Dredge Fractal Misconceptions

Dredge Fractal Misconceptions

in Fractals, Dungeons & Raids

Posted by: Ayrilana.1396

Ayrilana.1396

NOTE: I had originally done this in a single post but the forum restrictions have caused me to need to split this into four posts. If it appears not as neat, that’s why.

There seems to be a great number of misconceptions about this fractal. Players are calling for various parts to be nerfed or for the entire fractal to be broken up. I disagree with this. The problems that players are having are due to several reasons which I will address.

General Issues

Below are some general issues not related entirely to the fractal itself. I have broken these into two categories.


These are issues that are normally in the hands of the player and their team. The extent of these issues depends entirely on them. It does not matter what level of fractals you’re in, you will encounter these issues. It was made evident in this thread that players at the highest level of fractals were running into these very issues.

Lack of skill

This can range from not knowing your class, not knowing how to stay alive, and to issue related to the individual player. Everyone has started as not being skilled at one point. It’s not something to be ashamed or embarrassed about. One problem that I’m seeing however are quite a number of players unable or unwilling to learn. I’m sure many of you saw this during the Marionette living story where players refused to listen and learn the mechanics for each warden.

Skill can be gained as quickly as it can be slowly by others. Not everyone learns at the same pace. However, fractals gets more difficult the further you progress. If you’re struggling at the higher levels, then perhaps you should step down to a level you’re more comfortable with so you can more easily improve. I by all means am not telling you what you should or shouldn’t do. This is merely a suggestion.

Lack of teamwork and coordination

The majority of this game can be done solo so this puts a large percentage of players at a disadvantage as they have no idea how to function as a team with other players. Some content can be face-rolled whole others (newer content as of late), cannot or at least not as easily for the average player.

You can probably think of some types of players that do not support their team. Signet warriors, bowbear rangers that do not use spirits, staff spamming AH guardians, and so forth. There’s nothing inherently wrong with these classes in the solo aspect of the game; however, there are problems when they’re brought in to work within a team.

Lack of coordination is another problem related to teams. While quite useful, you do not need team speak for the majority of content except for Wurm and WvW. The mechanics for Teq are pretty well known by now so most of the time you can operate without TS once you’ve properly set up. Simply stating how you plan to do something and greatly help the group if there’s usually more than one way to do something.

Lack of knowledge about mechanics

This is largely due to incomplete guides players find online and then assume as being complete. The wiki is a good example of this has it’s missing some useful tactics/mechanics for the dredge fractal that’s mentioned later on in this post. Players also have learned from other players who may or may not have been doing something the best way. There are of course many ways to do something but ultimately there’s usually one way that’s the best (dependent on the specific circumstances).

To go along with this, a lot of players appear to not have acquired the ability to analyze the obstacle if they fail and learn to adapt and overcome it. This is quite evident whenever a new living story is released with something challenging. Players were quick (within the first hour) to complain about the difficulty of Marionette and how it was unreasonable unfair. They did not take the time to figure out what it may have been that they were doing wrong and what they could possibly do better next time.

The same can be said about the Great Jungle Wurm. Players struggled and barely made a dent in the health of any of the wurms. Eventually most servers and overflow can decapitate one head the majority of the time. What’s also kind of shocking is that the large group of players, who led one of the high population servers to be successful at Teq and Wurm,are primarily WvW players. Why do you think that is? Perhaps it’s because of the strategy, teamwork, thinking outside of the box, and willingness to try new things?

Dredge Fractal Misconceptions

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Posted by: Ayrilana.1396

Ayrilana.1396


Immunity to Blind

While it can be annoying as blind is an incredibly useful defensive tactic, it’s actually part of lore that they can’t be blinded. How can you blind something that cannot see? Yes, there are some other conflicts with other mob types such as fire elementals being able to be burned but that does not mean that dredge should be made able to be blinded because of it.

Non-Reflectable Attacks

As far as I can remember, ALL dredge ranged projectile attacks are reflectable. This includes the rifle shots, bombs, and of course the shock-wave attack. In the CDI thread, as well as numerous other threads, I have seen people continuously swear that the shock-wave attack cannot be reflected. This even includes individuals who are well known for making guides for their respective professions.

