(edited by Fror.2163)
Quick dungeon paths?
Well, any path with an expert team takes <20 minutes, without exploiting anything, except Arah p4.
So, either look for some friends to get better at it. But if you want some easy ones, I’d suggest:
CM p1 and p3. p2 is also pretty fast, but with players that don’t know it, it can be a pain.
TA any path really, you just gotta bring reflects for the end boss of f/u. You can easily do up and f/f in 15-20 minutes with a half decent team though. ‘Expert mode’ would be ~10-12mins.
CoE: path 1 is easily doable with a half decent team in 15-20mins (we do it in 10). p2 depends on the team, we usually do it in like 12-14, so I guess a ‘good’ team should take only a little over 20 mins. p3 again, depends. We do it in 12-14mins as well, but some people have trouble at the destroyer boss, so it can vary. Wouldn’t recommend it if you’re unfamiliar with it though.
HotW p1 is also pretty quick-ish. Easily doable in 15-20mins as well.
“People wanting content where Berserker sucks should remember that it needs be so hard
that they will cry, not just a river, but a huge ocean.” – Wethospu
Thanks for answering! It’s nice to see that paths for which I had an awful experience while running for “Dungeon Master” can actually be run fast, like CM or HotW.
CoE p1, I never ran it under 30m (the golem room is a big problem for almost all my guildies)
CoE p2 is the fastest CoE for me, but it’s still 25-30m
CoE p3, I never succeeded it since the range of the destroyer was increased.
Thanks for answering! It’s nice to see that paths for which I had an awful experience while running for “Dungeon Master” can actually be run fast, like CM or HotW.
CoE p1, I never ran it under 30m (the golem room is a big problem for almost all my guildies)
CoE p2 is the fastest CoE for me, but it’s still 25-30m
CoE p3, I never succeeded it since the range of the destroyer was increased.
1: Stack DPS
2: Learn how to pull mobs
3: ???
4: Profit
On a more serious note:
Golem room: 1-4 is a lot safer than 2-3 or 3-2 or whatever nonsense PUGs run. Just have a high-DPS character with a cleave weapon defend when the 4 people activate.
p2: at Husk, learn how to time your rifles so the golems run in in 1 go and explode.
p3: what do you mean, since the range of the Destroyer boss was increased? Even with a team that doesn’t do optimal DPS, you can take him down in 2 goes easily. Just dodge/use Aegis on his Dragon Tooth attack when you’re down there, and don’t forget to not die in the lava when the bubble comes up.
“People wanting content where Berserker sucks should remember that it needs be so hard
that they will cry, not just a river, but a huge ocean.” – Wethospu
We’re shifting to a more WvW-focused guild but our PvE base is still big.
CoE p1, I keep saying let’s go for 1-4, but in the end the result is more like 1-1-1-2. I already solo the spawns with my staff guardian and my stability skills, and I succeed 75% of the time.
CoE p2, I know the rifle-section is the hardest one, however I’m not as trained to it as I’m for other parts and mostly I’m the weakest link here as I don’t know how to operate the small golems. Also, I keep reading that people so dodge on Alpha, however my own experience says the contrary: stay even closer to him and more stacked than for p1.
CoE p3, we’re afraid of it and don’t run it anymore. I’m gonna try and give a few more shots in pugs then convince my guildies if that goes well.
But in any case, thanks!
Why would you do 1-1-1-2? That’s… Weird.. but okay.. 1-4 is really the safest.
For the rifle part: make sure you stand far away enough from a golem so you don’t aggro it. Hit them with the rifle beam the moment they stop moving half way to the Husk. If you do it right then, they’ll run straight in and explode.
For the Alpha fight there, it’s best to all stack in a corner, make him run in and stand in your melee range. That way, you can dodge forward while you’re in the corner, which is a LOT safer than just running around. If you run around randomly his AoE fields will cover the entire room, and dodging might get you killed. When stacked, you can quickly rez people that missed a dodge. When stacked, you can destroy the crystals he spawns really fast, often saving party members from imminent death etc.
“People wanting content where Berserker sucks should remember that it needs be so hard
that they will cry, not just a river, but a huge ocean.” – Wethospu
TA any path really, you just gotta bring reflects for the end boss of f/u. You can easily do up and f/f in 15-20 minutes with a half decent team though. ‘Expert mode’ would be ~10-12mins.
