TRIAL: Normal Cloudrest +0
On Saturday, 30/05/2020, I led an Elphish By Nature weekly trial in Elder Scrolls Online (Xbox EU.) Here are some basic tips and tricks for trials and how it went teaching them in this run.
Cloudrest is the trial included with the Summerset chapter. It has the main boss in the middle room of the arena, Z'Maja, and the 3 mini bosses on 3 separate platforms around the edges of the area. It can be scaled up in difficulty by not killing any amount of the 3 mini bosses on the outside of the arena, which brings them into the boss fight on both normal and vet. +0 is killing all 3 minis before starting the main boss fight in the middle of the area, going up to a +3 where you just leave the minis alone and walk straight into the boss room to take them in with you. Don't forget that each mini has their own mechanic that will need to be played along with Z'Maja's mechanics.
How it went
Having new recruits on their very first trial this weekend we took a leisurely pace through Normal Cloudrest +0. An explanation of mechanics before each boss took the run time to double the normal run time of 20 minutes, but that is to be expected in teaching runs. The team took to the challenge and picked things up quickly. I have a lot of faith that the newer members will grow into the content as they get used to it. The whole team will need to get the hang of stacking better but for a first time in with a new tank and healer in the mix I was happy with how everyone handled themselves as part of the team. Little changes to the options for the new people helped a lot as in the original setting things like enemy effects colour is not easy to see.
Notes to take away for next time
I'm still learning the best ways to help new player get to grips with the madness of all the AOE's that happen in trials and how to keep them calm. I need to make my own set of notes for myself on the percentages of mechanics so that I can them more quickly and clearly than I was from memory. I also feel the need to make a check list to do with completely new players before we start them on their first trial. For instance things like helping them to change the AOE (Area of Effect) colour and the camera to be fully pulled back plus change the combat cues on.
Tips and tricks for trials
Things you should know to be a valuable team member from the start. For this post I'll focus on the different calls outs for stacking up,
Tip 1) Know the different call outs for Stacking. As a damage dealer you need to understand this as you will be expected to be able to follow the stack for where to stand/ or where to go and to be able to switch between the different call outs and positions when necessary. Tanks and Healers need to understand this as normally they are the ones calling out this change of the stack.
Different types of stacks
Stacking is the term for how the group stand in multiplayer PVE content. The stack applies to the damage dealers as the healer(s) will be behind the stack and the tank(s) in front with the boss or dealing with mechanics and adds. The stack of damage dealers should never be behind the healer(s) and unless a mechanic calls for a different position the stack should be on the bosses behind.
Hard stacking
A hard stack is when all the damage dealers are in one spot, so that you cannot make out your own character from the rest of the group. This is the most efficient placement for healers to keep everyone's health up and is the default position for all damage dealers to take unless told otherwise by the support role in charge of call outs. If the boss moves or you are required to attack the additional little enemies (adds), don't worry the stack will follow the boss, keep as close to your team mates as you move and stick back on top of them once the stack is at the enemy again.
Soft stacking
A soft stack leaves just enough space between all DDs that certain AOE's on people don't overlap. Be careful not to get so far apart that the healer(s) have trouble keeping you healed but far enough apart that you don't kill each with the AOE's on each of you. After the effects are over back to the default hard stack again.
How not to stand - everyone everywhere!
There is no stack here, everyone is everywhere.
The damage dealers are too far apart from each other and from where the tank would be holding the main enemy. The healers would not be able to keep all of you alive this spread apart and normally a judgement call will be made to focus on the tank and damage dealers in the correct position. If you die far away from everyone who are in the correct position ,you will be risking a teammate, they will need to also come to the wrong position to come pick you up.
If you end up all over the place a healer or tank should call for the stack to reform quick as can be done.
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