Hello guys,
Lately, been browsing these forums and have heard alot of complaining from players that dungeons are too hard, that they require zerging, etc. And people point to AC Explorable as the hardest one at the moment…
Heres a spoiler for you all out there: These dungeons are completely fine!
But they do require finesse and, hate to be the one to say this, you have to know your class inside and out, and know how to play. Lastly, you have to come prepared to accept the fact that your skills and weapons are going to change based on the needs of the fight as well as working with the group.
Just last night, my guild, all of us somewhat new, has been having a couple of players (including me) interested in doing dungeon explore modes. And last night, we started on AC Explorable.
Btw, I am a Human Guardian, who forgot to bring range weapons, so ended up with my Greatsword / Mace+Shield swaps during all this.
All of us had been here before once, in pugs, and a few had cleared one of the paths. Myself, I had been here before, and never got past the “protect the collectors” part of the Asura path. We kinda knew what we were facing, but nothing too major.
So Hint #1: You have to know what to expect. Be it from another person who has been here before, or an online guide. For us, we only knew how the first 2 bosses worked (Spider Queen, Lt. Koller) somewhat, and as such, we chose the Charr path (the easiest of the 3) and proceeded.
Facing the Spider Queen, we knew that the room she is in has the gargoyle placements, and that she has a devastating poison ability. So Hint #2: Learn what ALL your skills do, and use them accordingly. You have to, as a group, tactically know what you need. Myself, I brought 2 condition removals (1 of them a group type), and my skill that gives group Aegis (not counting my Virtues). So did everyone else as well.
And guess what? We cleared the queen with nary a problem. Granted there were a few who went into downed state, but, and heres Hint #3: You have to be quick to revive downed players, but leave dead players dead. We didnt die on the fight, but whenever we went down, someone was quick to help bring them back up. You learn that alot of these bosses abilities dont outright kill you, but many will outright put you in a downed state in one shot. Im starting to see the beauty of the downed state, in that it makes it devastating, and feel devastating to the player, but not actually knock you out of the fight. This is where teamwork is hugely important
And here I will end this, before it turns into a story. If you want to read more about our guilds run (btw, we ran it a second time, this time choosing the supremely hard Asura path, and still came out on top! We ended up doing the last 2 bosses without any guides, as none of us had beat the burrow event before. It was fresh and new!)
But the advice I can give you players, aside from the hints above, is the following:
You have to work as a team, and you HAVE to learn the play your character well (not perfect, but well).
We all maybe took a couple deaths here and there overall, and did, at one point, completely wipe and fail a boss fight, but overall I think, between both runs (the charr path and the asura path) I took 5 deaths. We all ended the night with about 1 gold, 130k XP, and 60 Ascalonian Tears.
These dungeons DO reward you, if you play them right!