…or at least “bad at Frizz”. I’ve really enjoyed this dungeon and have played it a lot, but after reading forums and finishing with 3 or 4 dead teammates enough times, I thought I’d draft a guide. Most people have not spent time breaking the mechanics down and this is temporary content, so I think Frizz is getting a bad wrap. Here’s my tips for how to do this fight; please don’t hesitate to add your own.
- Always stay moving (don’t laze around on boxes, more below). – “Golems pulled me into the lasers.” “Golems are always immune to damage.” Both of these are (usually) products of the player standing around on boxes when they shouldn’t be. By moving you keep the golems moving, they get less electricity, and you get more time to kill them. Players should get used to moving in phase one.
- Stay far ahead of the large wall behind you – Now that we’re running ahead of the golems and they are following us, make sure we’ve got a good lead on that back wall. I like to run as close to the wall in front of you as possible. This does a few things. It keeps you far away from the back wall…so if you get pulled, no big deal. More opportunity to turn around (or fire behind) and hit the golems.
- Try to stay in the “middle” of the room – Walls move slower at center but do more damage. The wall does damage over time. Slower Walls means more damage over time. Try to stick to the middle, cutting in only when you need to gain some speed (and even then consider dodging across). If you go down and have a skill that can move you, try to move further out to take less downed damage. Moving near a box helps as well because it makes it much easier for teammates to res when possible.
- Walls always spawn in the same place – “Walls spawned on top of me!” Easy to avoid. When you initially see Frizz go to the center, get on a box. Walls avoided. At the start of phase 2 the big walls go across the room and end up at the door where you come in. So very easy to avoid. Before phase 3, stand on a box until the little ones spawn again so you don’t get hit.
- Jump over little walls – Bunny hop onto the top of boxes, then immediately turn around and jump way over the little wall. This does a couple of things. First, this will give you far more leeway for when you don’t quite make it high enough on the boxes. Secondly, this will prevent you from getting pulled into the lightning, as you will be pulled over it. Between “stay moving” and “jump the walls”, these little guys pose very little threat. You should never be sitting around on boxes for more than a brief moment, other than when you’re waiting for a phase to begin.
- Play Phase 3 is exactly like Phase 2. With little hops – Put big, slow walls up and no one complains but add tiny ones and everybody loses their minds! <joker.jpg> Next time you are in Phase 2 (big walls only), just look at them. Big, slow, harmless things. Play phase 3 exactly like that. All you have to do is slowly move around the room in tandem with the large walls while ocassionaly bunny hop over the walls as described above and you will have great success. Sure the golems will be immune a bit more here due to the little lasers, but it’s very doable if you keep your cool.
- Make sure people know what they’re doing – Last tip is that unless you are “I wanna be the guy” good, it’s pretty tough to do phase 3 by yourself. Be encouraging to teammates, help them understand the mechanics of the fight, and things will go better for you as well. Maybe ask they take 5 minutes reading this guide, as that’s a lot faster than wiping 15×.
If there’s any questions, tips, or something I could explain better…please let me know.
Final thoughts – this fight is far from “impossible” and I for one would love to see more dungeons with interesting mechanics. I feel mass crying on the forums does little but discourage ANet from doing stuff that requires a little thought or skill. (See: dungeon overhaul/AC). Is that what we really want?