The shock-wave attack can easily be reflected by Wall of Reflection and Temporal Curtain if traited for it. Keep in mind that the shock-wave from Rabsovich is not reflectable.

What’s confusing people about reflection is that you cannot stand on the wall and hope to reflect the shock-wave. This is because it has a decent hit-box and it actually passes through the wall before it gets reflected back. I just tested this against one of the Dredge Oscillators on the LA map and watched it spam the attack 3 or 4 times during the duration of my wall and every time it went back to the dredge and knocked it down. The key is to keep a little distant between you and the wall.

Perma-Protection

Perma-protection can be annoying and especially so at the higher fractal levels. Protection is a buff from the Dredge Disaggregator when it uses its gong. You’ll also notice that you get dazed from another one of its attacks.

Generally there are several ways about handing this. The first way is to stack to get them all in one spot and use skills that removes buffs from enemies. Mesmer has a fantastic one. Having some form of stability will make this a little easier but it’s not required.

If you’re not stacking then you will need to take the Dredge Disaggregator out first. This should not be a foreign concept to most players as you do this with the necros at the end of AC P2 and we used to do it for the gravelings right after the spider queen of AC. Oh, you also do it for the Molten Protectors which use that fire field that gives everything in it invulnerability. You can use interrupts to keep it from applying buffs.

A Ton of CC

I’ve looked at their attacks, as well as my experience with them, and I found them to be more than manageable. Aetherblades actually have more CC than the dredge. The only CC you’ll see is knock down from the shock-wave (avoidable/reflectable) and daze (use stability). Players have the tools to minimize the impact that these have on their ability to defeat the dredge.

(edited by Ayrilana.1396)

Dredge Fractal Misconceptions

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Posted by: Ayrilana.1396

Ayrilana.1396

Dredge Fractal-Specific Mechanics Issues

Below are a few of the areas that players struggle with inside the fractal itself. I will not talk about the dredge car as I completely agree that it’s an unnecessary time sink and something should be done to improve it. It offers absolutely no challenge to players.


This is normally the #1 complaint that people have with this fractal or it’s what I primarily see on these forums. The complaints usually have the following reasons:

Infinitely respawning dredge

In the CDI thread, you will see this mentioned. What a large percentage of players do not realize is that if you clear just one side, and kite the other, they will not respawn. It’s relatively similar to what we do for the arm seals in the Cliffside fractal. We leave one alive so the others on that side do not respawn and heal the seal. Players do this for the Cliffside fractal so it’s not too much of a stretch to apply it to the dredge fractal. This is a strategy that the majority of fractal players already know.

“I’m expected to wear PVT and tank the dredge while on the panels”

This is another phrase that I often see in threads about the dredge fractal. Players have been recently at a loss on how to properly do this as they’ve normally used improper ways to gain access to the final cage and you used to be able to die on the panels while keeping the gate to the console open. When these were fixed, it left players in a panic in what to do.

If the strategy I just mentioned above is used, the players will not likely take any damage except for the kiter(s). The first two panels can be dealt with by using a little coordination to time when you you get on and off the panel. Theoretically, you should only need to be on a panel for a couple seconds. For the second panel, you can have someone open the door for the player than used the first panel and then lose aggro. Alternatively, you can use a mesmer portal to help those using the panels.


This is the #2 most common complaint about the fractal. A lot of this has to do with the lack of knowledge about the mechanics which I went into detail at the beginning of this post. The following reasons are usually given with the complaints:

Infinitely Respawning Dredge

What players do not realize is that only about five dredge respawn infinitely. These would be the ones on the steps leading up the ramp. The ones to the right do not respawn infinitely. Neither do the ones further up the ramp. The mechanic of those challenge is that for every two bombs that detonate on the door, more dredge will respawn on the ramp.

Stealth is required or that you must damage your armor to do it

This is far from being true. What players are used to doing is to run together as a group (with or without stealth), grab a bomb, and place it at the door. Sometimes players attempt to distract the dredge and other times they run back down to the bottom of the ramp and out of the room to lose aggro. This strategy is specifically stated in the wiki as well as one with stealth and the mesmer portals which makes this able to be completed a couple of minutes. Players are used to doing it this way as it’s the easiest and requires the least amount of coordination.

