Destiny of Velious Zone Difficulty List

Written by Feldon on . Posted in Expansion News, Grouping, Raiding

Here is our list of dungeons and raid zones from Destiny of Velious and some difficulty indicators provided by developers updated with player feedback. Updated for Game Update 62.

Destiny of Velious Solo Zones:

Great Divide (86-90)
Eastern Wastes (89-90)
Crystalline Breaks (solo)

Instanced Group Zones:

Crystal Caverns: Collapse

Tower of Frozen Shadow: Shadowed Corridors
Tower of Frozen Shadow: Umbral Halls
Tower of Frozen Shadow: Haunt of Syl’Tor

Velketor’s Labyrinth: Forgotten Pools
Velketor’s Labyrinth: The Ascent
Velketor’s Labyrinth: The Fortress Spire

Kael Drakkel: Iceshard Keep
Kael Drakkel: Throne of Storms
Kael Drakkel: Temple of Rallos Zek (EM)

The Fortress of Drunder: Spire of Rage
The Fortress of Drunder: Strategist’s Stronghold
The Fortress of Drunder: Tower of Tactics
The Fortress of Drunder: Echoes of War (EM)

Kael Drakkel: Temple of Rallos Zek (HM)
The Fortress of Drunder: Echoes of War (HM)

Contested Group Zones:

Kael Drakkel

Raid Zones:

Tower of Frozen Shadow (x2)
Velketor’s Labyrinth: Kraytoc’s Fortress
Kael Drakkel – Throne of Storms: Hall of Legends!
Temple of Rallos Zek: Foundations of Stone

The Fortress of Drunder: Sullon’s Spire
The Fortress of Drunder: Citadel of V’uul (x2)
The Fortress of Drunder: Tallon’s Stronghold
The Fortress of Drunder: Vallon’s Tower

Access Quests

With the exception of Crystal Caverns, all Destiny of Velious group and raid instances have access quests which must be completed to gain access to the next in the series.

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Comments (10)

  • foozlesprite

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    I’m guessing difficulty is
    Easy>Hard?

    And I’ll tell you guys now, Kael Drakkel contested is NOT for the undergeared or faint of heart. The nameds there can one-shot you when you have 100% crit mit, so stack that stuff as high as you can get it for this expansion.

    Reply

  • Feldon

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    In Beta there was a Mandate-like detrimental on all the mobs.

    Why? Because the names in there spawn in a few different locations. A brawler flopped down to a Named, agroed it, then flopped again, and that Named reset and respawned somewhere else, thus griefing groups who were coming into the zone to kill names.

    My response? It’s a contested zone. Figure out how to do contested zones without dumb heavy-handed mechanics like Mandate.

    Reply

  • Onodi

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    I can see why this order might be the order of difficulty considering the zone in points. However i found the Ascent to be quite simple, and much easier for a pickup group than the Forgotten Pools (Lord Dojsdkljafeiafnsdlafd (sp) can be a good time with a pickup)

    Didn’t play all three of the ToFS instances but they seemed to have more to them then the fights in the Ascent. Only non turn and burn fight in the Ascent is the Witchdoctor and that one was still pretty straight forward too.

    Kael and its instances are no joke… was nice to see the overall level of difficulty (or my perceived difficulty).

    Reply

  • AlienShine

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    Is that contested zone again broken down in small chunks to facilitate the instances…? Will most likely also be a raid zone then like the Hole ?

    Reply

  • Melanore

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    I really wish that Kael Drakkel open dungeon will not be divided in 3 parts in order to create the Kael Drakkel instanced dungeons, just like the Hole. It’d be really uninspired, and even more since we “only” have 3 theme for the dungeons at launch. TSO had 5 (Najena, Befalen, Miragul, Mistmoor, Void), SF had 4 (the Hole, Erudin, Vasty Deep, Vigilant), DoV has 3 (Velekor, Kael, Tower of Frozen Shadows):(

    Reply

  • Murfalad

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    @Melanore

    Just to nitpick, but TSO actually had 6 then as you missed out Guk.

    Content wise DoV is definitely lighter then it should be, it was always going to be with 10 dungeons.

    I don’t think there is any sense of the team slacking here, but if SOE want to release big large expansions they’ll have to pay for them, and that means Smedley directing enough cash at EQ2 to keep the current subscribers excited about the game.

    Reply

  • Eschia

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    One thing that worries me is if the rime we have to kill in velious will take away our current rime faction. It took a long time to get all of that.

    Reply

  • Feldon

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    Eschia,

    Have Order of Rime illusion, will travel! :)

    Reply

  • Eber@Guk

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    Eschia,

    Over the course of the overland quests in Great Divide, my main decreased from +50K to +46K. It looked like there was more than sufficient Rime quests (intended to be) available to work back up. (Some were bugged early, and I didn’t go back to check them)

    The Public Quest against the Rime in Storm Gorge uses a Rime sub-faction that is always aggro, and your Rime faction does not go down when killing them. However, if you clear static/wandering normal Rime groups on the edges of the battlefield, you’ll take a faction hit from them.

    Reply

  • Eber@Guk

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    On a separate topic, agree with Onodi that Hold of Rime: Ascent is easier than Forgotten Pools. However, the Witchdoctor encounter in Ascent was still pretty buggy at the end of beta, resulting in occasional, seemingly-random wipes.

    Lord Don in Forgotten Pools, on the other hand, wipes you just as often, but you just don’t mind as much…

    Reply

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