Read: Playing to Win.
Guide: How to play a Mesmer in dungeons.
(edited by TheKillerAngel.3596)
Given that the boat skip is kaput, I think it’s proper to be charitable to the millions of poor pugs out there who will need help doing this.
If necessary, I’ll add videos.
Basic stuff:
-Deadeyes shoot you 2 seconds after targeting. Count to 2 then dodge. Their attack is unblockable and will penetrate Aegis/other block skills.
-Inquest technicians will stunlock the crap out of you. Bring stability or stealth.
-The poison clouds can hurt a lot – avoid them at all costs.
Warrior: Equip sword/warhorn, greatsword, balanced stance, dolyak signet, and endure pain. Charge through using sword/horn 2/4, gs 5 (3 only if you get aggro). Keep stability up and activate endure pain if you get targeted by a deadeye and can’t dodge.
Thief: Equip shortbow, smoke screen, shadow refuge, signet of shadows. Blast smoke, run, use SR when 1 second of stealth remains. Use shortbow 5 if necessary.
Ranger: Equip sword/warhorn, greatsword, “Protect Me,” and Rampage as One. Use swiftness and Rampage as One, and charge through with your greatsword. Use “Protect me” if targeted by Deadeyes and out of dodges.
Guardian: Bring Sword/Focus, greatsword, Retreat, Stand Your Ground, Save Yourselves, Renewed Focus. Use swiftness, use sword/focus and GS to teleport/leap and SYG to break stun/get stability if trapped. Use renewed focus if out of dodges and targeted by a deadeye.
Engineer: Rocket boots, Elixir B, Elixir S, Elixir X. Start with Toss Elixir S to stealth. Use Elixir B for swiftness. When stealth is over use rocket boots to leap. Elixir X can also be used for additional stability/leaps/knockback/blind. If out of dodges, use Elixir s for invulnerability. Slick shoes + super speed can also be useful as an escape if you get stuck in combat.
Mesmer: A guide here would be appreciated.
Necromancer: A guide here would be appreciated.
Elementalist: A guide here would be appreciated.
(edited by TheKillerAngel.3596)
Mesmer:
Temporal Curtain out of range of Defiler’s pull attack. Gain speed buff and Into The Void to pull the Sentinels. Run in and dodge Defiler’s pull attack. Pop Power Break (mantra). Veil > Mass Inv before 1st Inquest and Deadeye group. Pop 2nd Power Break during Mass Inv channel. Prestige just before last group. Chances are that you will not even aggro the last group of Deadeyes/Risen.
Endure pain no longer negates killshot damage from deadeyes. I believe renewed focus still works however since it’s an invulnerability instead of just a 100% damage reduction.
I’ll probably record some videos of my rotation for guard/war/mes/engi, if there’s interest.
Endure pain no longer negates killshot damage from deadeyes. I believe renewed focus still works however since it’s an invulnerability instead of just a 100% damage reduction.
R U SERS
Endure pain no longer negates killshot damage from deadeyes. I believe renewed focus still works however since it’s an invulnerability instead of just a 100% damage reduction.
R U SERS
I don’t play warrior, but as far as I know from my buddies that do it’s been that way for a while now.
Endure pain no longer negates killshot damage from deadeyes. I believe renewed focus still works however since it’s an invulnerability instead of just a 100% damage reduction.
R U SERS
I don’t play warrior, but as far as I know from my buddies that do it’s been that way for a while now.
I haven’t had that issue, having used endure pain recently to negate their damage. What it won’t do is prevent the knockback from the shot.
I haven’t played since this patch, but endure pain does negate the deadeye shot damage, although it still knocks you back.
Elementalists have access to Stability (Armour of Earth), Invul (Mist Form+Focus Earth 5), Blink (Lightning Flash).
If you don’t care about utility cooldowns, bring X/Focus. Get swiftness, run/blink past first group, dodge roll when appropriate, use 7 seconds on invulnerability to casually run by.