One strategy that I have tried to implore players to use is to clear the ramp first before detonating any bombs. If you detonate three bombs, then you only have to clear the ramp once more in order to detonate the remaining four bombs (it takes seven bombs to bring down the door). Obviously stacking is the more efficient and quickest way to clear the dredge than leaving them all spread out.


Infinitely respawning dredge

I personally haven’t watched closely to how the dredge spawn as you’re using the drills to bring down the door. I’m speculating that the spawn based on the percentage of the life bar for the door similar to that in the bomb room. Perhaps someone can confirm whether this is true or not.

In any case, most people do not seem to be very vocal about this part. So long as you synchronize when the three of you use the drills, this part should go rather quickly. The remaining players should use reflects, stability, AoE heals, and so forth to protect those players using the drills. You do not want to wipe here as it will have a similar result to that of the Cliffside fractal if the cultist you target is accidentally killed.

A ton of dredge

There’s a large group of dredge that spawn right at the corner by the base of the ramp. If you stack in one of the nooks along the wall, you can dispatch these relatively easily. An alternative is to drag them down the hallway and slowly kill them one by one. Be aware of the dredge mechanics mentioned earlier in this post if you choose the latter method.

Dredge Fractal Misconceptions

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Posted by: Ayrilana.1396

Ayrilana.1396

I know that the dredge fractal debacle is a very sensitive subject to some. Hopefully I was clear and concise enough while being sympathetic to those players that struggle for various reasons. I absolutely hate it when things are unnecessarily nerfed. I’m sure you can relate when it comes to the class balances that occur every several months or so when your desired build is no longer as functional as it used to be.

This thread was to consolidate the majority of my opinions about this fractal that have been spread out over the various threads in this sub-forum. I am against a full out nerf on the fractal that quite a number of players are vocal before which is why you saw me commenting in so many of those threads. I’ve seen games lose all fun because the challenge was removed to make it easier for newer players.

I have some suggestions that I could see that would make the fractals a little easier while still retaining the challenge.


  • Reduce the time need to channel the console to open the final gate by 5 seconds and/or allow the gates to remain open for a few seconds if a player steps off any of the panels (no more than 2 seconds and this will allow dodges to be done).
  • Reduce the number of bombs to take down the door to just five. This allows the door to be completed in one successful kamikaze run or in just one run of clearing everything but the handful of dredge that respawn infinitely.
  • Reduce the time it takes to use the drill on the door by about 10-15%.
  • Remove the dredge car entirely or creatively incorporate it into the fight with Rabsovich. The 10-minute time sink is unreasonable.
  • Reduce the dredge count by 5-10%. I do not necessarily want this one to be included in combination with the others mentioned but I can live with it if it is.

I will likely not respond further in this thread as I do not have much else to comment on. If I do, it’s because I felt I may have needed to clarify something. I do ask that people please stay respectful and attempt to make constructive comments. I would also implore players to try out the alternative ways that I mentioned and when you come across something that seems difficult to stop and try to figure out how to overcome it. A player named Obal has YouTube videos demonstrating these various methods. If enough players learn to do these then you may just see that the fractal may not be nearly as bad as it originally appeared.

Thank you for those that took the time to read and understand what I was trying to say.

(edited by Ayrilana.1396)

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Posted by: Brutal Arts.6307

Brutal Arts.6307

Bomb Room

What players do not realize is that only about five dredge respawn infinitely.

It’s not that I don’t believe you but I would like to see a video of this on scale 40+ to see which dredge are constantly respawning. If it’s just some minor ones that’s fine, but if it’s Veteran Strazars and Oscilators thats a whole other thing.

You have gotten what you paid for, all that remains is biweekly gemshop pushing.

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Posted by: LordByron.8369

LordByron.8369

I can do fractal and did fractal at any level…

And what i see here is the usual justifications of bad design just proved wrong with next patch.

At the beginning people opened these L2P posts explaining that the right tactic was to use the invisibility consumables…..

Then people assumed jumping in was intended (hard to believe).

Finally the right tactic was dying on switches.

Now is clearing one side.

Now since cliffside fractal was said many times to not being designed to leave 1 alive, let me doubt they intended a side to be clear…
(this was said many times when devs broke the fractal in their attempt to fix irrelevant minor bugs….and took a year to fix it).

