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Posted by: Xehanort.4589

Xehanort.4589

I was playing my lvl 6 elementalist in a lvl 6 area in wayfarer and summoned the holo and while yesterday i was able to kill them, today they got me to 50 health in1 second, so i started running around but at last finished my dodge rolls and died like a pig to them.
Why did you increase their damage?

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Posted by: digiowl.9620

digiowl.9620

Could it be that ANet has simply upped minimum level on these things?

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Posted by: Xehanort.4589

Xehanort.4589

They should have been the same level as the other enemies (lvl 6) but they seemed strong like lvl 9 to me and they got me in no time.

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Posted by: Seraki.2753

Seraki.2753

Seem to recall similar issue with the winter fest spawning nodes. I had my tail handed to me by a dolly quite a few times lol.

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Posted by: akamon.2769

akamon.2769

hmm i wonder if it’s becuse in the past they died so fast, they didn’t get a chance to get a hit on us. whereas now, when they’re surviving longer…

but, who knows. :///

Akaimon | Jolly Good Guardian
Akaigi | Warrior Made of Wood
[CDS] – Sanctum of Rall

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Posted by: digiowl.9620

digiowl.9620

Seem to recall similar issue with the winter fest spawning nodes. I had my tail handed to me by a dolly quite a few times lol.

Those dolls loved to spam confusion. Meaning you could kill yourself in a split seconf if you where in the middle of your rotation when they slammed you.

Same issue as with reef drakes really. Confusion in PVE is double the strength of SPVP confusion, because the mobs do not hit as often and have larger health pools.

Also confusion is insidious. 1-2 and you barely notice within the other combat damage, 5+ and you suddenly melt because each action you take do 3000+ damage to you (even dodge, heal or auto-attack).

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Posted by: digiowl.9620

digiowl.9620

hmm i wonder if it’s becuse in the past they died so fast, they didn’t get a chance to get a hit on us. whereas now, when they’re surviving longer…

but, who knows. :///

Could be.

Before the patch i started using my engineer’s flame turret for extra damage. The moment the holograms popped it would set them on fire. And it would regularly survive a fight.

After the patch, the holograms are invulnerable on spawn. And my turret rarely survived.

Nor can i recall seeing the abomination in the risen group doing his trample before the patch, likely because he didn’t survive long enough for it to trigger (starting to wonder if the mobs have a sequence of actions they rotate through rather than individual skills like we do).

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Posted by: Ohoni.6057

Ohoni.6057

Part of it is that they’re now invulnerable until they move out a bit and get ready to attack. Before the patch I could just AoE them all down before any of their AIs engaged. They’re tougher now, but still far from unbeatable.

“If you spent as much time working on [some task] as
you spend complaining about it on the forums, you’d be
done by now.”

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Posted by: Lane.3410

Lane.3410

They’re definitely a lot more powerful, it wasn’t just an HP increase.

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Posted by: TheBigfootNZ.4605

TheBigfootNZ.4605

Id say they are doing what they where before, as a necro the old ones still took me a little time to take down compared to most other people I saw soloing the nodes and on occasion they get a hit in on me (especially the more equal level ones) and they could do a decent chunk of damage in the right(wrong) situation.

The other thing to consider is since the fights last longer the risen abominations and corrupted goliaths can get off their knock backs and knock downs (and the branded char have a rather powerful aoe). If they do, it can throw a spanner in the works… the destroyer harpies burn attack is actually pretty nasty. if it gets it on you and you cant remove it.

Its doable you just have to go full out, or take a partner with you, it usually brings it back up to the old speed of completion doing that.

Vardkona – 80 Guard, Mew Nickleheart – 80 Eng
Howling Jimmy – 80 Necro, The Six Demon Bag – 54 Ele
Hedge of Steel – 41 War, Yikky Soupskin – 11 Thief

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Posted by: Asmodal.6489

Asmodal.6489

still very doable but it became a challenge when solo – whioch is always a good thing in my book.

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Posted by: Healix.5819

Healix.5819

One of the groups that may spawn contains 2 wolves. This type of wolf has an attack where they leap and bite that deals heavy damage. The leap isn’t very far, just a little bit more than melee range. Since there’s 2 of them, if both successfully hit you, it will deal enough damage to almost instantly kill a lesser defensive player (like an elementalist). The leap will be one of the first attacks they do, so don’t stand in melee range until after they’ve done it.

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Posted by: Dawdler.8521

Dawdler.8521

Yeah you have to mindful of the initial attack of some of the mobs. I’ve easily lost 50% HP before they even looked like they attacked at the end of the 3s spawn.

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Posted by: Ping.5739

Ping.5739

yeah they seem to have their power increased.

This useless bar doesn’t make you awesome. However, stuff above does.

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Posted by: UrMom.4205

UrMom.4205

def more power, added that invulnerable period so you can spawn camp them with traps or turrets (the invulnerable part gives people time to run up on freshly spawned so i’m ok with it). Pretty tough to solo if you’re not prepared, on my ranger i just throw traps and run in circles if i’m in trouble lol. The killers of the bunch are the ones that drop all those conditions on you, those suck.

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