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I did this run a few months ago and was planning to go back for a faster/cleaner run, but never did so I figured I'd upload this now. I have mixed feelings about this dungeon, on the one hand the first three bosses are quite fun, especially solo (it turns out if you're slow enough the second boss actually has a mechanic!) but then last two are kind of irritating. Trash being miles out of the way and not skippable for trifecta runs is also not very fun. Still, there are lots of small optimisations that help a surprising amount for soloing this place, that I'd probably never have thought of while running with a full group, and it's really fun to discover these things (e.g. blocking ice AoEs in indrik fight to generate extra ult). My trash pulls were quite unoptimised here, especially after second boss: I was in the process of reworking setups and just went in to test things out, but decided to continue since I got some good boss fights. I completely messed up the trash after third boss (failing to get ult in time because I didn't land any light attacks, then getting stuck with wrong champion points and having Wizards throw a fit mid-pull), but then had an insanely lucky Balorgh fight so the run ended up decent overall. The first boss seemed very scary at first because of constantly having to dodge heavies from Ursus and the resource drain, but the timing eventually becomes consistently handy (things like taking aim lining up with Ursus heavies) and I can even get away with running Velothi - if anything that makes things safer as the fight is 10x easier once Ursus dies. I had Vigor for emergencies but tbh I could probably have dropped it with a bit more practice. Second boss also turned out not to need Pale Order, allowing me to skip the boss mechanic & not have to deal with as many lurchers. I don't have a good feel for lurcher heavy timing, but the fight is pretty doable even with excessive dodge rolling. For third boss I definitely do need Pale Order, and I also need to focus archers ASAP as they are lethal. As their spawn positions are random the fight becomes pretty inconsistent depending on how much I have to move. This run was one of the worse ones - iirc my best time here was about 1:50 or so. I'm saving ult to drop on an archer at 30% as you start getting two at a time then. This is definitely not the fastest way, it's probably possible to just burn from 30% onwards but I felt very vulnerable during jumps when I tried this. (For all its perks, it feels like arcanist has a much harder time compared to templar surviving during periods where you can't damage the boss). Fourth boss is annoying but it was actually quite fun figuring out how to do it. The most dangerous attack is Cold Snap, and if you're not actively pushing damage towards the end of it you just drop dead, so I'm saving ult and sometimes also using vigor to survive that phase (Languid + Pale Order makes you basically immortal for 6s as long as it's hitting something). Unfortunately the boss has an annoying tendency to run away and do the fire attack right after a Cold Snap, meaning I need to either reposition the eye, use the other morph or (easiest and laziest but probably slowest option) just focus an add while that's happening. Most skills pull you out of stealth which makes the fight feel much less fun, I want to be able to prebuff skills while I'm waiting for immune phases to end. Race against time is one of the few skills that doesn't do this, meaning it's a nice way to get minor force (I think much better than trap for this fight). I don't know if the other morph keeps you in stealth, if so then it would be even better here, but I found I needed the snare removal for Balorgh and I didn't want to use the armory. Last boss took me ages to get the hang of, even though I got many clears it didn't feel consistent at all. Race against time completely negated the wolf snares, but I kept getting pulled by stranglers and into a shade heavy/bite (heavy DoT) during hunt phase. The pull feels extremely broken, but it turns out there's a pattern to strangler spawns and if I fully focus on stranglers (e.g. keeping track of how many there should be and beaming them while out of range of their pull) the fight becomes way more chill. I was incredibly lucky to have five traps spawn under / immediately in the path of a shade, this often only happens once or twice. I think velothi is probably usable here too, nearly all major damage is avoidable and you just need a way to survive the roar and offset random wolf attacks / water damage. I'm not sure how much of a time save it would be though considering most of the fight is just kiting.