Mostly because there is nothing hinting at that…..its as logic as was doing the “jumping puzzle” to avoid it.

Then lets speak about the bomb part.
Your tactic requires wasting 2 hours on this fractal alone….if its intended its even worse than being unbalanced.

Reflectable Attacks:
They glitch through reflects to hit after reflect walls and only then bounce back.
And they also have a nice “melee” mid range aoe Attacks.

Forgive me but this is the usual thread trying to justify design mistakes of fractals.
And maybe its because of these threads, that fractal are in the current situation…

GW2 balance:
A PvE player is supposed to avoid a 1-2 second 1 shotting aoe.
A WWW player is considered uncapable of avoiding a 5,75 second aoe for half his health.

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Posted by: Konrad.9587

Konrad.9587

Isn’t dredge shockwave absorbable (eg. Shield of Absorption, Sanctuary), but not reflectable?

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Posted by: Ayrilana.1396

Ayrilana.1396

I can do fractal and did fractal at any level…

Yes, as well as many others. What’s the purpose of this statement? Are you trying to base skill and experience with fractals on the fact that you’ve reached the higher levels? If so, please realize that there are quite a number of players who have reached rank 50 and cannot play well. Fractal level alone does not demonstrate skill and/or experience. I linked a thread in my post(s) where players complained about the quality of players they found in high level fractals.

And what i see here is the usual justifications of bad design just proved wrong with next patch.

And what are your justifications for why it’s bad design? Basically all I see here is a blanket statement about something you may or may not have actually read with no argument or constructive meaning.

At the beginning people opened these L2P posts explaining that the right tactic was to use the invisibility consumables…..

Then people assumed jumping in was intended (hard to believe).

Finally the right tactic was dying on switches.

Now is clearing one side.

Ignoring the obvious fallacy with your argument here, I’ll go ahead and respond to this. Strategies evolve over time and some challenges have many ways that you can do something. These are player driven and some became obsolete due to changes made by the devs because they trivialized the challenge.

Spamming stealth consumables did just this as you could essentially bypassed the entire challenge. The jumping portion was removed because it was an obvious exploit. Dying on the switches was a lesser version of the stealth consumables as that too did trivialize the challenge.

There’s no correlation between clearing one side and these that you listed as they’re not the same. The method I mentioned requires the team to work together and does not abuse exploits, consumables, and trivialize the content.

Now since cliffside fractal was said many times to not being designed to leave 1 alive, let me doubt they intended a side to be clear…
(this was said many times when devs broke the fractal in their attempt to fix irrelevant minor bugs….and took a year to fix it).

Mostly because there is nothing hinting at that…..its as logic as was doing the “jumping puzzle” to avoid it.

First off, using exploits because it appeared logical is not a valid reason nor is it an excuse to use them.

Please link me the proof of your claim about cliffside. If you link a video, please include exactly where it is within the video. In the future, when you make a claim like this, please provide factual evidence. I only brought cliffside into the thread because they had very similar methodology.

I also want to clarify that I am not stating that clearing one side is intended. There’s absolutely no way anyone could know unless a dev specifically said it wasn’t for that specific fractal. Lack of evidence can never be proof that something can or cannot be true.

Then lets speak about the bomb part.
Your tactic requires wasting 2 hours on this fractal alone….if its intended its even worse than being unbalanced.

Strawman argument with your exaggeration in this statement. It takes 10 minutes for a group that know what they’re doing while it may take 15 for your average pug. It’s quite obvious that your making a claim about this without having actually tried it (another fallacy).

Reflectable Attacks:
They glitch through reflects to hit after reflect walls and only then bounce back.
And they also have a nice “melee” mid range aoe Attacks.

Could you clarify the first sentence about them glitching through reflects? I stated that they kind of partially pass through the wall already so I don’t see your point with this statement.

Now regarding your last sentence. So what you’re practically saying is that reflects, which only reflect projectiles, do not reflect AoE attacks? What’s your point? When I mentioned wall of reflection and temporal curtain I would have thought it would be implied that I was referring to projectile attacks. It’s even mentioned in the tool tip. I’ll add that bit above to clarify it for you. I bolded it as well. I apologize for not being clear enough in my original post.

