Dungeon Difficulty

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RedStar
RedStar
Wilds Pathfinder
#21
You just need to be careful in Frostmaw and it won't be that hard. I was actually surprised that I managed to do it without wiping more than once.

SoO...The whole dungeon is easy and then for some reasons I can't kill Fendi...(don't have the patience too). Luckily I ended up doing it with a guild group (still was a pain killing him).

H/H in CoF is annoying because of eles.

And the last boss group at the end of the second floor in Vlox is hard, but once he's dead, the end is easy.

So :
-SoO
-Vlox

And maybe Ooze's Pit, but it's been such a long time since I did it that I can't recall if I had a hard time or not. Oh and HotS when the end-boss isn't the wurm...took me more time and more deaths to kill all of his group than it took me to get there...
gw_poster
gw_poster
Desert Nomad
#22
vloxen HM hands down...I h/h'ed 99.5% of the game and that was the hardest time I had with any of it - even more of a hassle than joko's vanquish with that god-awful huge mob full of paragon rezzers and a rit boss iirc...if i had only remembered to bring frozen soil 3 hours before starting that vanq!

frostmaw's was just a time-consuming nightmare going in unwiki'd and no dp removal stuffs!
D
DRGN
Krytan Explorer
#23
The dungeon I found worst with H/H was Rragar's simply because h/h love to stand in jesus beams
J
Jeydra
Forge Runner
#24
Of all the dungeons the only one that requires special techniques is SoO, so that is the hardest. Vloxen's is probably second simply because you need Frozen Soil there, and at the start of the second level you have a backs-to-the-wall fight against a reasonably strong mob (you cannot afford to wipe). Kathandrax might make the list simply because of the rather annoying part directly before Illsundur where you have lots of traps and wurms to deal with. Everything else gets progressively easier and easier. Rragar's is a simple matter of flagging, same as Ooze Pit. Frostmaw's is even easier - none of the mobs there have healers.

So:

SoO > Vloxen's > Kathandrax > everything else.
Boogz
Boogz
Lion's Arch Merchant
#25
Raven's Point is a joke.

Hardest dungeon for me is, by far, Shards of Orr (excluding slavers ofc). Took me more than 40mins to kill Fendi Nin with a discord/spiritway/SH hero setup with a necro friend. (we gave up on bringing holy damage melee heroes due to BSurge/eruption that made them useless 95% of the dun)

Btw, why don't you try making a forum poll, just to compare the results
j
jackinthe
Krytan Explorer
#26
Vloxen. i love seeing all the pugs get so frustrated with it.
soo really isn't that bad, fendi is sort of a pain, but just because the end will get repetitive.
as for frawmaw, people just get cranky from five levels.
C
Chthon
Grotto Attendant
#27
Quote:
Originally Posted by Ghull Ka View Post
I'd be interested in seeing an overall ranking, 1-18, for all of them. Do eeeeeeet!





(and fwiw, i didn't find frostmaw's "hard" -- i found it "long" and "time consuming" -- cons or no cons. that many morale-boost-providing wurm 'bosses' makes any dungeon slog bearable)
Let me see...

(excluding Slavers per the rules.)

NM:
  • Frostmaw's Burrows -- long, worms and boss are some of the hardest NM foes.
  • Rragar's Menagerie -- Charr builds are decent, even in NM. They AoE and rez. And the jesus beam dogs obliterate H+H.
  • Shards of Orr -- long, hard boss
  • Catacombs of Kathandrax -- Lots of big AoE. Particularly bad for H+H. Relatively hard boss for H+H.
  • Heart of the Shiverpeaks --relatively hard boss.
  • Darkrime Delves -- Annoying mesmers, KD, long.
  • Raven's Point -- Long.
  • Oola's Lab -- Puzzles are annoying, especially with H+H.
  • Vloxen Excavations -- Boss is marginally challenging.
  • Cathedral of Flames -- ditto.
  • Ooze Pit -- a bunch of pushover monsters
  • Bogroot Growths -- ditto. And a MM's paradise.
  • Sepulchre of Dragrimmar -- short and easy. Boss is only challenge.
  • Bloodstone Caves -- uh... you can aggro the huge bunch of undead if you don't know to pull that one guy. Not much of a dungeon.
  • Arachni's Haunt -- They're like lvl 10.
  • Secret Lair of the Snowmen - Durrrrrr
  • Fronis Irontoe's Lair - Double Durrrrr

