Q:
Will the spider path be tweaked?
That path is easy with 2 rangers with longbow. If you stay at 1500 range the spiders will stop respawning eventually, but if you reset the fight you have to kill then all over again.
In the past people would only range the tree at 1200 range to avoid agroing the spiders from the back, so Arenanet increased the agro distance of the spiders, but its still safe to atack the tree at 1500 range just like it was in the past.
Which is not entirely true since spiders keep spawning and aggroing you even there, and if you screw up the first time it gets dramatically harder (somewhat impossible).
While Fw/Up certainly is harder than it ever was, and while i certainly becomes nigh-on-imposible if you fail the boss fight the first time, anyone who wants this should be able to get it.
There are two working solutions, both need to work in the first try, or restarting the whole dungeon is easier:
a) Faster but harder to pull out: Simply stack within the treeboss and DPS it while avoiding a whipe with proyetctile screens and pushing away the few mele foes; guardians, eles and mesmers excel at control, while warrior excel at the DPSing part as always.
b) Slower: Simply make sure you have plenty of swiftness buffs and have the party “orbit” the tree in the same direction while range DPSing it … slow but does work with no requirement in party composition, of course helaings and all kinds of defensive booon and utilities help.
All that said, this boss encounter should reset as all the others do … or well go for true dificulty so no bosses reset, but having this one not reset while all others do can only be seen as bug.
b also works after a fail if you pull the spiders with swiftness and have close to perma swifness and a lot of condi cleaning
Ayano Yagami lvl 80 ele
Going for my dungeon master title right now and everyone I ask is telling me the path is nigh impossible.
I’m wondering if I should be waiting until this patch to attempt it or if it is working as intended and I need to form a group that is willing to make the attempt.
This update is for adding a new path. I wouldn’t hold out for any changes to an old path.
Thanks for the tips, orbiting does sounds easier then a straight burst down trying to keep reflects up. I guess you could even combine strategies and start with burst down and as soon as your reflects are down move to orbit.
Certainly does need a lot of coordination.
I’ll work on it.
If I take the words of the DEV who said that they would retweak the dungeon paths while tying it to the living story, and considering TA was in their first priority after AC, I’m pretty sure the other paths will get some work done (just like AC had earlier this year).
I would say I’m 95% convinced there will be changes to current path on October 1st.
I really hope so. Tried it once and it was ridiculous. Googled while still in the dungeon but sadly didn’t have the 1500 range trait available, so I couldn’t even try to solo it after everyone else left.
There’s a relatively safe and easy way to complete fw up, but you need a specific party composition: ideally, 2 guardians, a mesmer, and 2 dps. The idea is that there is always some kind of a barrier up protecting the team from spiders as they dps the tree down at melee range. Guardians use walls, shield of the avenger and sanctuary, in that order and one after the other, the mesmer can fill any gaps with feedback and help out dps it in time with TW. I’ve seen it succeed a lot of times with this setup, but this fight should be tweaked a bit, yes, not sure why they’d add even more spiders here (used to be less at some point..)
Agreed the path needs tweaking, but I would not hold out on it. It does not even need a massive change, just a small tweak so more party compositions can reasonably expect to complete it (ie similar difficulty to other paths :P).
We did F/U by having one person with good passive heals (my evasion/signet of malice thief in this case) solo melee the tree while everyone else stayed near the mouth of the cave and kept the number of spiders on me managable It was tough but not impossible. We were informed in this because we used basically the same plan when dealing with graveling zergs in AC (I tanked certain graveling mounds, or the zerg at the spike traps section to keep the enemy from overwhelming the group) Just took us a few tries to see the respawn mechanics and learn to focus spiders and blast the tree occasionally.
After the second wipe we developed our plan and it worked fine. Why do people complain about this path so much? I feel like often There’s a “role assignment” option avaliable in most dungeons, but the problem is that nobody ever builds for any role but glassy DPS. This is kinda the fault of the encounter design in that CC and sustain are just generally not useful for dungeon groups because straight damage is enough to walk through the majority of encounters. You can generally pull, ball, and AoE most groups.
Heck, the reason people don’t generally run CM is because the encounters for the most part don’t fit this mold (and also it’s FULL of traps) and is one of the few places in the game where good CC and some tankability are often better than just another zerker for the health of the group.
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ
AHAHAHAHAA
finally a TA/F/U thread that’s NOT in the dungeon forum! Thank you world!
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But yeah…seriously…. how about an Official Response on this finally ;P