Q:
(edited by Hebee.8460)
Q:
Zho’qafa Catacombs is one of my favorite event chains. I came back to it about 5 day earlier (And past couple days), and noticed the drastic changes made to an already close to “perfect” event. Referring to 2nd part, the escort, only.
For those that are not familiar with this event chain before changes:
-Abom that spawns near the WP close by used to spawn as champ (that was Chillable) with a fast moving charge, but now spawns 3 aboms (1 vet, 2 regular) all with a slow moving charge.
-Ooze inside catacombs was a champ that pulled 4-5 people in for dodge-able knockback slam, but now is a vet.
-Abom inside catacombs was same champ as outside (Chillable/fast charge), but this new one not only has slow charge but a huge/over-the-top swing which allows him not only to reach people on rocks (Which I’m sure its why he now has this) but to insta-down 8+ people in 1 swing even when standing to the side of him clearly outta the way was added.
Originally, the event was fun! But, I understand why the attack swing was made larger, but the decision to make this attack range change is not the right one. Combo this overly large arching attack swing with not being able to slow him down with his 25 stacks of Frenzy (which make him move faster), he is on top of you and wiping out not only you but any person within a 20ft radius of you.
Here are my thoughts on how to improve this once great event:
Proposition 1: Leave the large arch swing attack, but re-instate being able to apply chilled, it would provide everyone enough breathing room to get away.
Proposition 2A: Remove the large arch, but keep him un-chillable. Allowing this to be more melee-friendly since he would have a smaller area of attack. – Remove the rocks that range will sit on the whole fight ignoring his mechanics. (Probably not the easiest)
Proposition 2B: Remove the large arch, but keep him un-chillable. Allowing this to be more melee-friendly since he would have a smaller area of attack. – Add a multi-player pull/taunt mechanic to this abom against range. (Similar to the old risen hammer throw/pull or the “tank” like boss that challenges/taunts a player at this event)
Last but defiantly not least: Buff the eye
Of all the mobs to buff/nerf/change, the eye is still the most deserving of all to have more ‘umph’ to him, since he is the final boss that stands in your way of the chest. The only “challenge” during this fight is to kill the Acolytes before they heal him, that’s it. Swap out the eye in Malchor’s Leap with this one, and everyone will defiantly have a much more satisfying time with this event!
I look forward to hearing responses/thoughts on this great event chain, and how Anet can make it better with the right input!
(edited by Hebee.8460)
Abominations need a nerf across the board, they’re insane to deal with at Veteran or above everywhere they appear (even in the personal story, like that one in the ossuary mission).
Also found out last night the charge is different on the abom inside the catacombs – throws hammer then charges to the hammer to pick it back up. Neat but this event now requires the amount of people you would need for a Balth temple run, maybe close to the amount for a dragon to get done.
Not worth the time really to get a group of people for the chest, and has moved to the 2nd bottom of the list of all daily chests. (karka queen will have bottom for long time)
(edited by Hebee.8460)
Difficulty when a group fights Champion Tank: Extremely ludicrous
Difficulty when one player fights Champion Tank: So Easy, Even A Caveman Can Do It
The problem with the start of this event instance is that the Champion Abomination stacks up Frenzy with the NPCs in the room while whacking them to death. I just simply leave the area until the tank resets to its super-slow state, then I return to attack continually while I run under him every time he starts to swing his big arms in the air, and promptly dodge if he swings fast to throw the club. Of course, using Block helps.
Other players can help attack at range, though sometimes the tank agro someone else after it gets stunned for missing the swing four times.
(edited by Geekfox.4267)
Further proof this event is worse then before, a “Group Event” that is better to solo. You are better off not advertise in map chat for more people, to tell others to “Go away”. Pushing the whole idea of “Helping others” clear in the wrong direction.
Hold on a minute here, people actually do the events in straights of devastation?
I soloed this chain of events once (and only needed help for the eye at the end because I couldn’t interrupt its healing enough).
Geekfox is right about abominations.
I made a post in players helping players to explain that they are rather easy to kill.
You just need to avoid the frenzy stacking.
Let the escort NPC die and the abomination reset.
Don’t use any pet or clones.
If you are in a group, the person who will get aggro will have to tank and never get hit.
With a few tries you will make it easy.
This is defiantly not working as intended or expected for a “Group Event”.
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