Event: Golem MK II - Electric Field

Event: Golem MK II - Electric Field

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Posted by: Rednik.3809

Rednik.3809

Can you extend electric field little more to the external sides of the platform? I REALLY tired from this autoattacking crowd who scales up golem HP to crazy values, but does next to nothing in terms of damage. I can solo this event literally x5 times faster.

Kiijna, Xast, Satis Ironwail, Sekhaina, Shira Forgesparkle, Sfeno, Nasibi, Tegeira, Rhonwe…
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Event: Golem MK II - Electric Field

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Posted by: Khisanth.2948

Khisanth.2948

You have misdiagnosed the problem. The golem just scales in a very horrible way. It was like this even back before the electric fields. Soloing(in cleric!) was still faster than a group. Up until around 3 people it is still fine but starting at around 5 people the scaling starting being quite stupid.

Event: Golem MK II - Electric Field

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Posted by: TPMN.1483

TPMN.1483

Well the electric field benefits the long range (900) distance players – takes more skill if you have to get into (600) range as you have to be in the fields area where it pops.

[MYTH] The Mythical Dragons -PvX http://mythdragons.enjin.com

Event: Golem MK II - Electric Field

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Posted by: Khisanth.2948

Khisanth.2948

Well the electric field benefits the long range (900) distance players – takes more skill if you have to get into (600) range as you have to be in the fields area where it pops.

It is safest at melee range or all the way out at 1200+(where you are completely out of the fields but still in range of the machine gun attack), not sure what you are doing hanging out at 600-900 range. In melee range there are always 1-3 (out of 4) squares that are safe.

Event: Golem MK II - Electric Field

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Posted by: Stooperdale.3560

Stooperdale.3560

The design seems odd since it seems to promote heavy armors at close range and everyone else at 1200 range. A thief can play skilfully in short or middle range but apart from a skill test, just what’s the point? One mistake and a thief is down in the electric field and dead in a second.

Event: Golem MK II - Electric Field

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Posted by: OIIIIIO.7825

OIIIIIO.7825

Thief main who does this event often.

I always melee in full beserker everything + Scholar Runes
(25-30-0-0-15, D/D or S/P if I need a burst heal from SoM)

Wait for the floor to light up and dodge / double dodge to a safe area and melee while healing up. I think this event promotes all classes being in melee and using proper dodges to avoid going down to the electricity.

Melee More DPS
Safer from Boss Attacks (Can’t hit you with anything other than the floor. {Electricity, or knockback combo})

A victor gives no quarter when the victor shows no clemency or mercy
and refuses to spare the life in return for the surrender at discretion (unconditional surrender)
of a vanquished opponent.

(edited by OIIIIIO.7825)

Event: Golem MK II - Electric Field

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Posted by: Khisanth.2948

Khisanth.2948

The design seems odd since it seems to promote heavy armors at close range and everyone else at 1200 range. A thief can play skilfully in short or middle range but apart from a skill test, just what’s the point? One mistake and a thief is down in the electric field and dead in a second.

The field’s damage is 25% of your max HP per pulse. Armor doesn’t matter. Having high HP is actually not a good thing for that fight since it’ll make it harder to heal back any damage you take from the field.

Anyone who gets downed is going to be dead in the same amount of time, class isn’t going to make a difference.

I find meleeing with my thief(I’ve done with thief, ele, guardian, warrior) to be one of the easiest but I have her spec to be extra dodgy.

If there is anything that is really wrong with this event it’s that it seems to spawn extra turrets to attack but only if you are attempting to do it with a small number of people. That seems backwards.