Forgive me but this is the usual thread trying to justify design mistakes of fractals.
And maybe its because of these threads, that fractal are in the current situation…

Once again, provide me proof that the fractal has design mistakes.

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Posted by: Ayrilana.1396

Ayrilana.1396

Bomb Room

What players do not realize is that only about five dredge respawn infinitely.

It’s not that I don’t believe you but I would like to see a video of this on scale 40+ to see which dredge are constantly respawning. If it’s just some minor ones that’s fine, but if it’s Veteran Strazars and Oscilators thats a whole other thing.

I mentioned at the end of my post(s) that there was someone who has videos of how to do the methods at the high levels I looked at it and is looks like the respawns are regular mobs. I watched it as they were at the top of the ramp after clearing everything. For Strazars in general, it’s best to have stability or at the very least stun breakers.

Isn’t dredge shockwave absorbable (eg. Shield of Absorption, Sanctuary), but not reflectable?

It’s actually both. I just got through testing it with shield of the avenger and sanctuary.

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Posted by: FenrirSlakt.3692

FenrirSlakt.3692

I can say that I knew all of this already. Besides, though I could be wrong -and I often am- I don’t think that you get dazed by hitting disaggregators while they’re hitting their gong. They have their own daze attack.
I’ll check next time I get dredge. If you get it before I do, correct me if I’m wrong or edit your post accordingly.

Rabsovish has two blocking stances. One of them dazes you on hit.

(edited by FenrirSlakt.3692)

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Posted by: haviz.1340

haviz.1340

For people that mostly pug any content that requires coordination is badly designed.

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Posted by: Ayrilana.1396

Ayrilana.1396

I can say that I knew all of this already. Besides, though I could be wrong -and I often am- I don’t think that you get dazed by hitting disaggregators while they’re hitting their gong. They have their own daze attack.
I’ll check next time I get dredge. If you get it before I do, correct me if I’m wrong or edit your post accordingly.

Rabsovish has two blocking stances. One of them dazes you on hit.

I normally use stability regardless when I’m fighting them. I always noticed being dazed when they were hitting their gong but maybe those were just coincidences with that other attack you mentioned.

For people that mostly pug any content that requires coordination is badly designed.

Fractals that require coordination:

  • Swamp (wisps)
  • Cliffside (hammer)
  • Thaumanova (lightning room)
  • Harpy (Batteries/fan for golem mini boss)
  • Mai Trin (to remove her stacks)

A few dungeons:

  • CoE P1 (Console after golem)
  • CoE P3 (destroyer)
  • CoF P1 (gate controller)

So based on your blanket statement that anything that requires coordination is badly designed then all of these must be badly designed. After all, they require some form of coordination. Teq, Wurm, Marionette, and all large scale living stories are badly designed as well since they require coordination that involves pugs.

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Posted by: haviz.1340

haviz.1340

I would go as far as saying that people that did wurm with Teamspeak (3rd party program) cheated a bit because it’s supposed to be completed by a coordinated zerg without using 3rd party programs.

Sorry, but that’s how I see it. Every content should be doable by everyone and even a tiny bit of required coordination contradicts that. Hence, none of the content should require any kind of coordination. After all, you’re supposed to pug in mmos.

When you show people how coordinated teams do dredge fractal, it’s usually met with “lol, ts”.

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Posted by: Wethospu.6437

Wethospu.6437

I can say that I knew all of this already. Besides, though I could be wrong -and I often am- I don’t think that you get dazed by hitting disaggregators while they’re hitting their gong. They have their own daze attack.
I’ll check next time I get dredge. If you get it before I do, correct me if I’m wrong or edit your post accordingly.

Rabsovish has two blocking stances. One of them dazes you on hit.

You are correct. However Rabs has only one blocking stance. The other one heals him and spawns a veteran Disaggregator (if not alive) but you can freely attack him.

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Posted by: LordByron.8369

LordByron.8369

I can do fractal and did fractal at any level…

Yes, as well as many others. What’s the purpose of this statement? Are you trying to base skill and experience with fractals on the fact that you’ve reached the higher levels? If so, please realize that there are quite a number of players who have reached rank 50 and cannot play well. Fractal level alone does not demonstrate skill and/or experience. I linked a thread in my post(s) where players complained about the quality of players they found in high level fractals.

