We zerged down all the trash with ease, I mostly didn't have to leave Cleric Stance.
Our Loots? One Hero's Ring of Healing from about a year ago.
The rest, Crafting Materials.
What is going on SE?
Please, break the cycle of dead-on-arrival 4-mans.
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We zerged down all the trash with ease, I mostly didn't have to leave Cleric Stance.
Our Loots? One Hero's Ring of Healing from about a year ago.
The rest, Crafting Materials.
What is going on SE?
Please, break the cycle of dead-on-arrival 4-mans.
no the loot is anticlimactic.
dungeons are fine
What did you expect from a minimum iLvl 80 dungeon while (probably) wearing full i110?
The problem is that the bolded became so incredibly easy and normalized with how OP'd hunt rewards were, among other things such as ST dropping sands/oil, it ended up trivializing new content almost immediately. Combined with them shoving the old myth gear in there, there's no option for glamour either compared to our previous expert tier.
Oh, and crafting material. Even worse now that it includes things like canard breast that is used in one recipe in the entire game.
Going to run it later with some guildies in iLvL 80 and.... without none of this youtube or internet assistance.
Tonight in vent its going to be.
Maybe we will get one of the guys to stream it live on twitch.Quote:
"So um... wtf just happened?"
You couldn't get i110 (or weathered i100) from hunts. Only i90.
i did them all this morning. Satasha hard was hard tbh, we couldn't figure out the 2nd boss so i had to pop benediction, presence of mind, divine seal and one quickcast just to keep my bard alive when he was targeted. She popped second wind too. That was super fun
Allied seals and comparatively more solderly tomes (versus roulettes) which could be exchanged into logs for sands/oil, bumping you up to 110. The only limiting factor was the weekly solderly limit, but even then the amount of seals you'd get would cover sands/oils if ST was being uncooperative in that.
Hunts dropped tomestones (one of the biggest mistakes SE could have made) which could buy i100 weathered sets. It also drops Allied Seals and Blood-splattered Mark Logs, which can be used to get Sands and Oils of Time. Syrcus Tower also dropped sands and oils later on, making it INCREDIBLY easy to get i110.
Of all the new dungeon bosses that one was the most difficult for me, took a few tries before we figured out the trick. Fenrir also took some tries, but mostly because the healer couldn't hide so I had to make a "Boss mechanic" macro.
Overall Sastasha>Snowcloak>Quarn imo
Progression in this game has always been borked tbh. It is funny to watch and hardly surprising at this point.
Care to give breakdown on dungeons mechanic on all the new ones? I met so many "new returning" doing the "older" dungeons and it was pure hell trying to go through them.... Mainly DPS who have no clue that you MUST focus on the adds, mechanic that has been hammered to your face from level 10-50 over and over and over and over again...
So the progression treadmill continues. Are people going to act surprised that they are applying the exact same progression formula they have been using for every other point release?
Hopefully 3.0 gets us off this treadmill.
SPOILERS FOR BOSS MECHANICS
Can you spoiler tag text here?
Sastasha:
1st Boss: Scorpion > Stun tail swipe, no idea how to remove prey status
2nd Boss: Captain Gangplank > When he starts shooting do 2-3% of his HP as damage to stop it, ig nore adds if he starts shooting
3rd Boss: Arms > Just kill arms as they pop and then damage main body
Quarn:
1st Boss: Statue > Just destroy the different bodyparts and avoid the pits
2nd Boss: Can't really remember
3rd Boss: Big Statue > Avoid mummy rush and you should be ok
Snowcloak:
1st Boss: Ice mob > Kill adds asap
2nd Boss: Let him use Frozen Mist on spriggans, then again 2 times to make the snowball bigger, hit snowball to stun big attack
3rd Boss: Wolf > Avoid lines, hide behind pillar when he does Lunar Cry or get frozen(and eaten)
What's wrong with making a dungeon require a minimal ilvl of 95, dropping i105 gear and being as difficult as Pharos Sirius was back in 2.1?
This is what most of us are asking for! A challenging dungeon where grabbing every single mob of the room is a terrible idea (in PS, if you tried pulling the entire first room in 2.1, you were guaranteed a wipe due to all the AoE's the trash mobs could use. Banish III was also something you couldn't ignore). We're not asking for Coil difficulty.
I think people complained because the reward was not, well, rewarding. If Pharos Sirius (and the other two dungeons) dropped i75 gear, PS would probably have been spared from the nerf. SE definitely would have needed to raise the minimal ilvl from 49(?) to 55, though.
- This game needs more "middle" content. At the moment 'Easy' mode has 14 dungeons, 2 raids, 7 Hard Mode Primals and 3 watered down raids.
- Medium (what we need more of) has EX Primals (Titan excluded) Second Coil and T5.
- Hard only has Savage Coil (which will be given the Pharos Sirius 2.1 treatment because the reward is just titles) and Final Coil.
Game is unbalanced and it saddens me that not enough people are telling SE this is not okay. Game is a year old now, so SE should let the new players walk on their own two feet (when they get to the new content) now.
I honestly wasnt surprised how easy the dungeons were. I did all all the dungeons blind along with other folks and it really wasnt a challenge. Sastasha was the only one where i had some difficulty.