We ran F/U yesterday with 2war/1ele/1guar/1mes in 12 minutes while not having an optimal amount of might stacking at any point. And with two of us (I was part of it :> sorry guys! :P) dropping dead at the fountains of insta death, wasting two minutes there while the group ran up there then back to rez us. F/U expert mode cranked to 11 would take less than 10 minutes. Now that’s a quick path.
AC: p1 7min, p2 14min, p3 12min
CM: all paths ca. 10-12 min
TA: all paths 10-12 min
SE: p1 6min, p2 20min, p3 10min
CoF: p1 6min, p2 10min, p3 12min
HotW: p1 10min, p2 and 3 ca. 15min
CoE: all paths 10-12min
Arah: p1 20min, p2 and 3 15min, p4 35min
(edited by worfox.2507)
AC: p1 7min, p2 14min, p3 12min
CM: all paths ca. 10-12 min
TA: all paths 10-12 min
SE: p1 6min, p2 20min, p3 10min
CoF: p1 6min, p2 10min, p3 12min
HotW: p1 10min, p2 and 3 ca. 15min
CoE: all paths 10min
Arah: p1 20min, p2 and 3 15min, p4 35min
Although I agree with most of your times, he asked for a ‘good’ dungeon team. I bet not even 1% of the GW2 population can clear the paths in those times.
I’d like to see you do CoE p2 and p3 in <12mins though. 11min is possible, but 10 I highly doubt.
“People wanting content where Berserker sucks should remember that it needs be so hard
that they will cry, not just a river, but a huge ocean.” – Wethospu
CoE p1, I keep saying let’s go for 1-4, but in the end the result is more like 1-1-1-2. I already solo the spawns with my staff guardian and my stability skills, and I succeed 75% of the time.
lol, staff guardian? Why are you using that in a dungeon?
Seriously, just tell them to do 1-4 and let the guy with the most DPS protect the other four since especially if they’re full zerk they will be one-shotting the golems that come at you and then run for it when the next 4 sets of spawns arrive.
For the golem with the five turrets, try getting a mesmer to make a portal and teleport forward so that the turrets arent activated, then have them run back to where you would have came from to “activate” the fight just before it dies so the whole thing doesn’t glitch out.
Path 3 is fine too, what problems do you have with it?
Literally the entire dungeon is a DPS check, so just get everyone in full zerker gear spamming hundred blades or whatever the burst attacks of your classes are and hugging the bosses (throw alpha at a wall and cling to him, if you’re the only guard i’ve found having retreat and that ability with the fire field that removes conditions on allies along with hold the line are nice abilities to use).
Overall, I’ds ay if you have a semi-competent group you can blitz through all AC paths quite quickly, all COE paths, COF p1, HOTW p1 and SE p1. Arah you can do p3 fairly fast but the dungeon is punishing for people if they’ve never done it before, plus p1 has terrible waypoints.
Morrï (Mesmer) | Serah Mahariel (Guardian) | Morrï Mahariel (Warrior)
“colesy’s on rampage today. Slaying casuals left, right and centre” – spoj
Worfox, as Bright says, don’t link the best times for each dungeon: I play with good players but we aren’t expert in each of those paths and don’t want to be.
Also, you link wrong times. For instance, CoF never takes 6 minutes for anybody: all speedrunners have a rule (count from the time the first doors opens), you base your time on that rule. It’s not acceptable for normal dungeon runners. We cannot and won’t perma stack might on us and vulnerability on the mobs. My intention is never to kill the CoF boss in kitten like most people do. So be realistic for the top 33% of the gamers, not the top 1%.
Also, you link wrong times. For instance, CoF never takes 6 minutes for anybody: all
I know this is not possible for all the people speed running, but it is very possible to get a sub 6min zone in and out time. 5:30 is very achivable.
lol, staff guardian? Why are you using that in a dungeon?
Various reasons:
- permanent 12 stacks of might on 5 players, meaning 48 stacks on might not including mine? Yes, that’s good. We’re lucky we have a mesmer? Make that double!
- Perma speed between the various fights given by only 1 guy instead of each having guy his own speedy thing, freeing a utility for everybody? Yes, that’s good
- Also, with my staff guard, I 1 or 2 shot the golems. That’s easy enough.
Finally, no worries, I got gs as main weapon, staff is my alt and I often switch weapons for the most appropriate one.
For the golem with the five turrets, try getting a mesmer to make a portal and teleport forward so that the turrets arent activated, then have them run back to where you would have came from to “activate” the fight just before it dies so the whole thing doesn’t glitch out.
