(edited by Tigre.6458)
Melee Mesmers VS Alphard 2.0
Oh right I forgot about pulling him there XD I don’t use that frequently at all, well good job.
If her pull is reflected the Big Ol’ Bomb doesn’t explode
Oh boy, that makes it even easier than before
If you do get pulled, can you use mantra for stability and dodge before the explosion or it’s literally instant?
If her pull is reflected the Big Ol’ Bomb doesn’t explode
Oh boy, that makes it even easier than before
If you do get pulled, can you use mantra for stability and dodge before the explosion or it’s literally instant?
It’s instant. If you get pulled, you get bombed, possibly twice.
Also in the video we both pop our Phantasm before she tele back to the middle. The reason is when she does your phantasm will start running toward her, and they might get hit with the lightning balls. Those things have a huge AOE hit box so if that happens chance is you gonna get killed as well.
Was this change mentioned in the patch notes? I thought he was bugging and the bomb was exploding pre-maturely when i did p2 yesterday. Silly me.
Anyway 5 attempts later, lots of rezzing and somewhat coordinated reflections he was dead.
hard enough to make them cry, not just rivers but oceans."
Yes, this was a ninja fix, but it really wasn’t warranted in my opinion. Anyway, we’re going to try to use Moa Elite to try and interrupt her teleport
Problem: anet doesn’t like people solo/duo/trio Arah p2.
Solution: Make Alphard have an attack that one shots the party if someone fails to dodge.
Result: Alphard is easier to kill with 2/3 good players who can dodge and read boss tells than she is to kill with 4 pros and 1 bad.
If the intention was to make the path harder to pug while making it take slightly longer to duo/trio you succeeded. In exchange for it being slightly longer I get to sell the path for more gold, thanks!
How much is path 2 selling now?
The people who go underwater are still selling for 4g. Others seem to range between 5g and 10g.
They could just add some poison to the water (like they did with the water around the nightmare tower)… water skip fixed. Instead of this they add some bugs to Alphard making her harder for pugs. xD
(edited by Nairolf.7024)
They could just add some poison to the water (like they did with the water around the nightmare tower)… water skip fixed. Instead of this they add some bugs to Alphard making her harder for pugs. xD
kitten man, that’s a perfect solution and no dev will ever read it.
They could just put an invisible wall at the spot where people blink. But im sure they would find another way to get underwater that way. :P
The fix is too easy and it doesn’t justify his salary whether he’s zero paid exploited intern or minimum paid intern. And if he’s fully paid dev then well …
(edited by SkyChef.5432)
If your QA team doesnt try to exploit, they will never find the exploits.
I was using a 10/20/0/25/15 build earlier with the new healing signet and could have solo’d him pretty easily if it wasn’t because randomly all his pistol attacks/pull would pierce wardens and feedback.
What the hell with that?
could have solo’d him pretty easily if it wasn’t because randomly all his pistol attacks/pull would pierce wardens and feedback.
What the hell with that?
Don’t know, this is the same problem we’re having and it seems pretty RNG. On some fight it works flawlessly, but there are runs we literally got trolled for 15-20min getting blow up inside our feedback. We’re deducting the causes after each run and so far:
- It’s your phantasm that got pulled: not the reason, since we can see ourself flying inside the feed back, and combat log does report that we got hit by the pull.
- It’s an animation/time lag: could be, but sometime we got blow up with the FB a good 2 second up, if we had that kind of lag we would notice it way before.
- Elevation difference: I would understand if it’s the curtain or WoR, but FB is supposed to be a sphere.
One thing we notice is that if a mishap happens, it will always be the first feedback. If you look at the video it’s the one we pop when she’s running in. We never have our 2nd FB blow up on us when she’s already there. So maybe there is a problem with her moving that glitch out the FB even though she’s still seen inside of it.
From what ive gathered its if you are stack up and too close to alphard. If you are close or inside alphards model reflects will bug 90% of the time and you will get hit. If you are max melee range they should work pretty much 100% of the time. Which is why fighting in the open is easier. Or LoSing and then when shes in position taking a step back.
Thanks both of you for sharing your ideas and possible solutions.