Forcing dungeons in full melee,
You can, in fact, do almost everything in melee range (I guess phase 3 with lupi might be a bit too hard, maybe not if dodging out of green dome of death was easier), in fact it’s more fun and challenging.
Melee is the best because it is balanced to be naturally higher. If you are good with dodges you can melee basically everything.
For normal dungeons you can pretty much melee 99% of the content. For fractals it gets a bit tougher at 20+ so you do need to jump in and out of melee a bit more.
You can check out my videos to get an idea of my warrior and guardian running full melee.
https://www.youtube.com/user/strife025
The only problem I can foresee is being a bad “puller” but even that shouldn’t make a huge problem if you get a competent thief or necro to make grabs.
There’s some situations where going into melee range even when it isn’t the common choice makes sense if you can mitigate the unfriendly factors and get the higher payoff of the melee damage. If you can hang in melee range on these fights, more power to you.
However, there are some fights where there isn’t any real payoff for it, especially ones where the boss is constantly mobile. Any extra damage you get out of melee is lost due to having to constantly re-acquire range. Furthermore, guardians aren’t one of the better professions for being able to constantly close. In these fights, your group might get unhappy with you, so I’d make sure you have a supportive group before you attempt your “personal challenge” of meleeing the un-meleeable.
A lot of dungeons have heavy anti-range abilities. Take the Howling King in AC. If you range him, he has a cone AOE that can 1 shot you. Sure, most people still range him and do fine, but it takes a lot more effort (and they don’t realize this). Staying square behind him in melee range makes him far easier to avoid and you will do much more damage on most classes.
My primary classes are warrior and elementalist. On my warrior, I used to run Axe/Horn and Longbow (or sometimes rifle). Now I run Axe/Horn and Greatsword, swapping between the two while waiting on cooldown of their stronger abilities. There just isn’t all that many fights in the game that favor range. There’s a LOT that favor melee, and for those that don’t favor either, melee does more damage (aside for like, Rangers and Engineers).
The howling kings cone isnt really anti-range, its more anti-dont-stand-infront-of-him when-he-does-it. You are supposed to dodge it no matter if you are melee or ranged. It does not have infinite range however. Of all the times Ive done him Ive been hit perhaps 1-2 times max on my ranger.
Colin Johansen hits you for 239407889 damage
Game over
You can range his butt.
have meleed every encounter in game, apart from Phase one Lupi, have meleed phase 2 and 3. You cannot afford to melee phase one becuase it screws over your group if grubs spawn on you.
Every thing else can be meleed with out going in to the downed state, it is 10x harder than being at range however. I have done this with both Guardian (Hammer/Mace&Focus) and Warrior (Hammer/Mace&Shield).
On lupi make sure you time the blocks well for the AOE circle spam during phase 2, and make sure you have stability up as he does a knock back during phase too that will know you back 900 if you get hit without stability.
First of all: You CANNOT always melee. Everyone that played this game so far knows this. You can always range.
Secondly: Most of the time that you -can- melee you are better off ranged. It is a resource/risk vs reward thing and the reward is not there therefor it most of the time makes no sense being melee. (There are like.. so little encounters where meleeing is good.)
So if this is about *can*s then i’d say you CANT always melee. If this is about viability.. it is not viable.
Some speed runs are done by a group of 5 people that know eachother and all go melee in dungeons which is cool, yet they still have to go ranged on some encounters.
In fractals.. you are being a bad apple to your group. Even if it is level 10 or 20.
Secondly: Most of the time that you -can- melee you are better off ranged. It is a resource/risk vs reward thing and the reward is not there therefor it most of the time makes no sense being melee.
This is not true for most professions. Melee has innately higher damage, which is the payoff for having to deal with more survivability issues. Most fights where you can viably survive in melee range with a stationary target will benefit melee more.
have meleed every encounter in game, apart from Phase one Lupi, have meleed phase 2 and 3. You cannot afford to melee phase one becuase it screws over your group if grubs spawn on you.
On lupi make sure you time the blocks well for the AOE circle spam during phase 2, and make sure you have stability up as he does a knock back during phase too that will know you back 900 if you get hit without stability.