Exploit, I’m not listening. Also, I don’t always play with a mesmer.
Literally the entire dungeon is a DPS check, so just get everyone in full zerker gear spamming hundred blades or whatever the burst attacks of your classes are and hugging the bosses (throw alpha at a wall and cling to him, if you’re the only guard i’ve found having retreat and that ability with the fire field that removes conditions on allies along with hold the line are nice abilities to use).
READ! I play for the fun, not for the speed! I’m looking for good and acceptable times, not expert times.
But you know, this thread can be closed: Bright answered all my questions.
(edited by Fror.2163)
lol, staff guardian? Why are you using that in a dungeon?
Various reasons:
- permanent 12 stacks of might on 5 players, meaning 48 stacks on might not including mine? Yes, that’s good. We’re lucky we have a mesmer? Make that double!
- Perma speed between the various fights given by only 1 guy instead of each having guy his own speedy thing, freeing a utility for everybody? Yes, that’s good
- Also, with my staff guard, I 1 or 2 shot the golems. That’s easy enough.
The thing he’s aiming at I think is that you STAY on staff… When I run CoE on my guard I’ll run either Staff + Hammer (for first Alpha fight), Staff + Sword/Fc (golems at laser room) Staff + Sword/fc big golem, etc… I only use staff to stack might at the start of a fight and then I’ll switch to whatever damage weapon I have in my second slot. Staff does terrible damage. That golem part is a lot safer to do with greatsword.
A good rule as a guardian to remember is: if you camp staff, you’re trash.
“People wanting content where Berserker sucks should remember that it needs be so hard
that they will cry, not just a river, but a huge ocean.” – Wethospu
Various reasons:
- permanent 12 stacks of might on 5 players, meaning 48 stacks on might not including mine? Yes, that’s good. We’re lucky we have a mesmer? Make that double!
Meh. The duration of these stacks is really low, and only good to use right before you start a fight. You’re doing terrible dps with staff autoattacks and no dps while using Empower during a fight rather than right before. You should never camp the staff. If you’re in a group that has a low amount of might stacking, you’ll be better off using Hammer, fire field and blasting these. You’ll have better dps on yourself and give off might stacks that can last for 20 seconds on a zero boon duration build, or 30 seconds on a boon duration build. While it’s not the optimal dps for the guardian himself it’s the optimal way to both give might stack to a group that doesn’t always hold 25 stacks, while keeping decent damage (blast finisher is worse dps than sticking to auto symbol chain but it sure as hell beats “no dps” from using staff empower and “little dps” from staff auto.).
If you have a lightning hammer ele in the party.. you pretty much guarantee a full 25 stack. Constant. Without even a mes using signet of inspiration.
(edited by Nikaido.3457)
Various reasons:
- permanent 12 stacks of might on 5 players, meaning 48 stacks on might not including mine? Yes, that’s good. We’re lucky we have a mesmer? Make that double!Meh. The duration of these stacks is really low, and only good to use right before you start a fight. You’re doing terrible dps with staff autoattacks and no dps while using Empower during a fight rather than right before. You should never camp the staff. If you’re in a group that has a low amount of might stacking, you’ll be better off using Hammer, fire field and blasting these. You’ll have better dps on yourself and give off might stacks that can last for 20 seconds on a zero boon duration build, or 30 seconds on a boon duration build. While it’s not the optimal dps for the guardian himself it’s the optimal way to both give might stack to a group that doesn’t always hold 25 stacks, while keeping decent damage (blast finisher is worse dps than sticking to auto symbol chain but it sure as hell beats “no dps” from using staff empower and “little dps” from staff auto.).
There. I highlighted the important word in the quote of my previous post.
But again, I’m NOT trying to optimize my own play. I’m trying to get a precursor. So gaining (or losing) 1 minute isn’t life-changing for me.
(edited by Fror.2163)
(blast finisher is worse dps than sticking to auto symbol chain but it sure as hell beats “no dps” from using staff empower and “little dps” from staff auto.).
Are you talking about Guardian Hammer #2? Because I don’t know what you’re talking about then, I’ve seen that skill hit for 12k damage, but it usually hits for like 7-8k, while auto hits for like 4.5-4.5-7k ish and it really doesn’t have that long of a windup.
