Sorrow's Embrace
The grenadiers have nothing but projectile attacks, so any form of projectile block or reflection will trivialize them. You can also kill them down to only 1 grenadier to limit the threat; so long as that one survivor remains alive, they won’t respawn. Depending on your party, you may have to split – have one person distract the remaining grenadier while everyone else tackles the golem and Nokk.
You didn’t have to split before, where engaging Nokk would stop the spawns. With Arenanet’s clumsy patch, though, they respawn even if you’re fighting Nokk. This is especially true for the lone survivor; if he runs to the door past the first waypoint, the game just kills him and forces a whole new group to spawn, potentially ruining your fight.
Depending on your group’s composition, using anti-projectile stuff may be extremely inefficient or impossible though.
Dam you guys are good, my groups can’t even get through the entrance to the instance…
Must be for good players only
Thanks for the advice Furienify, but i find it hard to believe that the intention of the design is to only work with a proper combination of classes using abilties that work perfectly for that one fight. That flies in the face of everything Anet says about the game. IF we have to fine tune our group to individual mob pulls.. i think there is a problem. Tuning for a dungeon, sure.. but not to each individual mob pull. Although I could be wrong. I was reading the reddit thread and apparently im not the only person bothered by this change. Several people commented that mobs are making people give up and move on. Like i said, im all for challenges but this seemed a little over the top.
Again though, im willing to admit maybe im being a sissy, so any other tactics that could help us get through this i would appreciate. And if we need to tune for the mobs of this dungeon to beat it.. so be it i guess.
It’s not really an individual pull, though. The Long Road (as the Waypoint is called, at least) is basically half the dungeon on its own. The two bosses in the grenadier section both drop chests, as does the one immediately after that. Then the final boss that drops the tokens. In truth, if you know all the terrain glitches for this instance, you can clear it in under 10 minutes.
I don’t think it’s much different from, say, CoF Superweapon path, where having either insane DPS or readily-applicable poison is mandatory. Many classes can’t keep poison up consistently; it’s mostly an Adventurer thing.
Still, if you don’t have a source of anti-projectile (and I’m not lying when I say a Mesmer can afk this part of the job) your best bet is to pull the grenadiers back to the area by the waypoint and spread out, thus giving you the most room to maneuver. After that, do the kill-down-to-one strategy and proceed as normal. If anyone dies, the waypoint is only a foot away.
Just did Sorrow’s Embrace, and we were all first timers, the only issue we had with the 3rd boss with 4 stages and a different golem per stage.
That fire golem…. WOW, we died so many times to that thing, so hard to dodge his fire attack which goes for every player. The end boss was a joke, but the 3rd boss fire golem stage, that was the hardest boss I have meet so far! Any hints for him?
Fire golem gets healing out of conditions applied to him. So basically don’t use any attacks applying conditions. As I’m dual pistols condition specced engineer, I’ve swapped to a rifle just for this fight. Other classes should do the same, deal crit dmg rather than condition DoT. Also every condition removal and strong regeneration allow you to survive for like a minute (if you’re healing specced, then even 2 minutes), enough for running back from the waypoint. Generally this fight requieres you to pick as many survival spells as possible, light/water combo fields are also helping a lot
pull all the grenadiers in the far corner before the waypoint,die there,and use the waypoint to get behind them.They should not aggro,and you can advance without more waves spawing.The method is kitten but it works,in my opinion,their spawning is broken.
Just did Sorrow’s Embrace, and we were all first timers, the only issue we had with the 3rd boss with 4 stages and a different golem per stage.
That fire golem…. WOW, we died so many times to that thing, so hard to dodge his fire attack which goes for every player. The end boss was a joke, but the 3rd boss fire golem stage, that was the hardest boss I have meet so far! Any hints for him?
I know I’m sounding like a broken record, but again, reflects and anti-projectile will destroy him. If you can reflect a full volley of his fire AoE, he gets by ALL those little projectiles and the ensuing AoE, losing well over a third of his health.
If that’s not a viable strategy, as soon as you see the AoE it’s important that you dodge TOWARDS him. The AoE targets each player, peppers the ground immediately on them, and a lot of area just behind them. The fire golem is mostly about range moderation; when he shoots his AoEs he’s trying to force your party into melee range so he can use his flamethrower, while the T and E golems are using the pulls and shields to do more damage to your (now-clumped-together) party.
Edit: Oh, you meant story mode kitten Reflects might still work I guess.
seems like nobody ever plays this dungeon in explorable mode on my server. pretty frustrating trying to find a group for it. :/
(edited by Nemui.6753)