You can melee him in phase 1. Just did it with 3 ppl in melee. Took us about 30-40 seconds to get him to phase 2 so it’s much better than “pug” tactics (usually 2-3 minutes)
Probably completely unrelated to the other comments but this is my thoughts on melee in GW2:
On my warrior near launch I died all the time trying to melee. I decided I was doing something wrong and started using my longbow most of the time. From my new perspective I started learning the encounters better and when it was safe to melee and when to dodge etc. Slowly I started returning to melee more and more and now I rarely use my longbow.
With this game you can actually improve with practice over time, just don’t force it. By taking in the bigger picture you can respond to the situation as it changes and this makes melee so much easier. (It can be hard to read the situation when your screen is filled with the enemy NPC lol, thus why the period of ranged helped me).
First of all: You CANNOT always melee. Everyone that played this game so far knows this. You can always range.
Secondly: Most of the time that you -can- melee you are better off ranged. It is a resource/risk vs reward thing and the reward is not there therefor it most of the time makes no sense being melee. (There are like.. so little encounters where meleeing is good.)
So if this is about *can*s then i’d say you CANT always melee. If this is about viability.. it is not viable.
Some speed runs are done by a group of 5 people that know eachother and all go melee in dungeons which is cool, yet they still have to go ranged on some encounters.
In fractals.. you are being a bad apple to your group. Even if it is level 10 or 20.
lol, subtle never ran dungeons in a good group.
https://www.youtube.com/user/strife025
i play Guardian and at certain encounters when other warriors / guards are going range, i still go melee if it’s viable. and as long as i’m not hurting the group dynamics, which i want to say, are non-existent so far in this game. as long as you’r enot dying and having people risk themselves to come rez you, melee all you want.
of course, be aware of your surroundings, but most good groups i’ve been in, or faster dungeon runs / boss fights, are with 2+ in melee range. just need to use your mitigation, dodging well. which, as a Guardian, you have plenty. ; )))
Akaigi | Warrior Made of Wood
[CDS] – Sanctum of Rall
Lupi melee in P1 makes sense, especially if you alternate your high-nuke skills so there is always a high-damage AoE skill going on to ensure grub-kills.
Go Caudecus Manor exp and tell me you can melee 100% of the time as a non-Guardian or without a class spamming aegis for you.
You don’t have enough dodges for autoattacks that do 2k+ damage a pop and are cleaves that can still hit you from the side. You have to rely on someone else having aggro to stay behind a mob, and that said mob is not accompanied by ranged mobs that will gladly roast you from a distance.
Go melee the ascalonian groups in fractals without reflection bubbles or your charr warband taking aggro, I’d like to see how long you last.
Go Caudecus Manor exp and tell me you can melee 100% of the time as a non-Guardian or without a class spamming aegis for you.
You don’t have enough dodges for autoattacks that do 2k+ damage a pop and are cleaves that can still hit you from the side. You have to rely on someone else having aggro to stay behind a mob, and that said mob is not accompanied by ranged mobs that will gladly roast you from a distance.
Go melee the ascalonian groups in fractals without reflection bubbles or your charr warband taking aggro, I’d like to see how long you last.
Here you go, full melee CM 1 & 3 speed runs under 15 min each, every normal dungeon outside of fractals can pretty much be melee’d 99% of the time. Whole point of guardian is to relieve pressure off other melee classes to go full dps. That’s why 2 guard, 2 war group is so good and why they are used in most speed run videos. Of course any class isn’t going to survive if they are in melee and 4 people are ranging, but that’s why a dungeon is suppose to be 5 people working together… I have a bunch of vids from my berserker axe/mace warrior perspective as well.
Feel free to check out all of the other speed runs on my page where we pretty much have 4/5 melee since that’s what you need to do for speed runs.
Of course fractals are unique because they have infinite difficulty, so eventually you need to range. But up until the 20s you can melee most of the time. Obviously Ascalon is balanced to use your Veteran NPCs which is the whole mechanic of that fractal so it’s a bit different.
https://www.youtube.com/user/strife025
(edited by Strifey.7215)
lol, subtle never ran dungeons in a good group.