EDIT:
Various reasons:
- permanent 12 stacks of might on 5 players, meaning 48 stacks on might not including mine? Yes, that’s good. We’re lucky we have a mesmer? Make that double!Meh. The duration of these stacks is really low, and only good to use right before you start a fight. You’re doing terrible dps with staff autoattacks and no dps while using Empower during a fight rather than right before. You should never camp the staff. If you’re in a group that has a low amount of might stacking, you’ll be better off using Hammer, fire field and blasting these. You’ll have better dps on yourself and give off might stacks that can last for 20 seconds on a zero boon duration build, or 30 seconds on a boon duration build. While it’s not the optimal dps for the guardian himself it’s the optimal way to both give might stack to a group that doesn’t always hold 25 stacks, while keeping decent damage (blast finisher is worse dps than sticking to auto symbol chain but it sure as hell beats “no dps” from using staff empower and “little dps” from staff auto.).
There. I highlighted the important word in the quote of my previous post.
But again, I’m NOT trying to optimize my own play. I’m trying and getting better and quick dungeons.
First, unless you’re running 200% boon duration, those might stacks aren’t permanent…
Secondly, the things Nikaido and me are saying aren’t to bring you down, since you’re saying yourself you want to get better and faster at dungeons, these are tips to help you with that. And camping staff is not a way to get better or faster. Stacking might before a fight and then swapping to a DPS weapon is a lot better than camping staff with which you do no damage.
“People wanting content where Berserker sucks should remember that it needs be so hard
that they will cry, not just a river, but a huge ocean.” – Wethospu
(edited by Bright.9160)
Various reasons:
- permanent 12 stacks of might on 5 players, meaning 48 stacks on might not including mine? Yes, that’s good. We’re lucky we have a mesmer? Make that double!
So you’re using staff in an actual fight. Stop doing that and you’ll get your runs done faster. If you want to play support, play a guardian with a decent crit chance (maybe 40-50%) and use empowering might to give yourself and allies a consistent five stacks of might simply from using greatsword autoattacks. Also, unless you’re immediately switching the staff out after empowering at the start of combat, I’d leave dedicated might stacking to other classes since they’ll do it better without having to resort to using an awful weapon during combat.
- Perma speed between the various fights given by only 1 guy instead of each having guy his own speedy thing, freeing a utility for everybody? Yes, that’s good
Warrior banners? Mesmer’s temporal curtain? The spaces between fights can be so small that I’m sure curtain’s swiftness will last long enough for the next fight plus it’s not as glitchy as the guard’s symbol of swiftness (which is really annoying when roaming open world).
- Also, with my staff guard, I 1 or 2 shot the golems. That’s easy enough.
You shouldn’t be using staff in combat in a dungeon, ever.
READ! I play for the fun, not for the speed! I’m looking for good and acceptable times, not expert times.
Dude, I don’t get “expert times”. It’s just can you seriously tell me you find smashing away at a boss’s bloated HP pool more fun when you have less DPS or more DPS? the bosses never do anything besides sit there and take hits, so it’s more fun to just get them done with.
Morrï (Mesmer) | Serah Mahariel (Guardian) | Morrï Mahariel (Warrior)
“colesy’s on rampage today. Slaying casuals left, right and centre” – spoj
(edited by colesy.8490)
I wanted to say thank you for starting this thread. I run with a regular group on a weekly basis, and this really helps. We are all dungeon noobs, and finding relatively quick paths helps us build confidence.
CoE p2 would be so much faster if we didn’t turn it into a “use your cc to try to kill your teammates with mini golem bombs” subgame. The husk room with 5 mesmers using focus and greatsword is among the best pvp in the game. Better than dragonball, that’s for sure.
Oh! God help me! They can read words, but not sentences. So I’ll make short sentences, hoping they’re not too complicated.
About the staff:
I play a guardian. A guardian can switch weapons. In one slot I have GS. In the other slot, I use another weapon. Sometimes that other weapon is a staff.
About the play:
I play with my guildies. I currently play 6 dungeons a day. I want to play 8-9 dungeons a day in two hours. If I gain 1 minute in each dungeon, that is 8-9 minutes gained in a day. And then, shocking: I don’t care about those 10 minutes lost.
CoE p2 would be so much faster if we didn’t turn it into a “use your cc to try to kill your teammates with mini golem bombs” subgame. The husk room with 5 mesmers using focus and greatsword is among the best pvp in the game. Better than dragonball, that’s for sure.
So much fun.. So much rage..
“People wanting content where Berserker sucks should remember that it needs be so hard
that they will cry, not just a river, but a huge ocean.” – Wethospu