The purpose is to avoid l2p answers like this exact thread ….i could add fractals is possibly the part of the game i played most….
And i add also i can pug

And what are your justifications for why it’s bad design? Basically all I see here is a blanket statement about something you may or may not have actually read with no argument or constructive meaning.

no answer needed look at cdi…..

Strategies evolve over time and some challenges have many ways that you can do something. These are player driven and some became obsolete due to changes made by the devs because they trivialized the challenge.

The thread speaks of INTENDED strategy and not workarounds….
And there is NO proof the strategy described was intended….
As i already said last 4 times the “intended strategy” resulted being an exploit.

As could be Killing some to prevent having to face the Whole bunch.
As it was called the arm seals in cliffside…but since its another devbatable design it was finally adapted to what players asked…..

There’s no correlation between clearing one side and these that you listed as they’re not the same. The method I mentioned requires the team to work together and does not abuse exploits, consumables, and trivialize the content.

If you followed fractal history you would see it…see what i wrote above…

Second…no i won t link anything….this forum search function is broken and if you don t trust me its your problem many players knows what i am talking about…

Prove me that Killing some to prevent spawn is more legit than was dying on switches.

P.S. for the cordination thing the game should be designed like coe1.
That is not letting a single player out of 5 ruin a run…..players should be able to carry at least 1 player…

GW2 balance:
A PvE player is supposed to avoid a 1-2 second 1 shotting aoe.
A WWW player is considered uncapable of avoiding a 5,75 second aoe for half his health.

(edited by LordByron.8369)

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Posted by: haviz.1340

haviz.1340

I always wonder how a content was intended to complete but since I lack a crystal ball I’m never certain. However, not killing mobs so they don’t respawn is in line with other similar mechanics.

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Posted by: Ayrilana.1396

Ayrilana.1396

The purpose is to avoid l2p answers like this exact thread ….i could add fractals is possibly the part of the game i played most….
And i add also i can pug

Aside from what was in my Player/Team Issues section, the majority of the post was not l2p. I was trying to alleviate some of the issues that people were having by stating that there was another way or what they currently believed was incorrect. I did not do what you see in post l2p posts where someone just makes a blanket statement and calls it good. It’s always better to give advice and guidance.

And what are your justifications for why it’s bad design? Basically all I see here is a blanket statement about something you may or may not have actually read with no argument or constructive meaning.

no answer needed look at cdi…..

Yeah and I’ve addressed the majority of them. All I see if you making blanket statements that it’s bad design without any reasons why and examples to support your claim.

The thread speaks of INTENDED strategy and not workarounds….
And there is NO proof the strategy described was intended….
As i already said last 4 times the “intended strategy” resulted being an exploit.

Are we looking at the same thread. I’m well aware of my posts and I never stated that any of my methods were intended. I even stated such in a previous response to a post of yours. So please drop the strawman arguments and stop misrepresenting what my intentions were on here. Thank you.

There’s no correlation between clearing one side and these that you listed as they’re not the same. The method I mentioned requires the team to work together and does not abuse exploits, consumables, and trivialize the content.

If you followed fractal history you would see it…see what i wrote above…

Second…no i won t link anything….this forum search function is broken and if you don t trust me its your problem many players knows what i am talking about…

I have and that was news to me as I have never heard about it. It’s also very convenient that you can’t produce a link to back up your claim. I’ll give you a little leeway in this and hold your argument in limbo (neither right nor wrong) until you can produce your credible evidence.

Prove me that Killing some to prevent spawn is more legit than was dying on switches.

As I stated before, there’s no way to prove that something is legit or not unless a Dev specifically states that it is. However, I can accurately answer your challenge.

When you die on a panel, you trivialize the challenge as the survival of the two people on the are no longer at risk of causing the event to fail (as in you have to start over with the console). With killing just one side, you’re using your knowledge of how mobs spawn while protecting those on the panels. If you fail to kite them, or they lose aggro, you run the risk of failing. The former essentially essentially had little to no risk.

There’s also the fact that it still exists and was not patched out like the dying on the panels was. I’ll point out again that this does not mean that clearing one side is legit for reasons I’m already mentioned but it does imply that it’s more legit than dying on the panels.