If we are gonna make smart comments then my answer is: I was probably killing lupicus in greens and melee(except first phase which is the problem of the design i mean.) while you were still leveling.
On topic: This design of Anet shines most in fractals. And in any other dungeon you still have a harder time in melee but in fractals if you are trying to make it most efficent you go ranged. That’s that. (What you do in those videos only work till a point in fractals.)
If you honestly dont see even in your own video how you need so many buffing and supporting to melee – or if you really think that is how it should be – then i really dont think i should reply to you.
Why do people always turn things into: I HAZ IMBA PARTIEH WE CAN DO IT IF OUR ONLY PURPOSE IS TO DO THAT AS A TEAM. This mentality belongs to raids(wow-term) or world-first races. Not to every dungeon in the game.
Melee vs Ranged should never be balanced according to what a specific party can do. They should have their time to shine on certain things but it should never be to melee you need x and y and z and more focus and faster reflexes. See the point now?
Sorry if the post is a bit offensive as im quiet sleepy and hungry..and and.. i love you.
If we are gonna make smart comments then my answer is: I was probably killing lupicus in greens and melee(except first phase which is the problem of the design i mean.) while you were still leveling.
What’s the design problem with the first phase?
If we are gonna make smart comments then my answer is: I was probably killing lupicus in greens and melee(except first phase which is the problem of the design i mean.) while you were still leveling.
What’s the design problem with the first phase?
Sometimes you do not have notifications when you are about to get grubbed, the animation doesn’t appear on your screen all the time (while it shows for other players).
Sometimes you do not have notifications when you are about to get grubbed, the animation doesn’t appear on your screen all the time (while it shows for other players).
Lupi gives a big notification, I mean, really big.
Sometimes you do not have notifications when you are about to get grubbed, the animation doesn’t appear on your screen all the time (while it shows for other players).
Lupi gives a big notification, I mean, really big.
I assume the big animation you are talking about is for forward swing for grub application, which can result on any one of the five members. As big as that animation is, it is quite useless if I can’t tell who it is on.
I’m talking about the insect animation that surrounds your character, to indicate that you will have a grub spawning on you soon.
I assume the big animation you are talking about is for forward swing for grub application, which can result on any one of the five members. As big as that animation is, it is quite useless if I can’t tell who it is on.
I’m talking about the insect animation that surrounds your character, to indicate that you will have a grub spawning on you soon.
Grubs will spawn after he roars so if you can’t see greenish glow (insect animation) on anyone you could just go back to your team just to be safe. Secondly, that animation is far from useless. If you wouldn’t stack in one place but, lets say, attack him from few different directions, you knew precisely who he’d targetted. And lastly, using invulnerable skills or simply dodging (don’t think that blocking skills work) during forward swing will avoid grub application completely.
I assume the big animation you are talking about is for forward swing for grub application, which can result on any one of the five members. As big as that animation is, it is quite useless if I can’t tell who it is on.
I’m talking about the insect animation that surrounds your character, to indicate that you will have a grub spawning on you soon.
Grubs will spawn after he roars so if you can’t see greenish glow (insect animation) on anyone you could just go back to your team just to be safe. Secondly, that animation is far from useless. If you wouldn’t stack in one place but, lets say, attack him from few different directions, you knew precisely who he’d targetted. And lastly, using invulnerable skills or simply dodging (don’t think that blocking skills work) during forward swing will avoid grub application completely.
If you were to back out on every grub animation, what is the point of melee? Your loss of DPS time would far cancel out any melee DPS increase. This “bug” happens very often. There also exists the inherent flaw of his random kick auto-attack that does 12-15k damage (depending on armor ofc), makes going in and out very much not worth it.
You would need quite the angle of separation to differentiate his target of grub application. This is not favorable. 1. You need people to move frequently to target grubs that spawns on the outside (or those people would need to move to the middle, result in loss DPS time). 2. You can’t AoE the insects that spawn, as they would be very spread out due to your separation.
I had no idea you can simply roll the grub animation, I have personally never seen this done, if this is indeed true it would make phase 1 more melee-friendly.
