SE exp inquest patrols are broken, right?

SE exp inquest patrols are broken, right?

in Fractals, Dungeons & Raids

Posted by: Squid.3608

Squid.3608

the only group I have EVER cleared this path with used the leave one behind exploit... other groups I’ve been with have always failed to kill all 13 (thirteen?!?) patrols, eventually giving up due to the time wasted or the ridiculous repair costs. you can’t dodge the grenades more than twice every 15 seconds, and you can’t kill the grenadiers quickly enough to avoid taking too much damage.

remove all but 3 patrols or something? 13 mob packs of AoE spammers with massive hp that come in groups and use their attacks on a narrow kitten walkway....

yeah, you can still beat the path, but I wonder how Anet thought the way they designed it was doable? it’s completely ridiculous to try to beat the naders. completely.

SE exp inquest patrols are broken, right?

in Fractals, Dungeons & Raids

Posted by: Strifey.7215

Strifey.7215

I do quick runs on SE 1, but yes we do the leave 1 behind as well.

I consider it a strategy rather then an exploit.

Guard/War/Mesmer and Dungeon Guides:
https://www.youtube.com/user/strife025

SE exp inquest patrols are broken, right?

in Fractals, Dungeons & Raids

Posted by: Milennin.4825

Milennin.4825

Problem is you’ll likely spend more time killing them than waiting for the waves to pass by and stop respawning. Or better yet, just keep 1 of em alive.

Just who the hell do you think I am!?

SE exp inquest patrols are broken, right?

in Fractals, Dungeons & Raids

Posted by: Zenyatoo.4059

Zenyatoo.4059

The idea behind the naders was to stop speedrunning. It’s a stupid fix to it tbh.

Was it so impossible to tie the spawn triggers to something like say the barriers being destroyed? That was groups can plan around exactly when they’re going to fight the spawns.

SE exp inquest patrols are broken, right?

in Fractals, Dungeons & Raids

Posted by: Soban.3754

Soban.3754

The idea behind the naders was to stop speedrunning. It’s a stupid fix to it tbh.

Oddly enough, it didn’t fix anything but encourage more cheesing of the instance.

Method 1: Kill two “tank” one. You can just juke nades and not take any damage without dodging so anyone including glass cannons can tank it.

Method 2: Spawn instance, start event then make a sandwich or whatever. 13 mintues later waves stop spawning.

Method 3(optional): Kill all 13 waves of extremely high HP, completely unrewarding mobs that will continue to spawn while bosses are engaged.