TA Poison Flowers respawn WAY too fast
mm I do find it annoying that when running back you need to clear them again, it would make more sense that as you clear a boss all flowers that you have passed are now permanently destroyed.
Na its good spawn time as it is.
Dat Flower poison tbh
But if they spawn any slower, the flowers would lose their “Threat Status” Might as well take them away and replace them with the nightmare puppies that line up when they spawn
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Reckon the spawn rate is fine. Its the Damage output when trigger. Real punishing.
Reckon the spawn rate is fine. Its the Damage output when trigger. Real punishing.
Keep the AOEs down, run past them, kill them as they spawn, stand in a safe spot etc etc.
Not A Message.
Reckon the spawn rate is fine. Its the Damage output when trigger. Real punishing.
Keep the AOEs down, run past them, kill them as they spawn, stand in a safe spot etc etc.
Yep i know. Just commenting the spawn rate is fine, but imo the damage output is rather punishing.
Well it’s between the spawn rate, the damage they do, and how easy it is to miss them. What I did was just mash my 1 on my ranged attack and let my autotarget take em out.
There is nothing more annoying then fighting the first boss in TA (Wurms) dodging those poison bolts, when suddenly those dumb flowers spawn under ur feet.
That drives me off every time.
Well, having a thief in the group helps, just trickshot all the flowers while they auto the boss or mobs down.
Same with any other class tbh, if someone has an AOE down while fighting, then you wont get smashed by the flowers.
Cmon guys. Lets stop complaining about flowers. Its just a flower
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Well it would be ok if they weren’t obstructed 90% of the time, run merrily, attacking, obstructed, obstructed…kitten I’m poisoned.
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The entire first segment of the dungeon’s explore mode up to and including the first boss are way out of balance compared to the rest of the dungeon. It needs to be reexamined.
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Do people not switch their utility spells around?
I always have a condition removal spell in that part of the dungeon.
Well, I have a condition removal, CD 10 seconds when they are spawning every 5 secs, while you are working on the wurms, although, they come in handy for a downed player.. just that it makes for a choking AoE , a room filled with choking green gas, a carpet of high tic dmg AoE from the wurms… with virtually no where to dodge to at times. I do think that area needs to be evaluated by the team.
Sovrein
I was in the same run today for the first time. As a Guardian with a lot of condition removal, I found those flowers to be harder than the bosses smh.
Everything made easier with a Guardian Staff. Sweep away, Mr Janitor!
Actually, token farming TA without a Guardian is markedly slower (Retreat! + Symbol of Swiftness + Mystic Broom of Awesome aka Staff 1)
When I first started doing TA with my dungeon regulars, I thought the blossoms were extremely problematic when progressing the dungeon, especially against the champion vine wurm. Recently, we have mastered all 3 TA paths, clearing in 30 mins or less and never dying to the blossoms anymore. However, although I think the respawn timer is okay, I think the major issue is that a lot of weapons are unable to directly attack them because of some hitbox problem. Because of TA, I have adopted the staff as my secondary weapon of choice as a guardian just to clear those nasty blossoms and improve dungeon clear time. One of my regulars occasionally switches to mainhand axe as a ranger to bounce attack the blossoms, too. I’m curious what happens when you have a group that can barely attack the blossoms. Hopefully, they fix the hitboxes on those things…