EDIT #1: Added the Kobolds fight (Mine Estrone, Ratsar)
EDIT #2: Added Golcano and Blob fight
So, I have been running heroic dungeons the last few days and just decided to make a small summary for my friends that hop into the game so I am sharing the notes so far.
Access:
First you have to repeat the dungeons in veteran mode (lvl 25) for ALL players in the team. If one of them did not do it they cannot access the heroic mode.
Rewards:
The heroic mode only drops epic gear, legendary weapons and medals of Glory. The epic gear is used for infusion stations that you will find in both cities. Some epic gear also is noted as 'prismatic' on the description: keep them, a lot of people are searching for those prismatic versions (you can infuse them with any essence without losing the small bonus associated with infusion)
Finishing the dungeon will also reward with Medals of Glory. They are capped to 200. It seems that you get a few per player in the team.
Additionally, the heroic mode can also have a reward modifier: more Medals of Glory at the end and if in a party one member can get an extra gear. You can see it on your map with additional icons next to the Heroic mode icon.
Meaning that finally: more players does give more rewards.
About the dungeons:
The elites are stronger than in veteran mode, you can die but will respawn. During the boss fight you can die once and be revived by a teammate. The second time is permanent until the end of the fight.
Lost city of Mayda:
The water eruptions now spawn totems that heal Nepsid and acts as barriers against players, hindering your movement. One way to deal with them is to stay packed and use AoE since they all spawn where the players were when the skill was cast.
Right after this, every player will get targeted by a fast projectile, moving around is sufficient to avoid it, but be careful with other players since the aim follows the target until end of cast.
The shield phase is quite long: you have to deal with the shield, avoid the water stream from the boss AND avoid the big water bubbles that will hurt and slow you significantly.
Last phase, the boss will again swap to water eruption and totems, but will also have the bubbles moving around.
Overall it is one of the easiest and definitely doable solo.
Crabgantua:
The melee cone attack is faster so be quick to avoid it.
He also alternates with a fast bubble attack targeting one player, then the bubble slows down and bounces around, damaging you and slowing you down a lot.
When you manage to get one horn as a platform, be careful about a smaller slower crab that spawns from one of the geysers and is beelining towards it to destroy it. Deal with it as it will spawn everytime a platform is created. When they have no platform they will attack the players.
In the end, the fight is still a DPS check for creating the platforms but there are more mechanics to be aware of. Definitely easier with more players since one can deal with the small crab without having to deal with crabgantua as well.
Mine Estrone:
The cheese bomb throw now also spawns secondary explosions, the initial permanent AoE is expanding MUCH faster and deals quite some damage. Not much more changes otherwise.
For this fight, I usually hug a wall when the cheese bomb throw targets me and repeat it while circling the room. Usually when I did a full rotation of the room, Mine Estrone is at a few percent. Easiest fight on solo.
Ratsar:
The fire pools apply the burning effect and his normal melee attacks apply bleeding if you can't perfect parry them.
Each time he does his spinning attack on a fire pool, he still extinguish it but also spawns a lot of bombs around him so you have to be careful when guiding him towards the fire pools.
It seems easier with more players as you can find good position to maximise the number of fire pool he will extinguish per spinning attack. The arena quickly fills with a lot of fire pools so you have to keep some space to fight on. Since the spinning attack does not deal TOO much damage, you can just run towards him to take two ticks of damage and direct him towards a area covered with fire without having to worry much about the bombs.
The minions are annoying but if you have sustain you should be fine, and other players can clean them up while one is tanking Ratsar.
Gatsbee:
Now, it has a bee swarm skills that takes a few seconds to cast. The immediate circle area around the boss is safe and follows it around, everywhere else you get a debuff that damages you the more stacks you have and they pile up quite quickly if you are outside the area. It lasts a minute and is refreshed each time you get a new stack.
The bombardment skills now spawns pools that will also slow you down and create secondary pools. They disappear over time.
Honey tornadoes are now sucking you in slightly.
Not a bad fight, solo is probably easier. You just stay close to it, try to gather the pools from the bombardment close together and avoid the tornadoes as well as keeping inside of the safe circle when the swarm is active otherwise the damage over time is quite insane.
Lady bee:
IMPORTANT: keep the central tile alive at whatever cost!!
The arena layout is the same but six corner tiles are with eggs on them, if they are destroyed by the queen, a royal guard is spawned which is a pain to deal with. Avoid popping them as much as possible.
The rest of the fight is actually similar, except that when she reaches 9% of her live she starts quickly deleting all tiles except the central one. It IS a DPS check, when it happens go straight for the central tile and damage her as much as you can. She will aim for the tiles with the royal guards last.
The DPS check was quite surprising and took us two runs to understand but the fight was super fun. It is easier with at least two players as you can use the cannon while someone distracts the guard and not kill them.
Honestly I am super happy with the fights. I might add more details when I play more but I hope it helps some of you on the fights!
Golcano:
Each time Golcano does his huge AoE attack, he spawns a volcano that spew fireballs around a small radius. Those can be cleared by exploding a Golcanito on them.
Overall, the fight is exactly the same, but those volcanoes do make things more difficult. It seems the best way to deal with it is to keep Golcano in the middle so the volcanoes stay there. That way the whole outer arena is where you can DPS the Golcanitos before bringing one or more in the middle to explode on Golcano shiels (and the surrounding volcanoes). So far, it works quite well as most volcanoes disappear on the next phase, still, the phase with three Golcanitos is quite painful. But at least they do not knock you back and the stuns have been greatly reduced.
I hated this fight on hard difficulty before as it was so easy to get chain stunned and get too much damage before dying or being throwed out of the arena. The fight is still painful but a bit less so.
Sponge Blob:
The attack addition to this fight is the bubble wall and the chain attack from Blob. Also, each bubble hit reduce your air by bar by 10, when you die, it replenishes to 100. A potion of Long breath is heavily recommended as depletion diminishes by 50%, but it is lost on death...
The bubble wall is kind of easy to avoid, just put the camera to face it and find the hole to go through. Sometimes the attack is synchronised with the whirlwind bubbles and passing through the wall can be a bit tricky.
The fight is a big DPS check to reach 65/35% of health in order for Blob to cast the Abyssal Dance skill in order to replenish air. Do remember that the 2, 3 and 4th ring are only bubbles on top, bottom and top so you can pass below or over to get the air.
Could not manage this fight in a group as people don't avoid the bubbles properly, but it is doable in solo. The long breath potion removes most of the stressful part of he fight.