P.S. for the cordination thing the game should be designed like coe1.
That is not letting a single player out of 5 ruin a run…..players should be able to carry at least 1 player…

Well depending on how you do the console in P1, a single player can ruin a run. I don’t see what challenges can ruin a run more than anything in CoE P1 so please elaborate on that.

Also, your statement that I bolded, those two parts do not go together and they’re not mutually inclusive. Whether or not you carry someone does not mean that your run is ruined.

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Posted by: Fluffball.8307

Fluffball.8307

Thanks for this. It is appalling how the devs put one instance of knowing how your class works in a dungeons system of 19 fractals and people just lose their cat.

I’ve said before, if you can’t list like 12 seconds or so of immunity to dredge attacks, you have no idea how to play your own class.

The dredge fractal takes too long because too many people are horrifically incompetent.

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Posted by: LordByron.8369

LordByron.8369

@Ayrilana i can t argue with somone denying something is bad designed when even the devs admit it….

Fluffball comes along…in 1 year this farctal got to this point due to comments like those…while saying other players are bad it just shows the inability to pug the fractal suggesting that:

either the fractal is wrong or the player unable to pug has a limited view of it to be with his friend/favourite professions…..

I know ANYTHING is as easy as boring if you Always run the same team, reason why i pug.

Useful thing to find “custom” workarounds for pugs:
1) entering the switch room and staying near the door won t trigger aggro
2) portal (you can have 5 players in the room before aggroing with a proper use of portal).
3) stealth

Bomb door:
Dying can remove aggro on bombs
Portal can do the same expecially if you manage to reach the door stealthed.

turrets room:
Ground aoe can hit them out of range without spawning infinite dredges.
the door will spawn dredge at fixed intervals, if you have a msmer, mass invi will just take you 90% of door if correctly timed, if you have 2 TW + mass invi will get to 100%.
If you have a thief shadow refuge is enough.

COntrary to fluffball believeing if you try to just reflect Attacks you will die in 3 seconds to melee Attacks+daze guardians btw can reflect + cc saving a couple seconds.

and many stuff like that.

The point is any tactic is heavily profession dependent…and at higher level guardian is mandatory…..making the difference between oneshot and 2 shot.

That is enough of a reason to change it.

GW2 balance:
A PvE player is supposed to avoid a 1-2 second 1 shotting aoe.
A WWW player is considered uncapable of avoiding a 5,75 second aoe for half his health.

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Posted by: haviz.1340

haviz.1340

The only thing anet admitted to is that this shard is too long, not that it is badly designed.

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Posted by: FenrirSlakt.3692

FenrirSlakt.3692

The only thing anet admitted to is that this shard is too long, not that it is badly designed.

Perhaps not the design itself, but there’s something about the design that can potentially make it too long.

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Posted by: hendo.1940

hendo.1940

Thanks for this. It is appalling how the devs put one instance of knowing how your class works in a dungeons system of 19 fractals and people just lose their cat.

I’ve said before, if you can’t list like 12 seconds or so of immunity to dredge attacks, you have no idea how to play your own class.

The dredge fractal takes too long because too many people are horrifically incompetent.

I agree, when I did this at 49 in guild, the fact that some of us downed from invulnerable dredge coming out of the clown car is because we are horrifically incompetent. it doesn’t matter how good your DPS is, that event is just an enormous time gate designed to prolong the fractal.

Rezardi – [DnT]
Game over, yo.

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Posted by: Rainweaver.7302

Rainweaver.7302

Just a few corrections regarding dredge mechanics:

The daze from the Disaggregators comes from their gong bash skill (similar animation of shield bash), not from hitting them while they play the gong.

Their alleged “perma-protection” only happens because people do not interrupt them when they play the gong. Each time he hits the gong he gives Protection, Regeneration, Swiftness and Might to nearby dredge for 7 seconds. Since he hits the gong 4 times, if you don’t interrupt him he will give a total of 28 seconds of protection and the others abovementioned buffs. If your group does not have a decent boon removal skill such as Null Field, just use warrior’s tremor or some other CC as soon as he starts the skill to minimize the protection uptime.

