Ok so right after the patch me and my guildies loaded up and hit AC. Interested in the changes to Dethas path we did path 2 first.
The Spider Fight:
kitten this fight is a bear now, nothing I see as bad just tough as nails compared to the pushover it was. Also closed the door to stop us from soloing Dethas….crafty buggers. The gravlings in the hall are really easier than they were as long as you nuke off the breeder first (god those babies bleed hurts) the stealth one isnt bad as long as your whole party knows to dodge away from him.
Kohler Fight:
I have heard several players whining that Kohler is harder now and all I can say is ???. Kohler and his ads took the nerf bad hard and now do way less damage, all you have to do to beat him is kill his monk and then beat him down and ignore the other ads. Stupid easy 2 minute fight tops.
Dethas Traps:
OH GOD THE LAG, nothing really new about this fight went pretty well considering that my frame rate dropped to about 7. Its not just my machine either it happens to most of my guildies some of which have epic rigs. The real issue is it happens every time you get more than 3 gravlings on screen at once FIX IT.
Ghost Eater.
So the first part of this fight where she builds the traps is MUCH easier than it was, ghosts all have much less hp and power. But the Ghost eater fight is much harder due largely to bugs. For those who haven’t done it the idea is you use the OOze things to charge traps, once a trap is at full charge you kite Ghost Eater into the trap and it takes off his invulnerability so you can hurt him. Ok cool sounds fine right?……NOPE two of the traps glitch out after the first use every time, and the third one glitches about half the time so you only have a chance to beat the dungeon if your really lucky. Once the lag and traps are fixed I don’t think Dethas will be to bad. High dps will be very nice here to do max damage while his invuln is down.
Hodgins:
Basically the same as Dethas, the only path specific thing that was changed was the end boss, if you could do the defend Hodgins room before you can now no problem.
Howling King:
Ok so he now uses he daze scream way more but its much lower damage than it was, he also has this blue laser puke thing that summons 500 gravlings that all knock down. The way your suppose to deal with them is kite them through flame fields that Hodgins puts down. The thing is he is REALLY hit and miss which makes its quite hard to keep them off you, you can interrupt his blue puke and if you get the timing just right it stops his army from coming but its a quite narrow window. Add to the nock lock the crazy gravling lag and this fight is a pain in the kitten I think you could make it much or tolerable if Hodgins gave a flame scepter to a player so you do need to try and rely on a kitten NPC.
Tzarks:
Again aside from Spider and Kohler nothing but the boss changed.
Colossus Rumblus:
So Tzarks is now the easy path! Now the falling rocks cover the whole floor of the room and are a insta kill. Grast sets up a bubble shield to protect you from the rocks, you get plenty of warning to get in the bubble and you can continue to attack Rumblus from inside. The only real problem here is the fact that Grast can die and if that happens your going to party wipe. This was a pain until I broke down and re-traited and re-armed my guardian for straight healing to keep Grast up, once I did that it was cake.
So in short my preferred party set up for the dungeon as it is now would be Healing guardian Healing Ele with ice bows and fire sword and 3 zerker warriors. This would give healing to keep the warriors and Grast up while making both Dethas and Hodgins bosses much easier by bursting them down.
Here’s the healing build I used
http://www.gw2build.com/builds/grun-way-guardian-healer-healer-tank-guardian-9406.html
Gear is exotic clerics with full runes of the monk.
http://www.twitch.tv/disasterdrew