Looking for tips CoF - Path 3
First of all theres a “safespot” for each of the torches were you can stand without aggroing the 3 monsters you are supposed to kill. Once everyone is in his safespot. Wait till all monsters have spawned. Let the “leader” type GO and everyone kills them, if you feel you got alot of DPS and feel good about it just wait like 3 seconds longer so the weaker players finish around the same time
Once your monsters are dead let everyone type clear in chat
once 5 clears have been spotted let the leader count to 3
1 2
3 => the signal that everyone can start channeling his torch,
First of all theres a “safespot” for each of the torches were you can stand without aggroing the 3 monsters you are supposed to kill. Once everyone is in his safespot. Wait till all monsters have spawned. Let the “leader” type GO and everyone kills them, if you feel you got alot of DPS and feel good about it just wait like 3 seconds longer so the weaker players finish around the same time
Once your monsters are dead let everyone type clear in chat
once 5 clears have been spotted let the leader count to 3
1 2
3 => the signal that everyone can start channeling his torch,
tried this a few days ago.
I have this to say
1. dont do this dungeon if your build is based around little to no hard DPS. We had a necromancer who we had to keep giving a good 15 second or so headstart because otherwise he wouldnt finish near the rest of us. (and for some reason he refused to take the torch with no monsters) this made syncing up hard
2. lightning the torch can be interupted by any attack. Always mind your surroundings while doing it. If you’ve got something like arcane shield or mist form get ready to use them. I cant tell you how frustrated I was seeing 4/5 torches lit, 3 seconds to go, and my torch lighting being cancelled at the very last second by a rogue imp that had patrolled into me.
3. while I appreciate the design Anet, can we get like an extra 2 seconds on the time the torches stay lit? As it stands even with one of the most coordinated groups Ive been in, we gave up after the 20th or so try. Over half of which were 4/5 torches lit.
The guy’s above me are correct but, I would only do path 3 if you have 4-5 people in vent or some Voip service.
It’s frustrating with people all in Voip, it’s downright evil if you’re trying to do this with a pug and no Voip.
I suggest getting a guild group and then it’s much easier.
Thanks for the info guys, we will try to plan it better next time.
For the torch part, there is 3 mobs guarding each torch w/ very fast synched respawn. What you can do it, kill 2/3 mobs and then it’s very easy to kite the third one by hopping around it. Give ur soft DPS a few second head start and it should be easy to sync the kills and give longer period for it.
AFTER that however, u need plates or a group that’s comfortable killing big waves of zergy mobs – need Aoes and Heals here. After that if you have a mesmer that’s pro at running and dodging stuff it would be fantastic.
It seems there’s unmentioned change. Before the update I did this path at least 5 times, monsters were respawning every 30 seconds. Now they’re respawning in like 20 seconds, so there’s no second chance for synchro if we kinda fail
Just did this with my ranger and my guild with no voice communication and I have to say that it totally killed the mood when we keep seeing the timing of spawns.It’s ok if we need more dps,it’s ok if we need to dodge,it’s ok if we need to coordinate.But please don’t make it so that we are trying to get a specific class(mesmer) to dodge and distract so that we can all make it in the time frame.
I think a larger time window to light the fires or lesser cast time to light it will help loads without diminishing its difficulty
You need 2 people that can take on 3 imps easily solo. You need one person that can deal with tar ele (should be easy). Finally, you need two people that can work well together to clear the larger group on the west torches. I can imagine this being fairly difficult without voice communication though.
Those Imp’s are really what hold you back. They constantly evade, are ranged, and hit hard.
Lorella Windrunner – 80 Thief
Shayera Nightfall – 80 Mesmer
I can’t seem to find any video’s of this path. What is it called besides “path 3”(the persons name basically). My group is probably going to do this tonight and i wanted to at least see it done once.
Thanks.
crickits 80 ranger
crickets 80 warrior – current main
Path 3 is by far the most annoying path to choose because of the torch part. Once you get past that and the rolling balls (easy once you figure it out) it’s easier than Magg’s.
Lorella Windrunner – 80 Thief
Shayera Nightfall – 80 Mesmer
Been running CoF a lot lately, I found the easiest option was to…. avoid path 3 altogether lol.
Kill 2 of the 3 mobs and then everyone kills the last one at the same time. Has worked for me a few times.