Increase Great Jungle Wurm's HP
Yeah, it dies far too quickly. Hell, I’ve even solo’d it on a Thief.
Therefore I may take some time replying to you.
+1
solo’d on ranger and mesmer… not as great an achievement as id hoped; it got to eat a husk on my ranger (because i was using my pet to kill the husks aggroing me); but ele killed it before it could do anything
its spawned quite a few times whilst assembling a TA teams, twice i mentioned in party chat when it was about to spawn and they couldnt get from TA to it before it died
80 warr [Blaze Steelsoul], 80 ele [Blaze Nightstrike], 80 mesmer [Grim Shatterwhirl]
80 guard [Dusk Grimlight], 80 engi [Flintgear]
The boss in Wayfarer needs a buff too. In the time it takes to run from the spawned portals to within range of him, he is usually down to less than 25% health. Something I start running back before the portals are all dead just to ensure 100% that I can get some hits in.
doesn’t help that aoe’s can hit him before he’s even finished spawning, meaning he’s half dead before his health bar pops up and non aoe’ers can attack.
All of the low level (sub 50 really) need their health scaling upwards more. As any below tequatl go down ridiculously fast (not that tequatl lasts that long but noticeably more than shatterer for example)
On top of that they could all do with having the encounters tweaked to become a threat, when you can stand to the side or on a branch or something and not take ANY damage then even if the mob had several billion health the encounter would still be dull.
(edited by Dasorine.1964)
This is a problem common for all the low level bosses, the Shadow Behemoth, Fire Elemental, Jungle Wurm and Shaman. The events are in level 15 (or so) areas, designed for level 15s to do them, not for tons of level 80’s in rares and exotics (even when downleveled). As it is, if you’re someone within the intended level, in an event that is meant to introduce more complex event chains and bosses, unless you really know what to do chances are you’ll never even manage to get event participation for it.
The way I see it there are three ways that could be done to fix it (or a combination of all). First one is to upscale the bosses better, but this one is tricky because you might end up with a boss geared for level 80 players that actual level 15s would have no way to do, and probably not even manage to do enough damage to get even bronze participation compared to fully decked level 80’s.
Second one would be to remove the guaranteed rares from this event. Make it so they have a higher chance to drop than they used to, but not guaranteed ones, so that they aren’t as crowded…. though I know by experience that any sugestion of taking loot away from people will be met with negativity…
Third one I see is to tweak the downscaling mechanism. I don’t have actual numbers at hand, but I do remember when playing my mesmer in wayfarer foothills at level 15 that it actually took me effort to take down enemies, specially if I took on more than one… while when I take him as a level 80 with mostly rares and a couple exotics it’s usual that I can two or three shot everyone, and taking on a bunch of enemies is just as easy. So I’d say adjust the downscaling so that the armor and character stats are reduced much more than they are. A downscaled level 80 with level 80 gear should be stronger than a level 15 char and gear, but not THAT much stronger, IMHO.
wrapped up in some crazy ritualist hoo-ha from Cantha.
A real grab bag of ‘you can’t hurt me. They’re called Guardians.
Increasing HP will just make it extremely tedious, really bad idea. This game has already too much damage sponges.
as I already said here all group events need a tweaking for what concerns their difficulty scaling. They end in a matter of seconds, often leaving the less reactive players (or the one with higher lag) incapable of landing a single hit on the boss.
Really, ALL group events should require at least a minimum of attention, some kind of very basic tactic and some effort (and no, 30 seconds spamming skills doesn’t count as “effort”).
In the first 5 minutes after spawning, chest bosses shouldn’t lose more than 1% of HP per 30 seconds.
Delayed content is eventually good. Rushed content is eternally bad. ~ Shigeru Miyamoto
Increasing HP will just make it extremely tedious, really bad idea. This game has already too much damage sponges.
I’d point out that this is all referencing bosses that can easily be downed before you get to them from their pre-event (I’ve had to swift and shadowstep to make it to the behemoth in time from the first pre-event portals and even then only made it in time to hit it twice before it died)
It’d be nice if this thing even spawns. Doesn’t seem to follow the timer at all. I camped in the area and watched for it for over 4 hours (2 timers worth) and nothing.
I agree that there should be adjustment of some sort, but I don’t think more HP is the right adjustment to make. That said, if other changes are more difficult to implement, I’d settle for more HP.
Did the Maw a few times this evening, and it was literally a case of needing to know the fight beforehand (or just camping by the dragon statue location the whole time). If you don’t know how the fight flows and when you have to run back to the boss, chances are you will miss being able to hit him at all.
It’d be nice if this thing even spawns. Doesn’t seem to follow the timer at all. I camped in the area and watched for it for over 4 hours (2 timers worth) and nothing.
I’m pretty sure that the wurm needs to be player initiated. It’s not like Maw or FE that spawns automatically.