Deadeyes can be blinded too.
Deadeyes can be blinded too.
This^. Pretty little known fact, and it makes skipping them a lot easier on classes such as guardian.
(edited by hybrid.5027)
Mesmer:
Temporal Curtain out of range of Defiler’s pull attack. Gain speed buff and Into The Void to pull the Sentinels. Run in and dodge Defiler’s pull attack. Pop Power Break (mantra). Veil > Mass Inv before 1st Inquest and Deadeye group. Pop 2nd Power Break during Mass Inv channel. Prestige just before last group. Chances are that you will not even aggro the last group of Deadeyes/Risen.
I feel the 2 seconds of stab from the mantra rarely end up being useful and would rather have 3 seconds of stealth off decoy.
basically before entering aggro range of the first deadeye/inquest group go decoy > veil when 1 second remains on decoy > mass invis as soon as veil is crossed
have a torch on standby for if needed
Well I think its a matter of personal taste. Many a times the sentinels would stun me or place ring of warding before veil or during Mass Inv channel. But I think the key point is to stealth before hitting the first group of inquest and deadeyes since there isnt enough stability duration.
There is a slight advantage of possibly getting the defiler group and the inquest group to fight one another so anyone running after you will have a easier time.
I’d take OH Dagger for Ele over Focus. RTL to get you the hell out of Technician range as well as Updraft for the mad swiftness/sitting a few Deadeyes on their kitten for a while. This is of course if you’re not worried about your team dealing with back aggro xD
(edited by Dolan.3071)
I’m usually having two set utilities on a profession and a third avriable one. Swapping in Balanced Stance (Warrior), Stand your Ground (Guardian), Mantra of Stability (Mesmer) or Mist Form (Ele) in there. There’s exaclty two times you have to dodge deadeyes, save up stability on mes for those. As a warrior just pop it when the first deadeye targets you, 8 seconds are enough. The skip is perfectly doable without locking useless utilities on a long cooldown in.
I’d take OH Dagger for Ele over Focus. RTL to get you the hell out of Technician range as well as Updraft for the mad swiftness/sitting a few Deadeyes on their kitten for a while. This is of course if you’re not worried about your team dealing with back aggro xD
You’re doing it wrong. Get deadeye aggro then blink in front of teammates so that they’re in the projectile’s path. Bonus points for multiple downs.
(edited by Pinkey Flowery.7018)
And remember to shout “FIRST BLOOD” “DOUBLE KILL”TRIPLE KILL" “MEGA KILL” “MONSTER KILL” or whatever feels appropriate.
This is unbelieveable rude.
Party wipe = Pentakill i suppose then.
Bracing for a “PuG griefing game” with a full on spreadsheet on point allocation, game ends at path completion or kick. The grief gives no points if you are caught doing it deliberately.
E.g Aggroing mobs in Arah without your team noticing, or getting them shot by Deadeyes xD
Or more detailed: 1 point for getting Lupi to dome, an additional 10 points for every player downed, +5 if they didn’t know it was you, +10 if they blame someone else. You see where I’m going with this
Feels good to have been doing this run instead of the boat skip the whole time and being the only one at the end while my party struggles to get through.
Feels bad because they yell at me for not waiting up
But yeah, on warrior just load up on stability, bulls charge, and rush through before anything reacts and dodge the killshots. On engi, stealth comboing will get you through to safe spots where (I wish engis had more than 4 seconds of reliable stability) the asura with stun lasers won’t get you. Blind and invuln works on deadeyes, unsure about endure pain. Moving fast enough works on sentinels as their RoW animation is slow. Putrifyers are a non-issue, as are zerkers.
For necro use plague and spectral walk. If plagues on cd your pretty kittened if you get stunlocked though. If its just one inquest stunlocking you can ds fear to interrupt though. Well of darkness also works. I just prefer to plague blind because of stability and perma blind.
Endure Pain always works if you see damage number on combat log (like with Deadeyes).
