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This record has been broken by Sofa on a Magplar with Thrassians: • Видео . Congrats! In comparison to vMA, vVH is quite a bit tougher to get a score. The damage intake is much higher, and of course monster health is much higher as well. Consistency is also pretty difficult as you can't oneshot as much in this arena, and monster AI is always unpredictable (I lost 15 seconds in the blue portal this run because of that). Wouldn't say there's much theorycrafting though. Couple of pointers: General Killing every single add is extremely important as they each give a lot of score. There is a warden or gatekeeper (named) every now and then, and you have to kill the warden last or score will be not added. Major Expedition is really important because there's a lot of running and transitioning. The adds can be very uncooperative at times, each and every add here has a very annoying mechanic and you just have to waste a bit of time to make sure such mechanics don't happen or it's an instant reset. Major Breach is really important. Couple of ways to get this: Caltrops for trash, Elemental Susceptibility for bosses. For a full list of monster resistances, check here: https://forums.elderscrollsonline.com... Green portal (Hunter's Grotto) You always do this portal first or second for max score. This is so you get the grapple, after which you will do the blue portal in succession for an additional set of adds for score. You can use a skill mid-grapple to save time. If you kill the Lurchers fast enough only 2 will spawn, I honestly don't know the time limit for the 3rd one because I've never seen it. Not killing the Minotaur on the 3rd pad is an instant 7+ second time loss. To ensure that you are able to nuke him, deal as much damage on pad 2. You will then have 30 seconds on pad 3 to nuke him. Blue portal (The Wounding) Make sure to fast burn the harvesters once they are below 35% hp or they will cast a really annoying unblockable and undodgeable stun on you. It's advisable to not bash her if she starts channeling at around 50% and instead run behind her so she is stuck casting something to avoid the guaranteed stun. To avoid ogrims casting their body slam into a wall, you want to aggro them when you aren't in melee range. The Flesh Atronach boss has 2 mechanics that he can cast at the start. If he slams the ground, it's an instant reset because this mechanic has lasts for a very short duration then he will enrage as you hard focus and execute the Necromancer at the start. This only happens if you are within melee distance of him 4s~ after he spawns, so make sure you delay running over by a second. Always kill the Necromancer first. Killing the Flesh Atronach first will cause the Necromancer to enrage within 3 seconds without fail (unless he is channeling but then you are probably going to die). The portal synergy cannot be used if you are casting a skill. It is on the GCD. Don't greed out. Ash Titan RNG is completely dependent on the type of eye that spawns. Entrance eye applies a snare that slows you. Left eye applies a maim that reduces your damage. Exit eye periodically damages you for quite a lot. Right eye applies a vulnerability debuff that makes you take more damage. It's self-explanatory that you hope for the entrance eye so you don't have to worry about anything. Getting the exit or right eye requires you to re-toggle Frenzy and block the boss' melee attacks every once in a while. The maim eye causes your fight time to extend by 4-6s. Red portal (The Brimstone Den) Not much to say here aside from focus on stacking adds and make sure you kill the warden or gatekeeper last. The lava debuff is purgeable using any skill that removes a negative effect from you. As such, heavy attacking the Brimstone Orb is not necessary. Brimstone Orb keeps you in combat. The hardest fight to burn in the entire arena is the Magma Queen. You have approximately 31s before she will teleport onto a geyser that has appeared. The damage you take here is incredibly high, so Frenzy can randomly untoggle and cause you to fail the burn. This was for the most part a crit-farming coinflip and the part where I would reset the most. Pyrelord burn time save lies in you killing him before any of the skeletons spawned by the bone colossus touch you. They keep you in combat and prevent you from entering the portal for 6s. Final boss Always do blue/green/red side bosses in this order, because green and red spawn a ghost and an add respectively so you want them to occur as late as possible. When the main boss reaches 10% hp, you can stop dps and put ground DoTs and grapple. Going into the portal does not remove your ground DoTs. Huge thanks to Don who provided me with Red portal strats. They're all yoinked from him. Also big thanks to: Lulu Ghost Sonzr Ambition Clive Gandork James Hond Paul Ron vVH discord lads