TA needs a bit of a nerf

TA needs a bit of a nerf

in Fractals, Dungeons & Raids

Posted by: StevieMJH.9105

StevieMJH.9105

http://screencast.com/t/eJM9EHQprfVq

It simply is not feasible to get TA gear based on the fact that one run is basically unable to be completed without setting aside 2 hours.

There are poision traps that kill you immediately if they happen to spawn on you, enemies that can 1v2 party members (in groups of 4 or more) and then zergs of wolf pups that can surround and destroy you before you are able to res after going down. This dungeon would be no less difficult than any other dungeon without the blossoms, for example, what necessitated their addition to this dungeon?

Not to mention the fact that there is only one waypoint. One which you get at the beginning. And if you have to wipe (which you inevitably will have to) you have to run the entire length of the dungeon to get back to where you were.

TA needs a bit of a nerf

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Posted by: Sentinel VX.1392

Sentinel VX.1392

yea the problem is they keep spawning… idm if there are tons of them as long they don’t respawn.
You could just skip those mobs in the area though. but this means the design is really bad makes people don’t want to fight those mobs on that kind of area where there are tons of volatile blossom that can respawn once they are destroyed which is just stupid.

Sea of Sorrow since BWE.

TA needs a bit of a nerf

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Posted by: Cerbereus.1938

Cerbereus.1938

It’s all practice, me and friends started running this 2 weeks ago. Each path took us 2+ hours. We now farm Up and Forward, Up. They take us approxiumately 35 minutes each with very few, if any, deaths.

TA needs a bit of a nerf

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Posted by: StevieMJH.9105

StevieMJH.9105

It’s all practice, me and friends started running this 2 weeks ago. Each path took us 2+ hours. We now farm Up and Forward, Up. They take us approxiumately 35 minutes each with very few, if any, deaths.

Because you have a group of people that you can run with. The only groups I can ever find to run with are pugs. Guildies either already have their kitten or have better dungeons to run.

Running this with pugs is like asking a three year old to paint a Monet.

TA needs a bit of a nerf

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Posted by: Flabber Babble.8720

Flabber Babble.8720

Maybe I’ve had decent luck with PuG’s, I dunno. I’m always running TA though, so hit me up in game if you wanna go.

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Posted by: Drake.7952

Drake.7952

0.o I dunno man, I’ve done 14 (Fourteen) Twilight arbor runs, and have the shoulders and leggins, and I almost have the dagger… It was never quite that hard… But they should add more waypoints though.

“I used to be a hero, but then I took a Trahearne to the knee.”
– Vick Frayn- Elementalist.

TA needs a bit of a nerf

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Posted by: Dee Jay.2460

Dee Jay.2460

TA really isn’t hard from an encounter PoV.

But the lack of waypoints and the constantly respawning poison vines are what make it really annoying.

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Posted by: NiteMareRose.8975

NiteMareRose.8975

Firstly with the blooms bring an axe wielding ranger or a short bow thief as their weapons bounce of multiple targets.

Aside from the the nightmare pups are fairly weak but the nightmare hounds have always sucked coz of the pounce+bleeds+poison and if 2 or more do it together your in a world of hurt.

But aside from the hounds everything else isn’t to bad and I’ve run it tons of times with people who haven’t run TA at all and also with people who have run tons before and everytime it hasn’t been to bad time range from 25 mins-1 hour per run depending on group time and profession mix etc

One thing that helps is having at least one person who has done a decent enough of runs to lead the group and that works on all dungeons.

So with this topic of “TA needs a nerf” I say it’s one of the better dungeons of the game and always fun and interesting and should be left as it is.

I do agree with adding a way point in boss arenas after each boss has fallen as having 1-2 warps in a dungeon really sucks

TA needs a bit of a nerf

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Posted by: Abstract.9258

Abstract.9258

I have full set of TA ammor + Sword all depends how much you’re team works together like any other run. knowledge of the dungeon is key to success. As well as condition removal it would seem if you refine the runs can make it 30 mins a run with out any deaths I would not say it needs to be changed but you need to look for a way to run it better

Corrupted Thunder / Pay me for Stealth

TA needs a bit of a nerf

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Posted by: Nuka Cola.8520

Nuka Cola.8520

I do at least 1 run per day of TA for the past month (got the GS and full armor when token reward was 20 so i did this LOTS) and only f/f is hardish (mainly cuz of the annoying last boss). TA doesn’t need any changes and i ONLY pug so saying its to hard with pugs is completely false. Before last update i did multiple under 20 minutes runs of UP path. Last boss of f/up is much harder now though, you can’t just go afk for 10 minutes auto attacking him.

Fact: every Thief tells you to “l2p” when the subject is to nerf stealth.

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Posted by: Jamais vu.5284

Jamais vu.5284

Disregarding for the sake of the argument that I personally didn’t need anywhere near 2 hours on my first explorable runs, and I am sure many others as well: What is so bad about it on the first few runs? Yeah, maybe you wipe a few times, so, maybe time to revise that strategy/coordination you had (or more likely had not)? How about honing your skills? Dungeons like this are a perfect opportunity, since general PVE really offers no challenge. This were general statements, not confrontational ones directed at OP himself btw. (This is a downside of the English language.)
The blossoms are one of my favourite parts of the dungeon, not least because they are a completely unique environmental mechanic in the game.
And as the OP already acknowledged, if you’re practiced it’s really no big feat to do a path in less than an hour. So where is the problem?

I agree with the waypoint issue however.

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Posted by: Dead.7385

Dead.7385

According to that image one AE from a longbow shot on a warrior can knockout 1/2 of those blooms in one shot.

