A List of Problems With AC Path #2

A List of Problems With AC Path #2

in Fractals, Dungeons & Raids

Posted by: Strill.2591

Strill.2591

Kohler:
Kohler is easy once you read a guide, but stupidly annoying to figure out without one due to vague and inconsistent mechanics. He has an AoE pull which fires projectiles that aren’t actually projectiles, so if you thought Mimic or Feedback could protect you, you’ll die anyway. Great consistency. It’s also hard to notice that he’s even firing projectiles at all since they’re black on black, so it’s easy to assume that the attack is unavoidable. He also tends to pull you through walls somehow. On the plus side, his attack is actually telegraphed well, which is more than can be said for plenty of other attacks.

Spike Trap Room:
It seems like the devs intended for you to time the spike traps, but that’s idiotic. Not only is always the best idea to spam them as often as possible, but even if you did try to time them you wouldn’t be able to because there’s so many enemies that they don’t all render, so you can’t possibly tell whether there are any enemies over your trap regardless.

All you do with this is have four party members stand on top of the poles with the spike trap chains so they can’t take aggro and have them spam the trap as often as possible, all while using ranged DPS on the boss. Meanwhile a guardian or warrior should kite the enemies across the traps. Totally trivial.

Ghost Eater:
I have no idea what was intended for this fight, but the mortars are all completely useless. They do complete crap for damage. It’s even more perplexing because the boss is just tank and spank. He only has one significant attack that’s easily avoided. Why did you think we would need the mortars? What was supposed to be the gimmick for this boss?

(edited by Strill.2591)

A List of Problems With AC Path #2

in Fractals, Dungeons & Raids

Posted by: iMav.7869

iMav.7869

Kohler:
Kohler is easy once you read a guide, but stupidly annoying to figure out without one due to vague and inconsistent mechanics. He has an AoE pull which fires projectiles that aren’t actually projectiles, so if you thought Mimic or Feedback could protect you, you’ll die anyway. Great consistency. He also tends to pull you through walls somehow. On the plus side, his attack is actually telegraphed well, which is more than can be said for plenty of other attacks.

Spike Trap Room:
It seems like the devs intended for you to time the spike traps, but that’s idiotic. Not only is always the best idea to spam them as often as possible, but even if you did try to time them you wouldn’t be able to because there’s so many enemies that they don’t all render, so you can’t possibly tell whether there are any enemies over your trap regardless.

All you do with this is have four party members stand on top of the poles with the spike trap chains so they can’t take aggro and have them spam the trap as often as possible, all while using ranged DPS on the boss. Meanwhile a guardian or warrior should kite the enemies across the traps. Totally trivial.

Ghost Eater:
I have no idea what was intended for this fight, but the mortars are all completely useless. They do complete crap for damage. It’s even more perplexing because the boss is just tank and spank. He only has one significant attack that’s easily avoided. Why did you think we would need the mortars? What was supposed to be the gimmick for this boss?

Hi. I like running AC Explorable and have my opinions on these as well.

Kohler.

I actually really like this boss. He has a nice broadcasted 1-hit KO attack that you have to dodge. Its not like once you know about it you insta-win every time. You still have to pay attention during the entire fight, and a 2 second doze off could get you killed.

Having the pull go through walls and projectile reflection shields is a good balance idea, because then it would be too easy to block his attack.

One thing to note is that Aegis blocks his pull, as well as mist form.

Spike trap room.

I also disagree with you here about this room being a problem. It does become very easy once you know to have 2 tanks sit in the middle kiting all the mobs while the 3 others run around activating all 5 traps. Though one thing I like here is that there is a glitch where the breeder won’t always run in, so someone has to go aggro it and pull it into the traps.

Ghost eater:

I 100% agree here. Ghost eater is way too easy to be a final boss, and the mortars are completely unnecessary.

Whats even worse is that the oozes he spawns don’t actually do anything. I stood next to one in a fight and took 0 damage from it.

I do wish there was something special about this fight other than dodge his tunnel-pop up.

Now one thing that you didn’t mention that I feel is a problem in path 2 is the first spider boss. I like the boss; I like how you have to go around destroying the gargoyles and little spiders before turning on the boss. But the big problem with this guy is that there is no way to dodge his AOE poison spit.

Its not that its hard to dodge. There is a big wind-up animation to it. The problem is that he has a huge damage recoil animation that is in a constant state of playing, so it is actually impossible to see when he is about to spit poison at you.