Question about dungeon mobs
Well this is something you’ll get used to and learn to adapt to deal with.
1) Slower attack speeds look bad and are too easy to manage even with high damaging attacks.
2) The hp won’t wear you down (pers se) unless your team is not performing well to begin with. Usually your team will make a mistake or multiple ones down the line that leads to death.
3) I have not done every dungeon so this may be inaccurate but I don’t find support or tank builds to be particularily helpful in pve. A hybrid is not too bad but for dungeons I prefer just raw dps, and all support being in the form of increased damage buffs (might, fury, quickness, etc). However skills that can help to res or reflect projectiles I do not have a problem with, but I hate seeing staff guards that use the staff for more than swiftness or killing volitile blossoms.
To combat mobs individually: Now it depends on your class but snares are helpful, as are reflecting projectiles and blinds. For melee mobs if you cannot attack their back and if you don’t feel safe face tanking, kite them around with a ranged weapon and time your dodges.
If you feel mobs are dying too slow you might want to increase your dps.
Also make sure not to run backwards as it is slower than side stepping or running forward.
For war I use my GS and the way I use it is by: using skill 4 as a snare, since crippled mobs can be melee kited easier; you also got skill three which has great dps (better than 100b), but is an evade. Use it near a wall to make every hit land.
I also always use one range and one melee on war incase I get low on health.
dungeons were made for the more hardcore type of players. Some dungeons (cof mostly) are significantly easier than most, but all are harder than open world pve content. Everything here is jacked up in difficulty and is scaled around a 5 person team doing the content and those 5 people at least semi-knowing what to do.
I’d give you some tips but I’ve done ac maybe 3 times since the change and was really zoned out during that time so I can’t really give you any solid advice. Only thing I can tell you is when kholer brings his arm back and his hand gets all glowy, count 1 mississippi then dodge.
http://www.youtube.com/user/randomfightfan/videos?view=0&flow=grid
(…)but I hate seeing staff guards that use the staff for more than swiftness or killing volitile blossoms.
That’s funny, because a good staff guardian can keep Warriors in combat, empower them and give them no single reason to get out of combat and swap to crap ranged weapons, allowing them to maintain the highest DPS possible.
To combat mobs individually: Now it depends on your class but snares are helpful, as are reflecting projectiles and blinds. For melee mobs if you cannot attack their back and if you don’t feel safe face tanking, kite them around with a ranged weapon and time your dodges.
Also make sure not to run backwards as it is slower than side stepping or running forward.
I also always use one range and one melee on war incase I get low on health.
I thought I would put my finger on the funny words, which can make a guardian laugh quite much.
~Bad Staff Guardian
1) sounds fair, why would their attack be any weaker then yours
2) yes, it’s battle of attrition
3) flank & tail. repeat
thoughts: warrior is not the class that can face-tank dungeon mobs, veterans and champions. tho can still solo them in good hands.
survivability in this game comes from not getting hit in the first place.
positioning – it matters where and when you stand, even against trash mobs.
Some advice from me:
1) You can use increased default attack speed to your advantage via retalitation / block next attack with effect skills. Not all attack speeds are equal for mobs – usually the slower the skill animation, the more powerful the attack leading to a counter.
2) Mobs do have alot of HP in explorable mode – the dungeon group’s goal is to make the Mob HP go to zero, not nessesarially to tank them. The game of rising and falling red bars is clear here – if your groups EHP vs mob DPS < mob EHP vs your DPS then you will lose.
3) There are “two” types of support – Passive/defensive and offensive. Passive / defensive support can help prevent damage from being taken, or help when damage is taken, but are not positive effects for the game of the rising and falling bars, they simply give you more time to bring mobs health bars to zero. Passive support is further broken up into “three” categories – Prot / Heal / general. Healing support is something you are very familiar with in the old trinity – something you recognize is not sufficient to dungeon content. Prot is much more effective at managing damage in GW2 as it can stop up to 100% of the damage taken. For example – a team can run invuln, blind, block, control, vigor, and protection to achieve good coverage to really hamper the damage of a mob so that healing is effective once again. Healing (passive or otherwise) is only effective once damage taken is < or = the amount of healing per second. General passive support (including stability and swiftness) are used to counter / deal with certain situations and are helpful at times, but not always helpful during combat. The second type of support (Offensive) generates additional damage for your team which you might not have had before (fury, retaliation, and might) and are positive effects in the game of rising and falling bars.
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(…)but I hate seeing staff guards that use the staff for more than swiftness or killing volitile blossoms.
That’s funny, because a good staff guardian can keep Warriors in combat, empower them and give them no single reason to get out of combat and swap to crap ranged weapons, allowing them to maintain the highest DPS possible.
To combat mobs individually: Now it depends on your class but snares are helpful, as are reflecting projectiles and blinds. For melee mobs if you cannot attack their back and if you don’t feel safe face tanking, kite them around with a ranged weapon and time your dodges.
Also make sure not to run backwards as it is slower than side stepping or running forward.
I also always use one range and one melee on war incase I get low on health.
I thought I would put my finger on the funny words, which can make a guardian laugh quite much.
~Bad Staff Guardian
Are you implying that empower is better than timewarp? :P
Ya well may be it is just a different mechanic that I have to get used to. In this game, damage = god.