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Posted by: Malediktus.9250

Malediktus.9250

Take a guardian with staff with you.Autoattack of guardian staff will make short work of the blossoms.
TA is fine.

1st person worldwide to reach 35,000 achievement points.

TA needs a bit of a nerf

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Posted by: KorKor.9452

KorKor.9452

I started this dungeon early on with pugs and then later people who had the same desire to get the gear as you. As time went on though we got faster ‘n’ better at it. Depending on all our moods it never takes that long anymore and we have a good time.

However even after getting all the gear and the gift? I still agree with those in saying the flower respawn timer needs to be lowered hardcore. That or the damage they do needs to be lowered a ton. It gives you no time to explain fights to new players, setup a pull, you name it. The flowers feel like an artificial difficulty implanted into the dungeon. One which even the experienced fall for and it is quite buggy. My friends Mesmer can’t even kill the flowers with a single one of his chosen abilities in a reliable fashion.

It isn’t fun to constantly be fighting off flowers that can almost one shot you sometimes all the time. It isn’t fun to always have to worry about dodge rolling into one. It isn’t fun for those not able to attack them. It isn’t fun to always have to be wasting a condition cure on the always in combat bit that comes with poison.

The respawn timer in the least on these things needs to be increased.

Edit: Just noticed the post above me. Do not listen to someone like that ever. GW2 is supposed to be a game where anyone of any class or spec ran run a place just as well as the next. You shouldn’t be required to have a guardian take care of it for you. Nor should that guardian be thankful to be regulated to flower duty all the time.

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Posted by: Julian.9673

Julian.9673

Take a guardian with staff with you.Autoattack of guardian staff will make short work of the blossoms.
TA is fine.

This. Dungeon is easy, F/F is also easy if you kite the oakhearts around the boss and just range it. Easier than the F/U boss honestly. All of the paths can be done in 30 minutes or less with a group that isn’t awful. Farmed a full set of armor in a week with pugs and occasionally a guild group.

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Posted by: Lumines.3916

Lumines.3916

I run this with PuGs all the time, if anything the hardest thing in this dungeon is the F/F squad of Knights. Their KD combo can seriously kitten on your parade if you don’t have stun breaks, stability, or means to kite them.

Up and Forward/Up are really really easy though, doable with PuGs on my server within 40 mins each usually. Along with CoF and HotW, TA is probably one of the more popular dungeons PuGs do right now too.

The ones that have trouble with this dungeon just aren’t used to it yet. The first time you go in, the blossoms are so small, you accidentally dodge roll, kitten goes bananas.

The fact is though, you can usually 1 shot these things and you CAN RALLY OFF THEM! So sometimes while we do clear blossoms like during the nightmare vine encounter, it’s always not too bad of an idea to have one you can live off of should things go bad. Other than that, just bring condition removal.

Edit: Just noticed the post above me. Do not listen to someone like that ever. GW2 is supposed to be a game where anyone of any class or spec ran run a place just as well as the next. You shouldn’t be required to have a guardian take care of it for you. Nor should that guardian be thankful to be regulated to flower duty all the time.

Not sure how you arrived at this conclusion, it was a suggestion to the OP as a way to solve his blossom issues, it’s not some unspoken rule that you HAVE to have a Guardian to do this dungeon. Every class has ranged abilities/AoE that can make quick work of blossoms.

(edited by Lumines.3916)

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Posted by: Malediktus.9250

Malediktus.9250

^It was a suggestion. Definatly not required, but since I am guardian its the easiest solution for me.

1st person worldwide to reach 35,000 achievement points.

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Posted by: ahyokata.2536

ahyokata.2536

Couple things here…TA is tedious and has aspects that are completely unnecessary.
—Why are there so few waypoints? (running a mile each time you die, definately does not add to the fun factor)
—The need to kill blossoms/blooms EVERYTIME i have to make the run back to a boss?…this simply adds to frustration and loathing, why not “turn off” the blossoms after the first clear of the particular path?
—Final boss on second path, we had at least EIGHT oakhearts spawned, and i dont know if this is the way it was supposed to be.
—Final boss – as a mesmer, I was not able to break the roots with greatsword or staff attacks, and needed to use sword. (seems broken) Our other teammates had difficulty breaking roots as well. And yea, i could move out of them with other means, but… nevermind that.
—-Final boss – extreme difficulty in targeting boss because you either have to click the crosshair on his head, or use “assist” (but in the heat of battle, one party member could “target” something else accidentally,) SO, suggestion: Make him targetable if you click on his feet given the limited FOV that we have.

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Posted by: Jaggedwraith.7891

Jaggedwraith.7891

Twilight Arbor doesn’t need a Nerf, I pug it sometimes 5 times a day for fun. It’s always interesting to see how the group will come together or not. Because dieing can be very expensive I bring along a special set of Level 20 armor because repairing it is very cheap. I only put on my Exotic level 80 armor if the group looks like the are all pro. The disadvantages to wearing rags for armor are nominal.

The real test of any TA group is if they can beat that first set of pups in Volatile Blossoms. If the pug can defeat that group then things probably won’t go so bad. If the group wants to skip the pups or just run to the first boss you can be pretty sure this is going to be a miserable run. The more things you try and skip in a pug the more times you will have to run past it after the group wipes. It is best to keep skipping mobs to a minimum. As a good rule of thumb, If you know your going to have to run by this pack of pups more then one time then you might as well kill them in the 1st place. I would much rather die in a fight then die running away from one.

It is also important to note that mobs like the knights and pups do knockdowns and several classes are more vulnerable to knockdown effects then others. Never try skipping a back of mobs that has knockback effects or you will be waiting for players forever to ketch up to where you have skipped ahead to.

My only gripe with this dungeon is that there needs to be more waypoints. It is a very long walk when you die.