As for Dredge’s CC, they actually have the following:

-Stun from Dredge Mining Suits (he stuns you, then hits you three times)
-Daze from Disaggregators
-Knockdown from Exacavators (the ones that dig)
-Knockback from Oscillators (only if someone is in melee range)
-AoE launch from Resonators (only if someone is in melee range)

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Posted by: spoj.9672

spoj.9672

Boon removal is unreliable due to the rate at which they re-apply the boons. And the fact that so many spawn and remain invuln that its impossible to properly interrupt all of them.

But yes CC helps a lot at surviving that encounter. Doesnt make it any less tedious and boring though.

(edited by spoj.9672)

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Posted by: Ayrilana.1396

Ayrilana.1396

You should focus on killing the disaggregators first. Without them, the dredge do not get protection buffs.

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Posted by: spoj.9672

spoj.9672

And what if they are the ones remaining invuln?

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Posted by: Ayrilana.1396

Ayrilana.1396

That’s only with the dredge car which does need to be fixed in some way.

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Posted by: spoj.9672

spoj.9672

That’s only with the dredge car which does need to be fixed in some way.

I thought thats what we were talking about. I didnt know anyone had problems with any of the other groups. :P

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Posted by: Ayrilana.1396

Ayrilana.1396

I assumed so but I wanted to state it to make sure.

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Posted by: Fluffball.8307

Fluffball.8307

COntrary to fluffball believeing if you try to just reflect Attacks you will die in 3 seconds to melee Attacks+daze guardians btw can reflect + cc saving a couple seconds.

Your grammar is bad enough I can’t figure out you’re trying to say, but I never made any mention of reflecting attacks. You should know how to render yourself invulnerable to the dredge attacks for a fairly lengthy time, whether that’s stealth, blocks, invulnerabilities, etc. EVERY class has ways to do this without retraiting.

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Posted by: spoj.9672

spoj.9672

EVERY class has ways to do this without retraiting.

Not true. One class cant even do it with retraiting. That doesnt mean they cant survive though.

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Posted by: Fluffball.8307

Fluffball.8307

EVERY class has ways to do this without retraiting.

Not true. One class cant even do it with retraiting. That doesnt mean they cant survive though.

Presumably you’re talking about necro. They do have a lot of ways to mitigate the damage. Fear, weakness, largest health pool, minions causing attacks to point away from the necro, etc. That’s what I meant by every class has a way to survive, not specifically invulnerability.

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Posted by: DeathPanel.8362

DeathPanel.8362

Fractals are supposed to be mini dungeons. Dredge is longer than most explorables. Not to mention the mechanics of it is just tedious and annoying. It’s not a l2p issue, it’s more of a matter of fun vs not fun.

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Posted by: Fluffball.8307

Fluffball.8307

Fractals are supposed to be mini dungeons. Dredge is longer than most explorables. Not to mention the mechanics of it is just tedious and annoying. It’s not a l2p issue, it’s more of a matter of fun vs not fun.

I can’t complain if people think it’s too long (I disagree), but I see complaints about it being too difficult. The buttons are a prime example; most PUGs think it’s completely impossible to stand on a button unless you are a bunker guardian. That is a L2P issue.

It also increases the length of time for an extremely easy section because no one has any idea how to change their utilities out and the party wipes. If people play well (buttons on first try, don’t constantly party wipe on bombs), it’s really not that long and you are well compensated with drops. You’ll get over a gold in metal and miner’s bags alone.

The really funny part is how long people used to take to try to edge the party along any of the “jumping puzzle” type shortcuts, with people falling to their deaths or not making jumps, when it would have taken mere seconds just to stand on the buttons.

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Posted by: FenrirSlakt.3692

FenrirSlakt.3692

Well, confirmed. Disaggregators don’t apply daze if you hit them while they’re beating their gongs. It’s a separate ability altogether.

Should edit the OP to avoid spreading misconceptions. :P

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Posted by: Ayrilana.1396

Ayrilana.1396

Well, confirmed. Disaggregators don’t apply daze if you hit them while they’re beating their gongs. It’s a separate ability altogether.

Should edit the OP to avoid spreading misconceptions. :P

Will do. Meant to do that a few days ago.

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Posted by: Wethospu.6437

Wethospu.6437

Unless you have trust issue, you can always check gw2dungeons.net