The amount of health of Inquest Grenadiers is too high
They respawn as soon as the last of the 3 is killed.
As such, every group that I run, or have ran with does the following:
Kill all but 1, get someone to stand next to the wall so that they throw grenades, but hit the wall.
Then, the other 4 people proceed, while one person ties down a grenadier while taking no damage, and doing no damage.
Its pretty much required.
Its not in the spirit of it but… I ain’t doing it ‘as intended’. That’s too long and cheap.
there are 15 waves of them.
if you want, just camp by the waypoint and kill them all. This gives you adequate time between waves, as well as space to spread out. Then proceed as normal.
there are 15 waves of them.
if you want, just camp by the waypoint and kill them all. This gives you adequate time between waves, as well as space to spread out. Then proceed as normal.
15 waves!?
Ludicrous. The monotony of standing there wave for wave of PBAoE showering the ground and AoE flying in the air makes no sense.
Are these 15 waves part of a story about super soldier grenadier guards that somehow slide through without notice? Because these guys are kitten elite combat squads of death and frustration.
Not fun. Not even remotely fun. Tedious content does not impress.
Seriously… people ever kill all waves of them?
Just keep one alive and let 4 people proceed. It makes the dungeon really really easy and really short.
Seriously… people ever kill all waves of them?
Just keep one alive and let 4 people proceed. It makes the dungeon really really easy and really short.
I just got done trying that. After about 10 minutes, the mob I was kiting glitched through a wall, and the next wave came. This happened 3 times in a row.
If we’re intended to defeat 15 waves of mobs that rapid fire grenades and can tank everything 5 people can dish out, then something needs to change. Abusing the way the mobs spawn shouldn’t be the only possible option.
Sorrow’s Furnace
Seriously… people ever kill all waves of them?
Just keep one alive and let 4 people proceed. It makes the dungeon really really easy and really short.
I just got done trying that. After about 10 minutes, the mob I was kiting glitched through a wall, and the next wave came. This happened 3 times in a row.
If we’re intended to defeat 15 waves of mobs that rapid fire grenades and can tank everything 5 people can dish out, then something needs to change. Abusing the way the mobs spawn shouldn’t be the only possible option.
Agreed.
15 waves? My god.
I didn’t have a problem with it, but I did notice they had a stupid amount of health and/or damage reduction.
Wasn’t overly difficult with the team I had I guess, but they did do a lot of damage and it was pretty boring. Either get rid of some waves or reduce their health pools :|
- Bring a thief.
- Avoid the first wave you see.
- Start mashing down turrets until you hit the first boss.
- Stealth the entire team as soon as the next wave passes.
- Kill boss.
- Continue with the turrets.
- Whenever a new wave comes stealth the entire team.
- When you reach the last boss go behind him and stealth the entire team.
- Kill him from the gate, no new waves will aggro you.
Total ~5-10min depending on DPS of course.
Devonas Rest 4 lyfe
Did you ever wonder where they go? ^^
One trick is to strafe left and right quickly (careful not to double tap to dodge). This causes the grenadier to miss he grenade 75% of the time. Even though the red circle is on you he throws it at your directory and it will over shoot most of the time.
But yeah, just keep one alive while the rest 4 man the 2nd boss, the grenadier tanker does the trick above while hitting the mob so it keeps aggro.
- Xhaine
hmmm!
Gonna look into this one.
There is a perch you can hop on to avoid aggroing the grenadiers and just let them pass by. I have found that doing this whenever they show up and just taking the enemies on the bridge inbetween their spawns is an effective way of clearing this path with my guild. The only trick is that this method makes fighting the golem champion boss tricky as you have to tank some grenadiers while fighting him. The trick that allows you to stop their spawning by kiting one of them works to avert this, however.
They’re never a problem, Wall of Reflection reflects all the grenades, but the amount of health they have is just stupid. The reflected grenades barely does any decreases their HP bar. It would be very fun to kill them all in this way if it didn’t take about 3-4 walls of reflection + party DPS to take them down, lol.
Yes, the health on the trash in path 1 is more then the bosses. I ran it once and we killed the first boss and the trash there. After that we decided that we don’t want to deal with the trash so we just ran through them all to the boss and they de-agro.
Hey everyone.
Looking at these grenadiers they are indeed using a high modifier than was planned, I am currently working on reworking this area of this dungeon and making a few tweaks to some other areas of it as well.
Unfortunately due to how our patch process works, these changes will not make it in for several weeks.
I apologize for this inconvenience to you, but I hope you will enjoy the modifcations I am making in this dungeon
Hey everyone.
Looking at these grenadiers they are indeed using a high modifier than was planned, I am currently working on reworking this area of this dungeon and making a few tweaks to some other areas of it as well.
Unfortunately due to how our patch process works, these changes will not make it in for several weeks.
I apologize for this inconvenience to you, but I hope you will enjoy the modifcations I am making in this dungeon
Honestly? Take your time. If you know the terrain glitches and skips this particular route can be done in 10-15 minutes. Even if you were to nerf the grenadier health, you’d need some form of (preferably meaningful) difficulty after them to balance out the timesink.
I’d also like to second what Furienify is saying, at the moment a messy run of this path can easily be done in about 20 mins. From what has been said regarding reward DR I would say its safe to assume these dungeons ideally are designed to be completed at best in about 30 mins. Were this trash to be fixed would only make this dungeon stupidly quick for a large portion of players.
Also with regards to the grenadiers I also had no idea there were 15 waves, on our guild runs we assumed after about 3 spawns (especially with their health pool) they were not meant to be killed. Were I to make a suggestion I would say if it is intended that all the waves are killed, maybe making this clearer or even into some sort of event (with preferably a bit of mob variety, 45 grenadiers in a row is a tad on the tedious) would be much more enjoyable, and may also help with issues on dungeon duration aswell.