How do you do Caudecus's Manor
Hope this can help you – http://wiki.guildwars2.com/wiki/Caudecus%27s_Manor_
I don’t remember story more being that hard. Just a suggestion – kill the guys from both tunnels separately before waking him up.
(edited by Grezko.7950)
Hope this can help you – http://wiki.guildwars2.com/wiki/Caudecus%27s_Manor_
I don’t remember story more being that hard. Just a suggestion – kill the guys from both tunnels separately before waking him up.
I’ve already looked at that and it didn’t help… We can’t kill the guys in the tunnels first cause you have to walk through the 2 in the middle to get to the tunnels…
Don’t really remember the SM.
But if you want to really pull an enemy without having the fight its group, use a “Pull” skill.
http://wiki.guildwars2.com/wiki/Pull
Aside from that use reflect skills if you can
http://wiki.guildwars2.com/wiki/Reflect
I assume you are referring to story mode.
Simply wait at the door for the enemies to finish talking (and become hostile) and then pull them to the tunnel you came from (where you fought the previous mini-boss). Read the tips under each mob’s portrait to decide on the best kill order, based on your party’s abilities (as a general rule you’ll want to kill saboteurs, bombers and scattershots first, since their damage is harder to avoid).
And, obviously, follow the basic rules of party combat: make sure everyone focuses on the same target (Ctrl+T, T), keep melée enemies slowed (chilled / crippled / stunned), put reflecting walls and domes on the ranged enemies, etc..
But if you want to really pull an enemy without having the fight its group, use a “Pull” skill.
http://wiki.guildwars2.com/wiki/Pull
Will those pull skills actually bring an enemy over without aggroing the rest of the group? My guild has also been struggling with the larger groups in dungeons, and a way to separate some out until we reach 80 and get better gear would be great.
I had also seen a reference to shooting a projectile through a stealth field, such as smoke bomb, as being a way to separate out an enemy, but was never able to get confirmation. Anyone know if that works?
I actually did this last night. I am a guardian and I used the shout “Stand your ground” and the consecration “Hallowed Ground”. Helped a ton during that story because of all the mobs that continuously knock you down.
Story went very quick after I made the switch to those two utility skills.
| 80 (Mesmer) Brook Envision | 80 (Thief) Kuro Rin |
Don’t really remember the SM.
But if you want to really pull an enemy without having the fight its group, use a “Pull” skill.
http://wiki.guildwars2.com/wiki/Pull
Most opponents in CM are immune to pull skills, which is why it is such a terrible dungeon. I’ve been able to pull ginormous monsters towards me in Honor of the Waves, but I can’t pull simple ranged bandits in CM, they are immune to it.
(https://www.youtube.com/watch?v=D-On3Ya0_4Y)
Will those pull skills actually bring an enemy over without aggroing the rest of the group?
Depends on the groups and the actual skill; you’ll have to test it.
I think some skills were recently changed to do damage first and pull after, which means the mobs around the one being pulled can aggro (due to the damage being done to the first mob). As a general rule, the thief’s Scorpion Wire seems to have the most success at pulling individual mobs, followed by the necro’s Spectral Grasp, but there are a few groups where all the mobs will aggro when you pull one, regardless of which skill you use or how far away you are.
I can’t pull simple ranged bandits in CM, they are immune to it.
Someone clearly nailed their feet to the ground. How else do you explain the fact that they can’t move at all, even when simply taking one step to the side would give them a much better line of fire at players?
Really, I don’t understand why CM’s designer used human models to represent what are clearly just fixed turrets.
(edited by Account.9832)
Some groups can be separated, some can’t. In CM exp I don’t remember a group which can’t be separated.
Then some monsters are rooted and can’t be pulled (aside from having stability). In CM, if a monster can’t be pulled, it can’t also move.
As a “pull power” test I tried using Engineer Magnet (from Tool Kit) in open world PvE this morning, a group of about 10 Dredge at a Dynamic Event. It was a good test because they were +3 levels to me, so I really couldn’t fight the whole group. Every time it dragged just one guy over so I could do a beatdown, worked like a charm. For comparison I tried rifle 1, and that brought 3 or 4 guys over, which I couldn’t survive.
The next best thing I found was merely exposing myself, letting one take a shot at me and running back. That didn’t bring over as many as shooting one of them.
Very different aggro mechanics compared to the last MMO I played. . .