Sorrow's Embrace Story Mode: Kudu Golems

Sorrow's Embrace Story Mode: Kudu Golems

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Posted by: Magoslich.6857

Magoslich.6857

Hello,

last night, I did this dungeon with a group of friends and we found the Kudu golems to be extremely difficult, beyond what I would expect for story mode.

Our group consisted of myself, an elementalist with a staff,
a guardian,
2 thieves,
and a ranger.

We didn’t have much trouble with the first golem, its mechanics were easy to understand and quick to adapt to. The second golem however, the fire golem, proved to be insanely difficult. His burn conditions ticked for quite a lot of damage, and it took us a ton of attempts to take him down. If we hadn’t had a guardian, I don’t think we could have done it. The poison golem was also difficult, but less so.

I think the fire golem healing himself via condition removal was my biggest complaint, as it made a good number of my moves counter productive.

Overall the only fight I liked in this dungeon was the Forge robot, as his mechanics were actually entertaining.

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Posted by: Magoslich.6857

Magoslich.6857

And just to reiterate, I would have expected and been fine with that level of difficulty had it been explorable mode. I just was under the impression that story mode should have been a much simpler affair.

I also can’t really say how much of the difficulty could have been due to teammates as I couldn’t really focus on how well my team did. I just know that I was having to use my water heals on CD constantly and swapping elements like a mad man.

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Posted by: HellHound.5480

HellHound.5480

The fire golem was indeed tough, but found that projectile blocks / reflections worked wonders!

As a guardian, using my shield offhand + shield pet + Wall of Reflection turned this fight from insane to managable

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Posted by: FrozenDream.1590

FrozenDream.1590

the only problem i see with this cond healing is that some classes do conds with their autoattack, butu can change the weapon ^.^

so i think its fine. and why should story mode be brain afk mode (sry for the harsh word)

plz note, that if its a pretty long discussion i may not have read every post,
therefore im sorry if i just posted some outdated stuff
also maybe a similar thread exists already, in that case im sorry for double post.

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Posted by: Magoslich.6857

Magoslich.6857

I’m not saying story is afk mode, but its supposed to be the any class combination is workable. A guardian shouldn’t be vital to killing that boss. I mean, if I hadn’t been using a staff, I would have been screwed.

It just felt like the encounter called for more specializing than I was led to believe was necessary for story.

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Posted by: Cleru.8609

Cleru.8609

Guardian isn’t really vital in the fight.
Mesmer can also reflect projectile and so do Elementalist.
Warrior have trait that allow block to reflect projectile.
Other classes have a way to deal with the encounter too, like Necromancer can transfer allies condition to themselves and eat those conditions for heal.
Also I can’t say this for sure but I think you can probably use the map environment to block his fireball.

It’s just a matter of adapting your weapons/utility skill for the battle once you learn what your opponent do.

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Posted by: AsteriskCGY.5931

AsteriskCGY.5931

But projectile blocking for some classes is pretty specific. Bosses need to work with any group in general. The fireballs themselves you can dodge laterally, but they arc low so still gotta get out of their way. Otherwise I don’t think any profession should be forced into a specific weapon, let alone traits, just to run an instance.

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Posted by: Zenyatoo.4059

Zenyatoo.4059

That golem is the hardest fight in all of sorrows embrace. It’s in the story mode. Which is just… shenanigans.

The main problem I have with it is going down means you are dead. Because the boss can and will drop AOE on you making you impossible to revive.

The boss is essentially forcing players to not help each other, and making the downed mechanic a waste of time. Very few bosses force anti-teamwork and this sadly is one of them.

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Posted by: Taihaku.8412

Taihaku.8412

They don’t. I’m sure if you delved into each class they would have a utility skill that helps remove conditions or blocks projectiles etc. All you would have to do is switch your utility skills around for the fight. This is probably intended as you want to take into account each bosses abilities and equip abilities that can help aid your entire team. Not just “How much damage can i do?”.

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Posted by: Cathach.5807

Cathach.5807

Actually surviving that fire golem is not that hard as soon as you learned to dodge his attacks. He basically has three attacks:

1: An attack that is announced by him slowly lifting his arms. When the arms are over his head, he will fire two flamebolts at every target in range. If you dode away when his arms are over his head and then move back to the place you were standing, you can avoid both bolts. And don’t move backwards, there will be firefields where the bolts hit the ground. As soon as you have learned to see the attack and figured out when to dode, this becomes quite easy.
2: He is aiming with his arms at one player, then fireing two fireballs at him. For me the most problematic attack, since it is often very hard to see in time (especially when you are te only one standing and he is faceing you all the time ^^) and will drain your endurance you need to dodge Nr.1. But it is possible to dode, if hit you should have condition cleaners.
3: He is spinning in place burning everything standing to close. Just keep your distance.

After that fight, i called him a dode training golem, bacause that’s what he is. And it is possible to get up downed players. Just don’t do it when he is lifting his arms so you can dode attack 1, and stay at max rezz range so you do not both get hit by attack 2.