Biggest threat in P1 is getting kick in your face and then getting eaten by Locusts. Melee works quite ok in P2 too (Lupine Blasts have minimum range, melee attack has long animation, doesn’t use dash) only problem being Frenzied Blasts. On melee-range when you see circles you are already dead. P3 should be quite ok if you can dodge out of Nedrid Trap.
(edited by Wethospu.6437)
If you were to back out on every grub animation, what is the point of melee? Your loss of DPS time would far cancel out any melee DPS increase. This “bug” happens very often. There also exists the inherent flaw of his random kick auto-attack that does 12-15k damage (depending on armor ofc), makes going in and out very much not worth it.
You would need quite the angle of separation to differentiate his target of grub application. This is not favorable. 1. You need people to move frequently to target grubs that spawns on the outside (or those people would need to move to the middle, result in loss DPS time). 2. You can’t AoE the insects that spawn, as they would be very spread out due to your separation.
I had no idea you can simply roll the grub animation, I have personally never seen this done, if this is indeed true it would make phase 1 more melee-friendly.
I didn’t say to go back out on every grub animation, but when you don’t see any grub infection active after his swing and you’re not sure he targetted one of the melee players. And that’s really not happening that often (I got it maybe twice in a lot of runs)
You need to be seperated by about 30 degrees angle to know who he targetted.
If you’re meleeing him, swarms get hit as well because they often go for the nearest target. So you’re doing more dps overall than ranged (while losing time on dealing with swarms). That “random” kick is highly telegraphed as well (blocks, dodges, invul work as with normal skills).
Biggest threat in P1 is getting kick in your face and then getting eaten by Locusts. Melee works quite ok in P2 too (Lupine Blasts have minimum range, melee attack has long animation, doesn’t use dash) only problem being Frenzied Blasts. On melee-range when you see circles you are already dead. P3 should be quite ok if you can dodge out of Nedrid Trap.
Where did you get those names? From data file or just being creative?
I didn’t say to go back out on every grub animation, but when you don’t see any grub infection active after his swing and you’re not sure he targetted one of the melee players. And that’s really not happening that often (I got it maybe twice in a lot of runs)
You need to be seperated by about 30 degrees angle to know who he targetted.
If you’re meleeing him, swarms get hit as well because they often go for the nearest target. So you’re doing more dps overall than ranged (while losing time on dealing with swarms). That “random” kick is highly telegraphed as well (blocks, dodges, invul work as with normal skills).
I actually just went back to check some of my old fraps to see how telegraphed that kick was, the damage occurs about .25-.5 seconds after he lifts his leg (via Youtube timing). The rest of the animation is telegraphed, sure, but the ramp up time is short enough to make avoidance extremely challenging. Maybe you are a far better player than me, but even with 4k+ Arah tokens under my belt and fractal tier 6 experience, I’m definitely not confident enough to avoid that attack on a consistent basis.
The bug occurs often enough to simply not justify the melee DPS increase for my class. You can melee the swarms just fine on weapon switch, especially when they are actually grouped up instead of 30 degrees separated per person.
Biggest threat in P1 is getting kick in your face and then getting eaten by Locusts. Melee works quite ok in P2 too (Lupine Blasts have minimum range, melee attack has long animation, doesn’t use dash) only problem being Frenzied Blasts. On melee-range when you see circles you are already dead. P3 should be quite ok if you can dodge out of Nedrid Trap.
Where did you get those names? From data file or just being creative?
Combat-log. I also get hit sometimes. :P
I actually just went back to check some of my old fraps to see how telegraphed that kick was, the damage occurs about .25-.5 seconds after he lifts his leg (via Youtube timing). The rest of the animation is telegraphed, sure, but the ramp up time is short enough to make avoidance extremely challenging. Maybe you are a far better player than me, but even with 4k+ Arah tokens under my belt and fractal tier 6 experience, I’m definitely not confident enough to avoid that attack on a consistent basis.
The bug occurs often enough to simply not justify the melee DPS increase for my class. You can melee the swarms just fine on weapon switch, especially when they are actually grouped up instead of 30 degrees separated per person.
That bug is really rare, I really don’t know why you say it occurs often enough. Another thing, if you’d attack lupi from the side, not from the front, he will change his direction first to use his kick move. That gives more time for dodging it.
