D/S/R necromancer F/A/T elementalist
S/I/F engineer Z/R/D guard
S/I/F engineer Z/R/D guard
I am curious if anyone else shares my sentiments about AOE mechanics in many of the boss rooms. for bosses like; the moletariat mine suit in fractals (the one you dump molten liquid on), lupicus, Alpha, ect, the boss creates more AOEs depending on the number of allies in your party rather than basing it off of the number of players. I personally find this mechanic crippling for any sort of pet build, shutting some play styles out of dungeons entirely. As it is the default AOEs thrown around in dungeons can usually crush pet/minion/elemental AI due to the fact that they don’t bother to walk out of it or avoid it. So these scaling AOEs wipe them off of the face of the earth.
Even if we were to ignore the pets dieing, it also stands that the number of AOEs targeting players is also increased by this. Meaning that not only are the pets obliterated, but you can be causing allies to be completely wiped out by the increased number of AOEs.
I feel like this ramp up is completely unnecessary. Most pets in this game aren’t even that powerful outside of ranger builds that focus on their pet or the flesh golem. These usually die anyway as they run straight up to the big angry [enemy] who can crush you with his pinky.
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