My main problem with that golem ist his ‘cleanse conditions to heal’ ability. Im playing a Necro. So lets see what i can use. Playing a scepter/dagger and staff Necro, there is not much. Scepter 1 and 2 do conditions. And 3 is a low damage skill that ist useless anyways and needs conditions on the target to get a a little bit better. And dagger offhand both skills have conditions. As well as all other Necro offhand skills. Axe has two of three attacks with conditions as well. Staff autoattack is ok, all marks do conditions. Most of my utility skills come with conditions too. Plague form elite – forget it. So its basically staff auto-attack for a Necro. And conditon skilled, even that comes with bleeding on crit. My PUG had two necros. And since the other 4 were not good at dodging, their main contibution to the fight was to run from respawn to the fight and get roasted. Don’t ask me how long it took to kill the golem with that slow staff autoattack. Basically takeing out a complete class from that fight is just bad design. There is no way a Necro can avoid putting conditions on his target. I guess the best way for a Necro to help his group against that golem ist to go /dance in the next room, and use the time the rest of the team needs for the boss to write a warrior-guide for some forum.

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Posted by: Vanisher.9216

Vanisher.9216

Yeah the golem healing itself because of conditions is stupid.

But surviving it it’s not that hard, im almost sure all classes have condition removal skills for itself or even for others (elementalist/engi almost sure for curing others)

Elementalists with ether renewal have no problems at all.

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Posted by: Sorrow.7452

Sorrow.7452

1: An attack that is announced by him slowly lifting his arms. When the arms are over his head, he will fire two flamebolts at every target in range. If you dode away when his arms are over his head and then move back to the place you were standing, you can avoid both bolts. And don’t move backwards, there will be firefields where the bolts hit the ground. As soon as you have learned to see the attack and figured out when to dode, this becomes quite easy.

I’ll second this, and add you should do two dodges in a row, to insure you dodge both bolts and clear the area. If you do everything properly, you are still going to get burned once in a while, and are going to need a condition removal on a fairly short cooldown.

Dodge and remove conditions and strife shoot, rarely standing still, and you will not need to heal often.

Always remember the five D’s of Guild Wars 2 dungeon running::
Dodge, Duck, Dip, Dive, and … Dodge!

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Posted by: Untouch.2541

Untouch.2541

Remove the condition healing, I play mesmer, dodging spawns clones that apply conditions.

I’m not going to change my entire build for 1 part of a fight.

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Posted by: Vanisher.9216

Vanisher.9216

Remove the condition healing, I play mesmer, dodging spawns clones that apply conditions.

I’m not going to change my entire build for 1 part of a fight.

Isn’t that just changing a trait when you are out of combat? are you serious?

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Posted by: Ryste.2703

Ryste.2703

I was wondering if I could get some advice for this fight. I’m an engineer using dual pistols and focusing on condition damage. It seems like it’s been really useful for solo’ing, and I haven’t had any problems with AC, CM, or TA. I tried running through this dungeon last night, but we just got completely devastated by this one golem. The fire wasn’t too much trouble. I was pretty good at dodging it, and I had a couple of skills to remove conditions just in case. It’s the healing on condition that really removed any element of fun I was having, though. Me, our Necromancer, and our thief were all punished basically for something we had been building towards. I think that is why it feels like it stopped being challenging and just ended up being not fun. Every single pistol skill inflicts a condition, so it just felt like I was doing more harm than anything else. I tried changing to a rifle and moving my traits around, but I just felt even less effective. We eventually wiped for the last time after getting it down to like 25% after what felt like a good 20-30 minutes. This golem alone feels like it’s hard enough to be the final boss for me, disregarding Kudo and the other two.

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Posted by: Dead.7385

Dead.7385

Just needs hp reduction. Killed him three times with different PuGs. The only annoying part is his massive hp imo.

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Posted by: AsteriskCGY.5931

AsteriskCGY.5931

Well, massive HP with healing. Which makes that massive HP even larger.

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Posted by: Untouch.2541

Untouch.2541

Remove the condition healing, I play mesmer, dodging spawns clones that apply conditions.

I’m not going to change my entire build for 1 part of a fight.

Isn’t that just changing a trait when you are out of combat? are you serious?

The trait is a very important part of my build.

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Posted by: Gudz.6809

Gudz.6809

Let me teach you all a little trick that will trivialize about 50% of the fights, including the last two golems:

Press and hold Q for 1 second, then press and hold E for 1 second.

Yeah that’s it, but let’s see what this does:

You will be walking right and left with very short intervals, but what does it do?

Have you always wondered how enemies attack you? When you are moving? Why it misses sometimes? Then let me tell you, their attacks DO NOT follow you, they instead are shot where you WILL BE if you DO NOT change direction, this means that if you change directions quickly the attacks will predict where you WILL BE and not where you ARE, therefore all attacks will hit to your left or your right, but never at you. Problem is, if the attack is fired when you are changing directions, on that case it will go straight at you and will probably hit when you go back.

The poison golem shots a projectile that must hit you for him to pull you, therefore just like the fire golem, both fights are trivialized by this method (and many more other fights)