That bug is really rare, I really don’t know why you say it occurs often enough. Another thing, if you’d attack lupi from the side, not from the front, he will change his direction first to use his kick move. That gives more time for dodging it.
This bug occurs very often for me, usually 20% of the time. if it doesn’t happen for you great, but this is my experience.
Unless this boss behaves differently than others, attacking from a different direction does not solve the problem here. Boss do not require time to turn, him turning direction does not give you more time, it just makes the animation more obvious.
The only exception is that if Lupi kicks based on aggro, attacking from a different direction will of course show primary aggro target, thus giving them time to move out completely, it won’t however improve the kick timing.
(edited by Kevin.2176)
I know we shouldn’t be talking about this bug, but I think I got him twice in more than 50 runs and he targets me very often during phase 1 for some reason (5-6 times). More annoying bug for me is when he is supposed to shadowstep during phase 2 and just disappears, not shadowsteping. I can only see red circle indicating his position but can’t see if he’s starting to shadowstep again or do Frenzied Blasts.
Back to the topic, meleeing him is obviously more risky, but at the same time more rewarding, fun and challenging. Might even be how designers intended this fight, not to stack 5 people in one spot dealing with grubs. Last time I was doing arah, I tried to melee him with an ele and it worked quite good but you should swap to s/f for next phases (focus offers too much defense to ignore it).
Meleeing some bosses are very much worth it, however, in many situations like P1 Lupicus the risk grossly exceeds the reward.
The kick is just one of those example that shows how ranged are favored in such a situation, if that ability is indeed intended to be avoided, it would’ve have been on par with many of Lupicus’s ranged ability, at least ~1 second ramp up time + average distance travel time. It almost leads me to believe that move is designed as a “do not melee me” ability. I think a fundamental issue with melee in this game is that designers need to realize every melee move needs a ramp up time to compensate for lack of projectile traveling time. There needs to be at least some room to avoid, instant attacks are not acceptable at melee range.
(edited by Kevin.2176)
Except for a very few bosses, you can go melee on almost everything.
People tend to freak out and go ranged on nearly every boss now, that’s pathetic and it leaves me alone in melee as mesmer, soaking all the instant melee hits when I’m not running after the boss who’s himself running after some ranged warrior/guardian/whatever.
lol, subtle never ran dungeons in a good group.
If we are gonna make smart comments then my answer is: I was probably killing lupicus in greens and melee(except first phase which is the problem of the design i mean.) while you were still leveling.
On topic: This design of Anet shines most in fractals. And in any other dungeon you still have a harder time in melee but in fractals if you are trying to make it most efficent you go ranged. That’s that. (What you do in those videos only work till a point in fractals.)
If you honestly dont see even in your own video how you need so many buffing and supporting to melee – or if you really think that is how it should be – then i really dont think i should reply to you.
Why do people always turn things into: I HAZ IMBA PARTIEH WE CAN DO IT IF OUR ONLY PURPOSE IS TO DO THAT AS A TEAM. This mentality belongs to raids(wow-term) or world-first races. Not to every dungeon in the game.
Melee vs Ranged should never be balanced according to what a specific party can do. They should have their time to shine on certain things but it should never be to melee you need x and y and z and more focus and faster reflexes. See the point now?
Sorry if the post is a bit offensive as im quiet sleepy and hungry..and and.. i love you.
I doubt it considering I was 80 on day 3 of early release.
And I melee all the time on my guardian, even in pugs where I’m the only one and need to carry. Your comment on most of the time you can’t melee and even when you can it’s better to range usually is just dumb.
I have 2 characters at 20+ fractals, I mainly pugged on my guardian since it’s easier to carry people and by staying in melee most of the time it relieves the pressure off the rest of your party and makes pugs way smoother. Sorry you haven’t ever had a good guardian in your group and you get those terrible ones that sit back and scepter/shield and don’t do anything for the group.
https://www.youtube.com/user/strife025
(edited by Strifey.7215)
Meleeing some bosses are very much worth it, however, in many situations like P1 Lupicus the risk grossly exceeds the reward.