HM:
  • Vloxen Excavations -- Changed mobs makes this 1000x harder than NM.
  • Shards of Orr -- Monsters much strong in HM. They hit hard and shut you down. Amendable to gimmicks (tank-n-spank w/ RoJ), but nasty on a balanced group.
  • Rragar's Menagerie -- Charr hit hard with significant AoE in places. Rezzing becomes a real problem. And the jesus beam dogs are just ridiculous.
  • Catacombs of Kathandrax -- Not particularly harder in HM, but AoE is still a threat.
  • Frostmaw's Burrows -- not significantly harder in HM. For a HM dungeon it's only notable for being looooong..
  • Ooze Pit -- a bunch of pushover monsters got a lot nastier with earth AoE, suicide blasts, and that devourer skill
  • Cathedral of Flames -- undead casters are significantly more dangerous in HM.
  • Darkrime Delves -- Long, reasonably hard foes, and it never lets up.
  • Heart of the Shiverpeaks --relatively hard boss. Falls in the rankings because the rest of it isn't much worse.
  • Raven's Point -- Long.
  • Oola's Lab -- Puzzles are annoying, especially with H+H.
  • Bogroot Growths -- Harder than in NM, but not terribly so.
  • Arachni's Haunt -- Monsters actually gained a lot from level boost
  • Sepulchre of Dragrimmar -- Boss is improved in HM
  • Bloodstone Caves -- Really not harder than HM
  • Secret Lair of the Snowmen - Durrrrrr
  • Fronis Irontoe's Lair - Double Durrrrr
mrmango
mrmango
Desert Nomad
#28
ITT: Rage
Vloxens, Slavers, Rragrars, Kathandrax.
The forth fly
The forth fly
Krytan Explorer
#29
Vloxen it was the last dungeon i needed to finish leg master north no perma teams like SoO,kath or ragars,took me about 2 weeks and 10 tries to get it done
Dzjudz
Dzjudz
Furnace Stoker
#30
I think Chthon has it down pretty much right in his list. I agree that Frostmaw isn't very difficult (our last party forgot to bring anti-KD in HM and didn't have any trouble). Just bring a mesmer and Pain Inverter and you'll breeze through.
Just Sai
Just Sai
Frost Gate Guardian
#31
vloxxen was the only one i couldnt hh in hm due to the sheer diversity of enemy and size of groups.
totally insane, love it.
Uriel_Wolfblood
Uriel_Wolfblood
Krytan Explorer
#32
Frostmaw's is just long and annoying. And SoO is only difficult if you don't plan on party wide damage mitigation against Fendi.

Raven's is a piece of cake, Ooze pit is both fun and easy. Vloxen excavations is the only one I had any trouble with in HM, was using H/H of course. But it was a cinch once a guildy got on and we tag-teamed it with heroes.

Honestly with the new hero update pending I don't think any dungeon would be extremely difficult.
C
Chthon
Grotto Attendant
#33
Folks can't seem to avoid using this thread to brag "oh, everything's just so easy for me... in HM... H+H... without armor... with 900 ping... with 1 hand tied behind my back... with my computer monitor off... uphill, both ways... in the snow..." Look, this isn't about the absolute ease or difficulty. It's about the difficulty of each dungeon relative to the others.
Gennadios
Gennadios
Wilds Pathfinder
#34
Ug, Vlox was the only dungeon outside of Slaver's that my guild repeatedly failed on back when I was going for the mastery points.

I remember I ended up beating it H/H, took me roughly 3 hours and it was the only dungeon I ever had to use consets and powerstones in. Definitely the hardest one in the group.

It really should have been voted hardest.

Kath is rendered piss-easy with a Bonder. Shards can be completed with a full-para group that isn't even prepared well enough to have a non-adrenal blind removal (heh.) Frostmaws is somewhat difficult, but my last few guild runs blew through it no problem, so meh.
Lanier
Lanier
Desert Nomad
#35
Chthon's list pretty much reflects my opinions, though I would put Oola's lab lower on the HM list. The enemies there arnt too bad and they don't come in any large mobs or anything like that. Hardest in HM is definitely Vloxen... I don't even bother doing it anymore without guildies, and rragars, while rather easy with real people, is pretty tough H/H due to all the RoJs and Spirit Rifts.
Life Bringing
Life Bringing
Wilds Pathfinder
#36
Just a question, besides bellok, which groups/parts of vloxen are giving you so much trouble?
Gabriel of Ravn
Gabriel of Ravn
Desert Nomad
#37
Quote:
Originally Posted by Life Bringing View Post
Just a question, besides bellok, which groups/parts of vloxen are giving you so much trouble?
I would imagine the dwarven groups with Res and such I just brought frozen soil on my Rit relatively easy.
Pleikki
Pleikki
WTB q8 15^50 Weapons!
#38
Personally i didnt have problems in nm or HM with any of those, Most problems i had with Vloxen..

Edit: Yeah so i dont pug or use PvE skills etc, pretty much doing h/h balanced
Gennadios
Gennadios
Wilds Pathfinder
#39
Quote:
Originally Posted by Life Bringing View Post
Just a question, besides bellok, which groups/parts of vloxen are giving you so much trouble?
Bellok IS the problem. Not only is his mob larger than even the average Slaver's group, but if taking them on using the long pull method, wiping will have a pretty good chance of rezzing your group in the shrine immediately behind the group you just pulled, cutting off any retreat options and guaranteeing failure then and there.

Not to mention having to wait for the corpses to disappear in between pulls. That part alone has taken up about 40% of my Vloxen runs.
m
mr monk rupsie
Academy Page
#40
Since my team mostly takes a soul twisting ritualist with shelter/other prot spirits + save yourself. It reduces the difficulty overall.

I would say frostmaw is a pain. especially those hexes.