have been sufficiently separated, otherwise the stacking impacts will kill any player that were stacked.

Now and then an ice ball will be created by Rizzuk and follow a random player. This player will have a target underneath them. The ice ball doesn't do much damage, and it is unknown on any affects if it is dragged into another mechanic or a boss.

Avalanche, the frost atronarch, is deadly and will be the primary focus of the tank. Avalanche will put down some AOE's around him that even the tank must dodge roll out of since it does significant damage very quickly.

The StoneKeeper
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Rat Maze mechanics:
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The rat maze is first introduced before the final boss fight. Each player will spawn in the map above, each at one of the four arrows seen on the map. You are a mechanical mouse with unique abilities. Each player needs to go to the center pillar that is electrified and spam the first ability on your bar to charge up your ultimate. Then follow the lit path that you spawned at until you get to another orb pillar thing, and use your ultimate. Four of these Orb Pillar Things must be deactivated, one for each player, which is why it is recommended for each player to go their own way for speed.

The rat maze will occur twice throughout the fight.

The Stonekeeper itself is invulnerable until both his arms are destroyed. Much like the Halls of Fabrication Assembly General, one arm has fire and one arm has a spinny blade on it. DPS will need to focus the spin blade first. A Centurion will spawn once an arm is destroyed, and it must be killed as soon as possible. It's heavy attacks will one shot all players through block except the tank, and the tank cannot take that much damage with the other mechanics.

Once both arms are destroyed, and the boss reaches a health percentage, both arm sockets will begin to spout and fire, and the boss will then slowly spin. Do not get caught by this fire! It will kill you practically instantly. This is difficult to do with the spheres that will stun the group if they are touched. The boss will repeat this mechanic until it's next health trigger percentage.

Both arms will regenerate, and then 4 mechanical mice will spawn on the arena. Each player must get to their own mouse quickly, and repeat the Rat Maze. Be warned, traps are now active within the maze. Your mouse will be deactivated if you lose all health, which you can press the second ability to bring yourself back. Any damage taken the Maze will carry to the boss fight when the mechanic is complete. That also means, if you're deactivated when the Maze mechanic is finished, you will be dead once you return to the boss fight.

The fight is more or less "rinse and repeat", since now you repeat the same with destroying the arms. The only difference during this second phase is that there are no spinning blade traps that will apply stacking bleeds if you are hit by hit. Dodge roll through it if you cannot avoid it another way.

After the second Rat Maze phase, the boss will begin spouting out steam at a random player. This steam will push you off the arena, resulting in an instant death.

Tank: Taunt the Stonekeeper, do not worry about taunting the Arms as they will focus you down if the Stonekeeper is taunted anyway. The Stonekeeper itself will shoot you with a firebeam now and then which does not hurt but does stack a DoT on you that the healer must keep you alive through. Dodge the spin blade arm if it attacks you, and tank the fire arm.
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