If it doesn’t appear on the log it is a health loss which is usually based on your maximum health.
If you’re solo you probably want a warhorn, but in a group I usually swap to shield on my warrior for the trash run since you’ll get swiftness from everyone else.
My usually rotation is
Run past first group, stability shield block, sword leap, swap, greatsword rush and you’re clear.
When running solo you might want to bring Endure Pain since it is possible to run out of dodges if you have to dodge the first group and then get immediately deadeyed.
I just shout YOLO and run. Works everytime.
I’ll suggest something unthinkable. Kill some.
I just shout YOLO and run. Works everytime.
Holy bear is watching you.
I just shout YOLO and run. Works everytime.
Holy bear is watching you.
Im still waiting for you to severely discipline your bear!
I just shout YOLO and run. Works everytime.
Holy bear is watching you.
Im still waiting for you to severely discipline your bear!
He’s a good boy, you just startled him, thought you were a risen. Probably because of the smell.
See, all these filthy elitists not realising that a bear is so op it can oneshot you…
/evil laugh
I just shout YOLO and run. Works everytime.
Holy bear is watching you.
Im still waiting for you to severely discipline your bear!
He’s a good boy, you just startled him, thought you were a risen. Probably because of the smell.
See, all these filthy elitists not realising that a bear is so op it can oneshot you…
/evil laugh
You never know what a bear is capable of until you see mine. Wiped all 4 other party members with killshots several times in one run
just to add to your engineer point I would say if you are running through there before you start the run you can help yourself and your group by dropping a BoB, followed by smoke bomb, then thumper turret(overcharge it detonate it than use its toolbelt rumble), you can then overcharge your shield 4 if you want to(too much might stacking that it has become ingrained) this will give your whole group a bit of stealth and you can switch out bomb kit for elixir S or something else while you are running.
(edited by Infamous Darkness.3284)
Best strat to run as an elem: stay 2 feet behind the first warrior, use your second hand to pat yourself on the head for being so clever
You’re misusing my slipstream
As an Engineer you can Smoke Bomb into Rocket Boots, Big Ol’ Bomb, Magnetic Inversion and Healing Turret detonate to give yourself and your party 13s of Stealth. You can then swap to Elixir S for another 5s of Stealth, Slickshoes for the Super Speed and Toolkit for the block. You should be able to run past mobs before your Stealth expires since you can apply 18+ seconds if it on your own, but if you’re slow you can use Toolkit #4 or the Elixir S invulnerability. Don’t even need to dodge once.
(edited by ELement.5647)
As an Engineer you can Smoke Bomb into Rocket Boots, Big Ol’ Bomb, Magnetic Inversion and Healing Turret detonate to give yourself and your party 13s of Stealth. You can then swap to Elixir S for another 5s of Stealth, Slickshoes for the Super Speed and Toolkit for the block. You should be able to run past mobs before your Stealth expires since you can apply 18+ seconds if it on your own, but if you’re slow you can use Toolkit #4 or the Elixir S invulnerability. Don’t even need to dodge once.
I don’t main an engineer so this is probably better advice than what I have.
I don’t main an engineer so this is probably better advice than what I have.
Or you can get a Guardian to give you stability then go yolo mode:
:>
I don’t main an engineer so this is probably better advice than what I have.
Or you can get a Guardian to give you stability then go yolo mode:
:>
Feels good to have been doing this run instead of the boat skip the whole time and being the only one at the end while my party struggles to get through.
Feels bad because they yell at me for not waiting up
kitten please, I could probably even beat you there on my ranger.
Also, just a heads-up for mesmers: you can port people to the boss if you can get there (and you should be able to get there with stealth). There might be other spots that work, but I just go to the right side (if you’re facing the boss), all the way into the corner formed by the bubble and the wall. It’ll reach if you wp back to the first boss area and run a bit north, up against the wall, across from where you dropped the portal. Just be careful of the mobs you ran past to get to the first boss, which will probably be under the wp.
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