A shame, was hoping that Qarn would have more puzzles
They could have simply made new il90 gear for drops.
Maybe put a special questline to get the past myth,philo gear for those who never got them.
The more gear we have available in the game the more variety of armor sets we have, it's a win/win.
Thanks for sharing the quick down and dirty guide :) I do agree that these new dungeons should drop items level 95-100 so that people see it as incentive to do them. And put level 90 gears to drop in the last 3 "expert" dungeon from patch 2.4. Right now newbies are having the darndest time catching up since they have no options but to buy gears level 70-90 to be able to clear three primal hard mode so they can unlock Crystal Tower and farm them everyday.
It's really unfortunate because the dungeons look good, and some of them actually have mechanics that are pretty interesting/dangerous - my FC went into snowcloak last night, i100-105ish completely blind. Naturally, we got hit by Fenrir's first freeze attack, and literally healed out of it going "wow, that probably would have been lethal if this was tuned for anything close to the current item level."
(The second and third time, we figured it out. The random Black Mage in half High Allagan couldn't though. So much for Coil requiring skill. :rolleyes: )
We got nothing but crafting materials except for a random i90 Hero's accessory off Fenrir. Oh, and Soldiery rates are like Myth rates in 2.2. I feel sorry for the newbies trying to catch up with the 2.3 vets caked in i110. Actually, I feel sorry for the 2.3 vets too because nothing released in this patch is remotely challenging or relevant for their mains unless they want to put the time and energy into digging for a raid group, other than logging in for 3-4 hours a week to cap Poetics for gear that they need for...nothing at all! Nothing at all! Nothing at all!
With no content to do for i110 players other than raids, and every veteran player, casual or HC alike, bottlenecked at i110+, it's no wonder people are demanding a more accessible Coil - because there's no damn mid-tier content anywhere to be seen.
TN: No one in our group was particularly dedicated about capping Sol or doing ST weeklies for oils/sand, and we pretty much never logged in for entire months of 2.3. We aren't particularly committed players in terms of gobbling up new gear and mostly just take whatever comes our way from content we like doing. And we're still! 15 item levels! Above the most recent 4-man content!
I cannot imagine the horror story one must endure if you are stuck in US or European server and have to deal with flood of "new returning" players or just newbies. Japan servers had a bit ups and down with a few wipes on "typical dungeons where it used to be smooth sailing under 25 mnts run" - due to the influx of returning players. The good news, you get extra tomes for each of these newbies, if they catch on quickly, its painless run. Otherwise, expect 30-45 mnts long run, and sometimes plain out "VOTE ABANDON".
For it not to be i80 in the first place.
And where exactly would I find this hypothetical party of yours? Everyone and their mom is i100 and up, has been like that for the past few months. 6 months ago players were sitting at i90. 6 freaking months ago and today SE releases dungeons that are made for an even lower ilv.
Correct me if I'm wrong, but wasn't 2.3's dungeons i80 as well?
2.3 dungeons minimal ilvl was 70, but dropped i80 gear. Basically, SE are following a trend they sadly have chosen not to break out of. I fear that the 2.5 dungeons will have a minimal ilvl of 90 and drop i100 gear. By then anyone who has been playing since 2.0 will have geared their main in i120 (and if Coil, i130) gear.
Um, the new dungeons rewards the old i90 mythology gear via "token" exchange, the ancient armor you can get from boss chests is exchanged for them from the lalafell in same building as Rowana.
Even new players like to be challenged, Rahaya (again, this game has a huge lack of "Medium difficulty" content). At the moment, all Low Level dungeons starting at Brayflox Longstep are arguably harder than the level 50 dungeons.
Satasha is not easy at all...
1st Boss - Must Esuna the status, or it will one shot you, tank or DPS has to stun the move that comes after the scorpion is inflicting status on all.
2nd Boss - Not sure what is his mechanic, he has that bind move that is NOT removable by Esuna and ALL adds will attack whoever get bound. I think DPS must kill all the adds ASAP. If your healer get bound, and your DPS are derp, you will wipe.
3rd Boss - Again, not very clear. This boss has arms and tentacle, and then the main body itself. Do you destroy the tentacle? Because the arms keep reappearing no matter what and it is a royal biyotch to heal if you don't have range DPS. It has moves that are all over the place, if your group is scattering, healing will a royal PITA. It seems you must destroy the tentacle, ignore the arms, and kill boss?
For the last boss we created a safe spot for ourselves by keeping the 2 tentacles in the far end of the room dead. Melee dps can easily rush to the bosses left most flank to attack and easily avoid that annoying blind aoe he casts. Healers and ranged can stay in the safe spot. We grouped back together in the safe spot for heals when he casts that exploding tornado, comes after an attack, it's name escapes me :S
I only tried Snowcloak. Fun but useless. AF gear, really? Ilvl has always been useless but at least we had vanity. Oh right, I'm supposed to buy that at the cash shop.
Qarn feels nice, it's BGM is a masterpiece. Sastasha is ok, again nice BGM, kraken is most boring boss eu tho....
For me snowcloak is the fail of this patch. What were they thinking with that BGM? It ruins the dungeon for me...
None of it is verrry difficult, but qarn is very enjoyable at least.