Alphard, Serpent of the waves
Your wall reflects the pull only if you place it right on top of the boss and stand behind it.
My wall doesn’t reflect ANYTHING. Bombs, that lightning ball, the pull, half of her regular attacks. Right through the wall. Right through feedback. Right through my friends wall. And if that wasn’t bad enough, you can’t see the tell for the pull because of too many attack effects and even if you could, the bomb or mine or whatever it is she throws had no red circle. So basically, buggy as all hell.
Then tell your friends to fight from max melee range And to not use skills like guardian F1. Lightning balls cannot be reflected by the way, only blocked.
Or maybe you’re just doing it wrong, because every time I do it I don’t have any issues unless some idiot is standing on her.
“Memories are nice, but that’s all they are.”
Shield of the Avenger destroys projectiles. That will keep you “safer” than wall of reflection if you aren’t able to get the wall right on her.
There’s a few nice alternatives as well. Instead of fighting her in the center, there’s a box of crates that kind of stick out from the wall when you first walk in the area that you can use to safely pull her to fight as well as hide behind during the spin attack.
You can see his windup in the video for the pull and how Sandy dodges it. ALTERNATIVELY, you can just use things that destroy projectiles (untraited warden) to properly destroy the scorpion wire.
Best of luck!
Watch what you are saying guys, reflections are actually a combination of a block and a return. Unreflectable attacks are generally speaking attacks which can not be blocked either. There are only a few exceptions on this rule, like the dwayna priest(open world) and the champion shaman in the uncategorized fractal. Untraited wardens block unblockable projectiles, so the fact that they block certain things does not guarantee that other projectile destroying or blocking skills will.
(referring to the lightning dagger ball storm attack)
Untraited wardens destroy unblockable projectiles
Clarity. :>
“Memories are nice, but that’s all they are.”
My wall doesn’t reflect ANYTHING. Bombs, that lightning ball, the pull, half of her regular attacks. Right through the wall. Right through feedback. Right through my friends wall. And if that wasn’t bad enough, you can’t see the tell for the pull because of too many attack effects and even if you could, the bomb or mine or whatever it is she throws had no red circle. So basically, buggy as all hell.
I asked very nicely right after the patch whether this change was intentional or a bug.
I got an infraction instead of a response.
Don’t expect much.
Then tell your friends to fight from max melee range
And to not use skills like guardian F1. Lightning balls cannot be reflected by the way, only blocked.
I’ve heard this a few times….what could go wrong with VoJ here? AFAIK, the blind/burn/might shouldn’t cause issues?
Enlighten me :-)
The particle effect of the burning Alphard makes it very hard to watch out for her body-twisting animation.
The particle effect of the burning Alphard makes it very hard to watch out for her body-twisting animation.
Ah, thanks. That’s what I thought, but I don’t think that not popping it would really help that much. The passive effect of VoJ still inflicts the burning every fifth hit when it’s off cooldown :-/
It might be best to just pop it right before she teleports back to the center so that it’d be on cooldown for the beginning of the next round, but that’d be tricky to time properly. Or blow it on the adds once they show up.
Or, or, or…maybe they could just make her spin/pull/boom not be broken anymore. That’d be nice. daydreams
Alphard. Much broken. Very sadness. Quite ruin.
The particle effect of the burning Alphard makes it very hard to watch out for her body-twisting animation.
Ah, thanks. That’s what I thought, but I don’t think that not popping it would really help that much. The passive effect of VoJ still inflicts the burning every fifth hit when it’s off cooldown :-/
It might be best to just pop it right before she teleports back to the center so that it’d be on cooldown for the beginning of the next round, but that’d be tricky to time properly. Or blow it on the adds once they show up.
Or, or, or…maybe they could just make her spin/pull/boom not be broken anymore. That’d be nice. daydreams
Alphard. Much broken. Very sadness. Quite ruin.
Shh, don’t agree that it is broken, you might be called a noob for not being able to see the impossible “tell”.
The particle effect of the burning Alphard makes it very hard to watch out for her body-twisting animation.
Ah, thanks. That’s what I thought, but I don’t think that not popping it would really help that much. The passive effect of VoJ still inflicts the burning every fifth hit when it’s off cooldown :-/
It might be best to just pop it right before she teleports back to the center so that it’d be on cooldown for the beginning of the next round, but that’d be tricky to time properly. Or blow it on the adds once they show up.
Or, or, or…maybe they could just make her spin/pull/boom not be broken anymore. That’d be nice. daydreams
Alphard. Much broken. Very sadness. Quite ruin.
Shh, don’t agree that it is broken, you might be called a noob for not being able to see the impossible “tell”.
lol, Dungeon Subform Rule #1:
Posting anything will result in someone calling you a noob.
I can usually dodge her pull just fine these days. It’s still a bullkitten mechanic :-P And what really kittenes me off about this is how they just put it in without even acknowledging that they did it.
And BTW — walls work very well on her, but there is a trick to it. Place the wall right on top of her (we usually stack by the crates near the entrance for this) and hit her from max melee range. That is, keep backing away from her until you are as far back as you can get and still land a hit. If you’re any closer, the wall won’t do anything.
The kittenty thing about that spot is I usually hit a post/wall/something-else when I dodge the spin, don’t get out of the blast radius, and then if anyone missed the dodge I get downed, too.
There’s also a melee safespot for her that they show on gw2dungeons, but that makes for a really boring fight.
(edited by dlonie.6547)
There’s also a melee safespot for her that they show on gw2dungeons, but that makes for a really boring fight.
Isn’t that one fixed now with the multitude of invisible reset lines?
inb4 deleted don’t post about exploits yada yada.
No idea what you are talking about. People wanted Alphard change since beta. Petitions, posts at forum, etc. Now Alphard is fixed. Enjoy. Anet knows best.
There’s also a melee safespot for her that they show on gw2dungeons, but that makes for a really boring fight.
Isn’t that one fixed now with the multitude of invisible reset lines?
Maybe, I’ve never actually tried it.
inb4 deleted don’t post about exploits yada yada.
lmao, I just assume everything I post here will get deleted for some reason or another. Zealous mods are zealous.
She always makes this funny groan sound when about to pull. That let’s you know when to dodge.
If you’re not paying attention to her animation and have the game sound muted, then it’s no wonder that you still get pulled.
Playing with sound is for casuals! :>
Playing with sound is for casuals! :>
Yeah, man, but you can’t expect them to know how to do that. Very few people know how to. I dare say only the Elite of the Elite do.
(edited by FenrirSlakt.3692)
Some one necro my alphard thread, anyways i would just solo alphard in pugs, less of a headache.