Any changes in the works for SE 1 and 2?

Any changes in the works for SE 1 and 2?

in Fractals, Dungeons & Raids

Posted by: emtwo.4058

emtwo.4058

As the title says, should we expect any changes to these paths in the not-too-distant future or should I just give up on running them?

I have completed both paths without bugs once or twice each, so I know they’re not impossible, but the difficulty is so high that it makes it near impossible with PuG groups. This also makes it near impossible to find anyone willing to run either of these paths.

Can we fix these soon please? Or at least add some Pow/Prec/Tough armor to another dungeon so that I don’t have to run SE?

Any changes in the works for SE 1 and 2?

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Posted by: Pritst.1469

Pritst.1469

you can craft power/perc/tough armor o.o it’s called Knights

Any changes in the works for SE 1 and 2?

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Posted by: Reevac.1748

Reevac.1748

What’s the issue with 2? I know one has a ridiculous spawn rate on the set of 3 mobs. As for 2 did it last night with out an issue.

Any changes in the works for SE 1 and 2?

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Posted by: emtwo.4058

emtwo.4058

you can craft power/perc/tough armor o.o it’s called Knights

I’d prefer not to spend 15g crafting or buying Exotic Power/Prec/Tough armor when I can gear any other character from dungeon runs and make money while I’m doing it.

And that still wouldn’t solve the problem of 2 out of 3 paths for SE being completely unfun and unplayable except with a dedicated dungeon group with a very specific class make up and all exotic gear.

Any changes in the works for SE 1 and 2?

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Posted by: emtwo.4058

emtwo.4058

What’s the issue with 2? I know one has a ridiculous spawn rate on the set of 3 mobs. As for 2 did it last night with out an issue.

I don’t know if it’s a bug or intended difficulty, but the twin-golem final boss on Path 2 one-shots me even with full tank gear on my Guardian. I have 18k life and 3.1k armor and one lightning attack does 85% of my health.

Any changes in the works for SE 1 and 2?

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Posted by: Pritst.1469

Pritst.1469

ya my guard has 17k health and 3.5k armor and it gets me down in around 3 hits and thats with me burning cool downs

and it’s not 15g for that armor o.o you can craft it much cheaper than that like 1-2g each item so max 12g

Any changes in the works for SE 1 and 2?

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Posted by: LADYKiLLER.8152

LADYKiLLER.8152

What’s the issue with 2? I know one has a ridiculous spawn rate on the set of 3 mobs. As for 2 did it last night with out an issue.

I don’t know if it’s a bug or intended difficulty, but the twin-golem final boss on Path 2 one-shots me even with full tank gear on my Guardian. I have 18k life and 3.1k armor and one lightning attack does 85% of my health.

This is working as intended, actually. Are you sure you’re getting hit by one ‘lightning’ attack and not either:

a) Hit by Mark I, who you are supposed to kite or;
b) Hit by multiple lightning attacks (as Mark II can and will occasionally fire them in rapid succession) or simply running into the resulting static field for additional damage

SE Path 2 has no real serious issues that I know of. That last fight just requires a lot of group coordination that most people aren’t prepared for, but it’s not actually broken.

Maev, Level 80 Sylvari Elementalist
[DiRA] of the Tarnished Coast

Any changes in the works for SE 1 and 2?

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Posted by: Sera.6539

Sera.6539

I thought that the path 2 boss was overbuffed? Pretty certain I saw a dev post saying a fix was in the works. It was buffed, but too much.

Gelda Nebilim – Nagare [NGE] – Crystal Desert
http://youtube.com/user/Royblazer

Any changes in the works for SE 1 and 2?

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Posted by: Mesket.5728

Mesket.5728

you can craft power/perc/tough armor o.o it’s called Knights

I’d prefer not to spend 15g crafting or buying Exotic Power/Prec/Tough armor when I can gear any other character from dungeon runs and make money while I’m doing it.

And that still wouldn’t solve the problem of 2 out of 3 paths for SE being completely unfun and unplayable except with a dedicated dungeon group with a very specific class make up and all exotic gear.

except that ANet stated many many times that dungeons ARE MEANT for dedicated dungeon group with a very specific class make up and all exotic gear (well the class make up and gear is optional)

Zerk is the average Joe build. Don’t pat yourself in the back too hard.

Any changes in the works for SE 1 and 2?

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Posted by: Bukkebruse.2810

Bukkebruse.2810

except that ANet stated many many times that dungeons ARE MEANT for dedicated dungeon group with a very specific class make up and all exotic gear (well the class make up and gear is optional)

Which is why they made them available from level 35

Any changes in the works for SE 1 and 2?

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Posted by: Mesket.5728

Mesket.5728

except that ANet stated many many times that dungeons ARE MEANT for dedicated dungeon group with a very specific class make up and all exotic gear (well the class make up and gear is optional)

Which is why they made them available from level 35

Yes, so? I didn’t know lvl 35 players were unable to organize themself. I remember doing it when most of the player base was around that lvl. Running my first dungeons with friends and guildies organizing and mixing skills / combos. Lvl is not an impediment.

Zerk is the average Joe build. Don’t pat yourself in the back too hard.

Any changes in the works for SE 1 and 2?

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Posted by: emtwo.4058

emtwo.4058

except that ANet stated many many times that dungeons ARE MEANT for dedicated dungeon group with a very specific class make up and all exotic gear (well the class make up and gear is optional)

I was under the impression that class make up was supposed to be irrelevant and you could at least complete dungeons in masterwork level gear as long as you were competent with a decent build. This is how every other dungeon operates. Please tell me where they said you need to have a specific class combination to complete dungeons.