Veteran White-Gold Tower

 

This is the 11th video and guide of my Dungeon Walkthrough series for the Elder Scrolls Online! The dungeon covered in this video and written guide is Veteran White-Gold Tower.  This guide will cover everything you could want to know about the dungeon, such as notable gear sets, boss mechanics, and more!

  • Dungeon Name: White-Gold Tower
  • Zone: Imperial City
  • Difficulty: Veteran
  • Party Composition: 4 (1 tank, 1 healer, 2 dps)
  • Quests: Planemeld Obverse
  • Level Unlocked: 50 (would recommend being CP 160 before attempting)
  • Gear Sets: Spell Power Cure, Essence Thief, and Imperium
  • Other (Achievements, Other points of note):
    • Achievements
      • White-Gold Tower Vanquisher: Beat WGT.
      • Daedroth Dropper: Defeat 75 daedroth.
      • Entry Denied: On vet, destroy all portals preventing any daedra from spawning during the Planar Inhibitor fight.
      • First to the Top:  Beat vet WGT in 30 mins.
      • Horn Breaker: Defeat 100 Xivkyn in Vet WGT.
      • To Spite a Tharn: Beat vet WGT without anyone in the group dying.
      • Veteran White-Gold Tower: Beat vet WGT.
      • Imperial Transgressions: Locate and interact with the speaking zones within the dungeon.
      • Ire of the Storm: Beat Molag Kena on hard-mode using the scroll while in the vet dungeon.
      • Out of the Frying Pan: Become enveloped in the Planar Inhibitor’s blue AoE attack during the pinion phase, live, and then beat the boss without dying.
  • Story: The White Gold Tower has been overrun with Daedra and is being pulled into Coldharbour by Molag Bal. Empress Regent Clivia Tharn is attempting to retake the structure but has a more sinister plan up her sleeve.
  • Bosses and Mechanics
    • The Adjudicator
      • The boss shoots out multiple paths of ice along the ground that will deal damage and slow you. These hit very hard and should be avoided at all costs.
      • The boss has a frontal cone AoE, so it’s best if the tank faces the boss away from the rest of the group.
      • The boss will put down flame AoE around the room which should be avoided.
      • At random, a player will be put into a locked cage in the back corner of the room. Using a lockpick, pick the lock of the cage door to escape so that you can re-enter the fight.
    • Micella Carlinus, Otho Numida, and Cordius Pontifio
      • These 3 mini-bosses are fought at the same time and each have their own mechanics.
        • Otho Numida: heals, deals ranged attacks, puts down paths of fire on the ground, and has a dragonknight standard.
          • Interrupt Otho’s heals whenever he casts them.
        • Cordius Pontifio: has an ambush attack, uses steel tornado, engulfing flames, and has a dragonknight standard.
          • After Cordius ambushes, he will use steel tornado afterwards, so back away from him.
        • Micella Carlinus: has an AoE flame attack, uses engulfing flames, and has a dragonknight standard.
      • I have seen this fight completed in various different ways, but for most groups, I think the easiest order would be to kill Otho, then Cordius, and then Micella.
        • The tank should do his best to tank Cordius and Micella away from Otho so that the DPS can kill Otho with as little trouble as possible. Then, deal with Micella and Cordius afterwards.
    • The Planar Inhibitor (or what I like to call, the PUG killer)
      • Ignores taunt, and instead focuses whoever uses the pinion in the middle of the room. When starting the fight, the tank should use the pinion first.
      • During the fight, the boss puts AoE on the ground which explodes and deals flame damage; avoid this.
      • The NPCs nearby will shout about rifts being opened up for reinforcements, and 1-2 members of your team will have their screens change color allowing them to target various rifts that spawn around the room. These rifts need to be killed as soon as possible or daedra will start pouring into the room and quickly overrun your group.
      • The pinion’s color will eventually change from red/orange to blue, and when this happens, the boss will have a blue fire AoE around her that deals HEAVY damage and snares the person she is chasing. When this occurs, a player needs to use the pinion in the middle of the room. This causes the pause to halt pursuit of whoever she was chasing and instead go after the player who clicked the pinion.  Eventually, the pinion will become clickable again, and someone else should click it to once again get pressure off of the person being chase.  When this phase ends, the boss will fall to the ground for a second and become vulnerable, and then she goes back into her normal mechanics.
        • Coordinated groups should do their best to have the healer and tank alternate using the pinion so the DPS can focus on doing damage.
    • Molag Kena
      • There are four adds surrounding Molag Kena which are supporting a shield that surrounds her. Kill these adds to start the fight. When they die, an AoE forms at their corpse and explodes, which will one-shot you if you stand in them.
      • Don’t step off of the edge of the map, or you will die instantly.
      • Molag Kena has a knock-back conal attack, so the tank should do his best to face Kena away from the group. If you do get hit by this attack, it is not the end of the world unless you are near the edge, in which case you’ll be knocked off and killed. This can also be blocked.
      • She will spawn a lightning wall that goes straight across the room that spins.  Simply rotate with this wall and don’t step in it. You can dodge roll through it.
      • At 60% health, she will knock back all players and re-spawn the 4 adds that give her an invulnerability shield. Kill these adds to drop the shield. When they die, an AoE forms at their corpse and explodes, which will one-shot you if you stand in them.  While attacking these adds, she will use a lightning attack that puts waves of lightning on the ground that slow and deal damage. Do your best to step in between the attack to avoid taking heavy damage.
      • Throughout the fight, there will be lightning orbs moving around the room. If you get hit by one of these, you will take damage and be stunned.
      • The mechanics will then repeat until she gets to 30% HP, and then the same thing will happen as when she got to 60% HP.
      • Once below 30%, the mechanics repeat but instead of 1 lightning wall she summons 2.  In addition, she summons 2 storm atronachs that deal a HEAVY amount of damage and need to be taken care of immediately or they can wipe your group.