(edited by Khisanth.2948)

Event: Golem MK II - Electric Field

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Posted by: Oranisagu.3706

Oranisagu.3706

while slightly besides the issue, meleeing is really easy, BUT the ‘tells’ before a lightning field goes up are not really readable. we have 1 second to gauge which one of the 4 squares is/are gonna be empty. unfortunately, only the edges of those lightning areas are really noticeable, but not the area inside. this often means you can’t decide fast enough and will take one tick of damage least, until you spot the clear field. the massiveness of the golem doesn’t really help there as well. the design is pretty bad in my opinion, but that’s what ANet wanted when they revamped the encounter.

as for a few pointers:
if possible, stay behind the golem at all times (on the square facing the commander in it’s tower, not the location where the chest will spawn). the knockdown attacks are threefold:
- left arm
- right arm
- both arms

I’m not sure if the arms always hit in the same sequence, but they can’t hit you if you’re behind the golem, they only target a relatively small area. the hit with both arms though always comes last and can hit you even behind the golem – this is the only time you really need to dodge (or be able to block more than one hits, some skills do, others don’t).
if you’re unlucky enough to only have the front square while he smashes, you are save on the opposing edges for the first two hits, so you still should have a dodge left when the large knockback attack with both arms occurs. when in doubt, go to the chest area when he raises his hands.

Event: Golem MK II - Electric Field

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Posted by: Knaifhogg.5964

Knaifhogg.5964

I would have made the platform easier to read, some kind of pattern on the floor that blinks before it becomes electric. Right now it’s just concrete >_>

Event: Golem MK II - Electric Field

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Posted by: Oranisagu.3706

Oranisagu.3706

I would have made the platform easier to read, some kind of pattern on the floor that blinks before it becomes electric. Right now it’s just concrete >_>

there’s a subtle blinking on the area and a bit more noticeable lightning at the edges, but I fully agree, it’s very hard to see while having to concentrate on all the other stuff (mobs people draw to you, golems slam attacks etc) and the visibility is very bad due to the giant golem in your face =)

maybe even further camera zoom like for other world events would help a lot. from iso perspective it might be a lot easier to distinguish good from bad squares.

Event: Golem MK II - Electric Field

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Posted by: Khisanth.2948

Khisanth.2948

while slightly besides the issue, meleeing is really easy, BUT the ‘tells’ before a lightning field goes up are not really readable. we have 1 second to gauge which one of the 4 squares is/are gonna be empty. unfortunately, only the edges of those lightning areas are really noticeable, but not the area inside. this often means you can’t decide fast enough and will take one tick of damage least, until you spot the clear field. the massiveness of the golem doesn’t really help there as well. the design is pretty bad in my opinion, but that’s what ANet wanted when they revamped the encounter.

as for a few pointers:
if possible, stay behind the golem at all times (on the square facing the commander in it’s tower, not the location where the chest will spawn). the knockdown attacks are threefold:
- left arm
- right arm
- both arms

I’m not sure if the arms always hit in the same sequence, but they can’t hit you if you’re behind the golem, they only target a relatively small area. the hit with both arms though always comes last and can hit you even behind the golem – this is the only time you really need to dodge (or be able to block more than one hits, some skills do, others don’t).
if you’re unlucky enough to only have the front square while he smashes, you are save on the opposing edges for the first two hits, so you still should have a dodge left when the large knockback attack with both arms occurs. when in doubt, go to the chest area when he raises his hands.

The biggest problems with seeing the electric fields’ tell are skill particle effects and when it puts its arms down. If you are standing in front of the golem you are not going to see anything through those arms.

The knockdowns are always in sequence. The first is basically a warning shot. The second seems to be a 90 degree cone in front of the golem, maybe slightly wider. The third is a 360 degree attack with a very long range. You can get hit by that even if you are on the rock southeast of where the chest spawns so that is probably around 2500 to 3000 range.

Event: Golem MK II - Electric Field

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Posted by: Halcyon.7352

Halcyon.7352

As others have said, armor class matters little. I do just fine at melee range with my engineer in full zerk armor with cavalier trinks, as I take toolkit for the extra block, and Elixir B for the stability.

@Khisanth: I very much agree, probably the most annoying aspect to the fight now is that the arms obscure much of your vision at times, and can prevent you from picking up on the static field tells. Aside from the obvious problems with health scaling, of course.

Tarnished Coast Engineer and… general alt-o-holic.

For the toast!

Event: Golem MK II - Electric Field

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Posted by: Geekfox.4267

Geekfox.4267

I always melee attack Inquest’s Golem Mark II as a Thief. Deionizing Arcanoduster and Signet of Malice does wonders.