The kick is just one of those example that shows how ranged are favored in such a situation, if that ability is indeed intended to be avoided, it would’ve have been on par with many of Lupicus’s ranged ability, at least ~1 second ramp up time + average distance travel time. It almost leads me to believe that move is designed as a “do not melee me” ability. I think a fundamental issue with melee in this game is that designers need to realize every melee move needs a ramp up time to compensate for lack of projectile traveling time. There needs to be at least some room to avoid, instant attacks are not acceptable at melee range.
I admit kick on phase 1 is very hard to avoid. If your reflexes simply aren’t fast enough there is not much you can do (except melee burst during its slow animations).
However if you are running with same people the aggro stays about same. Like when I duo it with my friend I get 0-2 kicks during phase 1 (he gets a lot more if he tries to melee). Soloing is quite harsh when you get kick between every animation.
Last duo-encounter took ~13 minutes. Full-melee seems to pay off, not that I have clocked runs where I use ranged.
melee attacks do more damage in general. not sure why some people stick to ranged ones… lack of experience i guess.
melee attacks do more damage in general. not sure why some people stick to ranged ones… lack of experience i guess.
Dead people have 0 DPS.
Heck, dead people have negative DPS. Their absence is hampering the rest of their group DPS even if they aren’t trying to res them.
I admit kick on phase 1 is very hard to avoid. If your reflexes simply aren’t fast enough there is not much you can do (except melee burst during its slow animations).
However if you are running with same people the aggro stays about same. Like when I duo it with my friend I get 0-2 kicks during phase 1 (he gets a lot more if he tries to melee). Soloing is quite harsh when you get kick between every animation.Last duo-encounter took ~13 minutes. Full-melee seems to pay off, not that I have clocked runs where I use ranged.
I’d really like to see someone avoiding those kicks more than two times consecutively, I guess I can do it if nothing else is going on (no grubs, no insects to aoe) and all I’m looking for is the kick.
I really don’t understand your comment tho, the kick is AoE if I remember correctly (I think its 180% degree frontal as well), how does doing this with someone else reduce the frequency unless you two are on opposite ends of each other.
Normally my Lupicus fight takes around 4-6 minutes. I melee everything from early P1 until 1st grub and everything in P3, as P3 is just a lot more consistent to melee, I’d much rather avoid/dodge green domes than trying to avoid half second abilities while looking for invisible grubs.
Lupicus only kicks melee targets. It could kick me between every animation (like it does when soloing) but it won’t because it is aggroed to my friend.
I don’t understand your issues with grubs. Dodge infection, win the game.
And anyways, I have soloed phase 1 on full melee.
(edited by Wethospu.6437)
Lupicus only kicks melee targets. It could kick me between every animation (like it does when soloing) but it won’t because it is aggroed to my friend.
I don’t understand your issues with grubs. Dodge infection, win the game.
Ok, so how does this change the fact that the ability has virtually no ramp up time, does your friend avoid them consistently? if he only kicks primary aggro target, then how does that person avoid it?
If you read few posts up, I explained why the grubs sometimes bug out, it is not a problem by it self, however when this is compounded by another factor, aka if I’m trying to avoid this half-second melee abilities (which is quite difficult by itself) along with two other things, then yes there is a very likely chance one of them will fail.
This just ties in with how much you have to try just to do maybe at best 10% more DPS (dodging cuts into your damage too).
I have soloed P1 full melee as well, but that doesn’t take away the inherent problem that exists within this fight.
(edited by Kevin.2176)
Soloed full-melee and then wondering how to dodge those kicks when every other attack is a kick? Doesn’t make really sense.
Grubs don’t bug out if you don’t get infected, simple.
My bad, forgot to mention that my friend is ranged.
And my dodges do damage.
(edited by Wethospu.6437)
Soloed full-melee and then wondering how to dodge those kicks when every other attack is a kick? Doesn’t make really sense.
Grubs don’t bug out if you don’t get infected, simple.
My bad, forgot to mention that my friend is ranged.
I’m not wondering how you dodge those kicks (I guess I should word my rhetoric questions more carefully), I’m suggesting that is not feasible to dodging them by animation consistently.
