Русские видео

Сейчас в тренде

Иностранные видео


Скачать с ютуб Oathsworn Pit | Hardmode Guide | Elder Scrolls Online в хорошем качестве

Oathsworn Pit | Hardmode Guide | Elder Scrolls Online 6 месяцев назад


Если кнопки скачивания не загрузились НАЖМИТЕ ЗДЕСЬ или обновите страницу
Если возникают проблемы со скачиванием, пожалуйста напишите в поддержку по адресу внизу страницы.
Спасибо за использование сервиса savevideohd.ru



Oathsworn Pit | Hardmode Guide | Elder Scrolls Online

Aye I hope I uploaded the right file as my name convention is atrocious. But if you haven't seen my Bedlam Veil guide congrats your watching what I feel like is the better guide first. A lot of what I learned while making the Bedlam Veil guide was put into this. Rant - So the first boss... This boss has a massive issue with supporting mechanics. Everything feels disjointed and out of place. You have a ranged enemy that enrages a melee enemy if they are to close. In concept this is cool, however in 90% of my runs the dog never gets enraged as the archer ends up in a corner and stays there the entire fight. The only time the dog becomes an issue is if we run it ourselves to close to the boss. Along with this the Dog gives around a 2 - 3 second tell that its going to fixate on someone then moves at like 20% movement speed towards them. I don't have an actual problem with the movement speed as when enraged the Dog is basically a walking 1 shot. However with how big the arena is and with the boss not really teleporting around all that much you can just take off to the other side of the map and the dog can do nothing. Along with this the archer actively kills himself every time he cast the Totem if the dog is something like 10% less health than he has. I want to talk about the disjointed mechanics for a little bit as it started to be a trend in Sanity's Edge with Ansuul just kinda spamming AoEs. I understand it more in a raid setting as you have more healers and more tanks and what have you so random mechs that don't really serve a purpose other than space denial make sense also the fact the boss can target more than 4 players makes space denial mechanics a lot more threatening. So here's the long part of the rant... Reth has 3 space denial mechanics the flaming ground line, trap beast thing, and the slow fire arrow thing. Which quick side thing the reason I say it does an amount of damage I don't have a single log of us getting hit by it. But anyway back to this mechanic problem. This arena is massive for what you are actually fighting. So to start the flaming line on the ground, this attack actually deals a decent amount of damage however it's so rarely used that unless your fight times are like 5 minutes you'll see it 2 - 3 times maybe. With this to he never seems to cast it while the Dog is fixated which would be the time where this mechanic could put pressure on the person fixated on. The trap beast things are kinda a joke. With the size of the arena you are given so much space in between them that they serve no purpose. I guess you could get caught by one if you are panicked while the Dog is chasing you but even then with how slow the dog moves she probably still wouldn't catch up to you. I have some solutions to this issue (personally probably wouldn't be the best idea as they would probably make the boss to hard but eh) however with description limitations I can't put them here if people would like to know some of the ideas I have let me know ill put them in the comments or something. The slow fire arrow just should have been replaced by something else. Idk this is just kinda a waste, if you're right next to the boss this might, maybe, could possibly hit you. The last 2 things are the hardmode changes and 2nd boss. The hardmode from what we can tell adds one more aoe to the fire lines that you spawn at your feet. The problem with this is you already cant stack the lines so this AoE doesn't do anything as it just seems to be there to catch people at low health already. Im going to make this last one quick... 2nd boss is great fun boss good boss. It's basically the definition of all bark no bite. He hits "hard" like a hardmode boss but the amount you can get away with on this is kinda funny. I do like this boss a lot actually but it really, really, really doesn't do as much damage as you would think. Just so it doesn't seem like I actively hate this dungeon, the final boss in this place is my favorite boss released in the DLC. The second boss is actually just a fun time and is hectic which is cool. I just have so many issues with the first boss. (Side note when I first ran this dungeon with a friend they actually said they thought it was incomplete and they would add mechanics later in the PTS cycle.) - - - Twitter -   / _tomfoolery_   - Twitch -   / tom___foolery   - - Track: Beave - Talk [NCS Release] Music provided by NoCopyrightSounds. Watch:    • Beave - Talk | Electronic | NCS - Cop...   Free Download / Stream: https://ncs.io/Talk 0:00 - Intro 0:25 - Secrets 6:43 - Trash 7:08 - Firewild Trash 7:40 - Rethelros and Malthil 11:06 - Anthelmir and Construct 13:47 - Aradros 18:35 - Outro

Comments