Question about Balthazar Temple
Also, I, and my guild, noticed today that some of the spawns on the final assault seem to have changed. Any info on that would help too!
Veteran Subjugators: http://youtu.be/BfnKq_PlXUc
There’s 3 or 4 that spawn in the first 5 Ambushes on your way to the Switchback
(and one of them spawns randomly on either side of that turn).
That skill’s casting time is either 1/2 second, or 1/4 second. So you either have to chain stun them, or intercept them the second they spawn at 1 of their 2 random spawning locations. If they spawn North of the route then usually you can get away with letting them summon the wells on you. If they spawn right where the pact NPC’s will see them, it’s pretty much GG unless you have multiple players all chaining CC on them.
Also: don’t let people put speedbuffs on the Pact NPCs, that just makes this whole issue 4x worse. The best thing you can do in my opinion is convince everyone to stop running Nuking builds and take CC instead and prioritize the Vets. You WANT the minions to keep the Pact NPC’s busy so you have time to kill the Vets before the Pact gets close enough to possibly die in those Wells. So basically: Don’t rush them… :p …the ONLY minions you have to worry about nuking super fast are the Nobles who only spawn once in a large wave
(edited by ilr.9675)
We understand the ambushes. But after the last update, they are not happening when they are suppose to.
My Guild was taking it every Monday all summer, and got very skilled at the final push.
After the last update though, I can honestly say that the spawns have changed. The first major ambush comes far later than it did before.
And we have also twice now watched a vet cast 5 AOE’s in rapid fire, before anyone could get it spiked down, or even pull aggro.
My guess is that they have increased the difficulty to encourage people to run more than 1 path in the pre-events.
We couldn’t run all of them b/c Anet never fixed the stalled out Subs on our server that were supposed to be going to Brassclaw (after multiple reports). And I also did it on Borliss, where they actually had all 3 forces arrive together but 1 single Vet still killed 75% of the Pact Redshirts in a single horn Blow so it doesn’t matter. ….I’ve got video of that too if you don’t believe it.
Temple of Balthazar is the new Temple of Grenth, and it’s the same issue: veteran or champion Risen given new Well abilities from a new patch without any warning.
The one given to veteran and champion Risen Subjugators are over-the-top ridiculous. The Well they spam on the field lasts 30 seconds until the Subjugators disappear or die.
(edited by Geekfox.4267)
It’s not 1 well, it’s 6 of them instant cast simultaneously. …just like in that video I linked
In my experience with Balthazar, having all three invasions get to Rally makes no difference in the success rate.
^That’d be awesome if it did^
…but the amount of Coordination required to do that (And I’ve had the pleasure of watching a few guilds pull it off) … is SOOOO far off the Effort -to- Reward scales that the only way to fix it would be to guarantee a Precursor for 1 or 2 of the people contributing the most to its success. (Basically a private lottery only given to the people who had the most impact on the entire Chain from Trinity to the Temple).
Noticed something interesting today with these Vet Subj’s that might warrant more testing… While interrupting them with Ranged weapons (& having main aggro), it seemed like the first thing they always do after getting knocked down is cast those wells as if it’s their primarily scripted Ranged attack. …when I tried two melee weapons instead, it just beat me into a pulp faster but it it didn’t cast the wells at all.
Would like to see more people test this. It might be the difference maker here.
(or it might not…. I’ll be trying it a lot more from now on tho).