He does not kick every other attack, he at best kicks once every 20 seconds, with virtually no other attacks within in. So with blinds/aegis you can preemptively avoid them, however trying to dodge them based on animation repeatedly does not seem that realistic.
Your dodges will do less damage than your regular moves, so yes this cuts into your damage.
melee attacks do more damage in general. not sure why some people stick to ranged ones… lack of experience i guess.
Dead people have 0 DPS.
Heck, dead people have negative DPS. Their absence is hampering the rest of their group DPS even if they aren’t trying to res them.
So let’s all play ranged hm? We gonna do so much dps that way. Melee is high risk, high reward, unexperienced people will bring your team down, that’s obvious.
Ok, I went to Lupicus. Always at least one kick per cycle (infection + roar), sometimes two, rarely two kicks between animatons (this is what gets me). So yeah, not every other attack but let’s say every third attack.
And I dodged 10 of them in a row.
(edited by Wethospu.6437)
Ok, I went to Lupicus. Always at least one kick per cycle (infection + roar), sometimes two. So yeah, not every other attack but let’s say every third attack.
And I dodged 10 of them in a row.
Would you care to fraps this next time?
I’d love to see this in action, it is quite impressive to dodge 10 half second animation ability consecutively. I definitely can’t do this even devoting my full attention to it.
I’m not wondering how you dodge those kicks (I guess I should word my rhetoric questions more carefully), I’m suggesting that is not feasible to dodging them by animation consistently.
He does not kick every other attack, he at best kicks once every 20 seconds, with virtually no other attacks within in. So with blinds/aegis you can preemptively avoid them, however trying to dodge them based on animation repeatedly does not seem that realistic.
It’s quite feasbile to dodge them, I heard people saying you had to interrupt some bosses in wow having 0.5s to do so, so how did they manage that? I haven’t played that game so simply wondering.
Also, lupi is immune to blinds, which you should know after getting 4k+ tokens ;P
It’s quite feasbile to dodge them, I heard people saying you had to interrupt some bosses in wow having 0.5s to do so, so how did they manage that? I haven’t played that game so simply wondering.
Also, lupi is immune to blinds, which you should know after getting 4k+ tokens ;P
Most bosses in WoW has pre-defined timers that tells you exactly when the ability is about to occur, with very easy text warning/duration bars/sound cues, thus making it very possible, if I recall there was only one fight that required .5 second interruption, most fights are 1 second interrupts, which is very reasonable with good latency.
.5 second casts exists in PvP in WoW, but those are harder to predict, and most of those interrupts are cherry picked as highlight movie footages.
Sorry just aegis then, I haven’t done Lupi in over a month and half.
Here’s a few bosses I can think of that are brutal against melee:
Champion Icebrood Wolf: Starting path for all of CoE, sometimes seen during Claw of Jormag. They have an instant attack that hits for almost 14k+, without any visual indication nor charge up time. They simply just execute the attack and you find out you’re dead.
Dwayna’s Champion in malchor’s leap: She fires out 7 or 9 Vapor Blades that each deal 3k dmg, standing in front of her means you take all of the dmg from each blade. Also, she does it with great frequency that even with permanent Vigor, you don’t have enough dodges to fully mitigate any damage from her.
Legendary Archdiviner: Cliffside Fractal, he has an attack where he draws his hammer back (similar to the Wraithlord’s Crusher in Arah p3) except that it has no visual cue nor cast time. You have to have really good reflexes to otherwise dodge the attack. Oh, and it one-shots. His chaos bolts can be reflected, but at melee range can apply 3+ stacks of confusion if you aren’t careful with dodges.
To a lesser effect: The Grawl Shaman at the end of the Lava Fractal is somewhat difficult to melee, due to the sheer fact that in melee, it is harder to strafe a projectile (his causes agony), he’s constantly laying AOE near him, and often, its hard to move in melee (to avoid the burning) while still staying near the boss, while expending dodges to evade his auto attack (or just reflect it) and his aoes.
TL;DR Some bosses just aren’t designed to go full melee. You certainly can try, my AH guardian made some bosses that used to look difficult in melee a breeze (The Slave Driver in CoF Path 1 comes to mind, also the Seige Commander from Path 3 CoF).
(edited by Absolution.2851)