Dredge fractal
While I don’t like glitch, that fractal really takes too much time even before patch. It’ll be better if the number of mobs are reduced by half.
Isn’t a glitch, you just pull mobs away from boss to fight separately.
The loot is actually pretty good in that fractal.
I haven’t played this fractal since the update, but this shouldn’t be a problem. Fight Rabsovich by the door the cart will bust through. You’ll have to kill the first group of adds, but after that you should have just the boss and his vet spawn to contend with as long as you don’t aggro the adds by the cart.
Did they really make it so you can’t lure the dredge themselves out of the room? Now we’ll actually have to do what laharl above describes, which is absurdly dangerous with pubs. Sucks a lot, but oh well.
Did they really make it so you can’t lure the dredge themselves out of the room? Now we’ll actually have to do what laharl above describes, which is absurdly dangerous with pubs. Sucks a lot, but oh well.
Well, odds are a less known exploit with this fight will now become popular until patched. Although I’m not entirely sure how well that one works anymore.
Isn’t a glitch, you just pull mobs away from boss to fight separately.
Only Anet know if it’s a glitch or if it’s intended. Before, the boss(and any early spawn) can be pulled outside but any later spawn won’t come outside. Then they make change to the boss so it can’t go outside the room but then people just pull mobs instead and just left the boss there. Now nothing can get outta the room.
Glitch or not, it’s just too long.
It now is very hard to do with an inexperienced party, much more so if it with pugs. Granted, at lower levels (let’s say 40 and under) you can just go inside the room, aggro all the mobs + boss, lure them in a corner and kill them all. But we had this encounter yesterday at lvl 77 and it was a pain, because the first spawn had to be dealth with right at the door, careful not to aggro too many and not let them go too far.
After this… well, 40 minutes of spawn kills… not really very entertaining to say the least. I may be okay with the difficulty, but why is the scaling so heavy? I mean, non in mob level, not in quantity per wave, but in number of waves as well? And, why did ANet think this last change was necessary?