(edited by Exterminans.9723)
SE Path 1 - bugged or just insane?
Its simple (if they dont fix that I wasnt there a long time). In very first wave you dont kill last mob so waves of veterans dont spawn. One player stay with that mob at start while rest kill first and second boss. After that you can continue normaly.
Tekkit’s Workshop
So you suggest using yet another exploit to do the dungeon? Not killing the first group and thereby completely disabling the waves? And you have to keep that mob alive so it won’t unspawn?
It is actually intended to spawn multiple waves. If you run up the ramp and jump off onto the rock ledge to the right, you let the first 2 waves run passed the group. Then you have a longer gap in between with which to burn the golem. It is still hectic and adds still spawn, but it isn’t as bad. Also, rather then fighting wave after wave along the pathway, break the doors and keep moving. When you reach the second boss, the bridge clears.
That “longer gap” doesn’t exist any more, it’s gone since the large dungeon patch. The longest interval between 2 waves is 30 seconds now which is barely enough to take down the golem.
It’s insane, but I love the challenge of doing it. What fun would getting dungeon master be if every path was as easy as CoF 1?
There’s probably some exploit (Knowing this game, somebody will have found one) to make it easier but where’s the fun in that? SE isn’t one of the dungeons you do for farm, it’s not AC or CoF, it’s one of the ones you do for a challenge.
No nerf pls.
really bad engineer
Writetyper, have you done path 1 recently? I mean past the december patch? With a group which hadn’t full exotic / ascended equip yet?
And did you try it without making use of any of the exploits like “keeping one alive” or “finding a bugged spot to stand”?
Writetyper, have you done path 1 recently? I mean past the december patch? With a group which hadn’t full exotic / ascended equip yet?
And did you try it without making use of any of the exploits like “keeping one alive” or “finding a bugged spot to stand”?
I did it three days ago. I was using a rare greatsword but full exotics otherwise, I don’t know about the rest of the group but full exotics aren’t that hard to get and they’re all 80’s so I think it’s safe to assume they were properly geared.
We fought it, the hard way. It was fun.
really bad engineer
This has been discussed over and over. See https://forum-en.gw2archive.eu/forum/game/dungeons/SE-path-1-2
I’ve done SE Path 1 several times… and everytime we just kill every Group which comes along.. worked pretty fine to be honest. You just need people who know how to play in a proper way.
(We had 2Mesmers, Warrior, Necro and Ranger)
Though it’s easy and simple if you have the right group and the right classes + using some sort of trick like a lot of people here like to say. I’m certain the path is not supposed to spawn infinite waves of veteran mobs. I don’t think there’s a fix coming for this anytime soon either.
Retired Until Expansion or Meaningful Content is Released.
Though it’s easy and simple if you have the right group and the right classes + using some sort of trick like a lot of people here like to say. I’m certain the path is not supposed to spawn infinite waves of veteran mobs. I don’t think there’s a fix coming for this anytime soon either.
Where did you get that idea from? The devs have in fact confirmed that the infinite waves are working as intended https://forum-en.gw2archive.eu/forum/game/dungeons/SE-path-1-2/923109
Okay, I haven’t done this path since november 13th so I guess they changed their minds, back then a dev said that infinite waves weren’t intended, before they patched it there were no infinite waves and the dungeon objective back then said “defeat the incoming waves” NOT “Fight your way through the infinite waves”
Sad they took the lazy route on this one.
Retired Until Expansion or Meaningful Content is Released.
Probably unintended change / bad internal communication on the side of Anet. It’s rarely the same person which resolves bug and the one who actually planned the dungeon. Which leads to new bugs, like this one.
I actually like how it is right now: challenging and short. More dungeons should be like this.
“Challenging and short”? Seriously? Are you sure, it’s not path 3 you are talking about?
Besides, where is challenge?
You are forced to go for a borderline burst build and it isn’t even possible with some classes as they simply don’t have any suiteable burst skills. It’s not even about lack of teamplay or skill, either your whole group is equiped for that situation or it isn’t possible.
clearly what this path needs is MORE inquest to rally off.
that path bugged out even worse for my group. It would spawn more than 3 (8-10) every 20 seconds and they wouldn’t stop spawning after the boss is dead either. We had to fight all the way to the next boss with more and more veterans rallying down that road and there were no extra wps afterwards either, so if anyone died at any point later they would have to run trough vets rallying down that path in groups. The funny thing is that when you use that wp you also sometimes spawn surrounded by a group of 20 of them because they just kept on pilling.
that path bugged out even worse for my group. It would spawn more than 3 (8-10) every 20 seconds and they wouldn’t stop spawning after the boss is dead either. We had to fight all the way to the next boss with more and more veterans rallying down that road and there were no extra wps afterwards either, so if anyone died at any point later they would have to run trough vets rallying down that path in groups. The funny thing is that when you use that wp you also sometimes spawn surrounded by a group of 20 of them because they just kept on pilling.
Lol yeah, this is working as intended just like that game dev said.
Retired Until Expansion or Meaningful Content is Released.
that path bugged out even worse for my group. It would spawn more than 3 (8-10) every 20 seconds and they wouldn’t stop spawning after the boss is dead either. We had to fight all the way to the next boss with more and more veterans rallying down that road and there were no extra wps afterwards either, so if anyone died at any point later they would have to run trough vets rallying down that path in groups. The funny thing is that when you use that wp you also sometimes spawn surrounded by a group of 20 of them because they just kept on pilling.
Lol yeah, this is working as intended just like that game dev said.
are they supposed to be vets and NEVER disappear until the clog the whole way from the wp to the other boss?
“Challenging and short”? Seriously? Are you sure, it’s not path 3 you are talking about?
Besides, where is challenge?
You are forced to go for a borderline burst build and it isn’t even possible with some classes as they simply don’t have any suiteable burst skills. It’s not even about lack of teamplay or skill, either your whole group is equiped for that situation or it isn’t possible.
Yes, I’m talking about path 1.
You are not forced to go burst, as far as I know. I’ve done this with a Guardian using a mix of master and rare gear. My DPS was certainly far from great. The group I’ve done it with (a PuG) failed the first couple of tries, but then we restrategized and did it.
that path bugged out even worse for my group. It would spawn more than 3 (8-10) every 20 seconds and they wouldn’t stop spawning after the boss is dead either. We had to fight all the way to the next boss with more and more veterans rallying down that road and there were no extra wps afterwards either, so if anyone died at any point later they would have to run trough vets rallying down that path in groups. The funny thing is that when you use that wp you also sometimes spawn surrounded by a group of 20 of them because they just kept on pilling.
Lol yeah, this is working as intended just like that game dev said.
are they supposed to be vets and NEVER disappear until the clog the whole way from the wp to the other boss?
Correct, It’s supposed to give you this feeling
Retired Until Expansion or Meaningful Content is Released.
“Challenging and short”? Seriously? Are you sure, it’s not path 3 you are talking about?
Besides, where is challenge?
You are forced to go for a borderline burst build and it isn’t even possible with some classes as they simply don’t have any suiteable burst skills. It’s not even about lack of teamplay or skill, either your whole group is equiped for that situation or it isn’t possible.
But it is really short. After this part you’ve got an easy boss, some golems, and then the last boss.
really bad engineer
If your team doesn’t have the necessary dps to kill the golem and have at least one guardian, tell him to use Shield of the Avenger and Wall of reflection to minimize projectiles and use Stand Your Ground for stability.
Elementalists and thieves can also use their anti projectiles to help with the fight.
Or you could unfortunately do like some PuGs and jump on the rock not to far from the golem and kill it by using ground targeting skills…