Vale guardian: dealing with red seeker orbs
nockbacks and druid healing and they automatically despawn after so long
/s
KB then chill/imoboliZe. They slowdown / stop moving
Big Ole Bomb and Pistol#5 on engi is nice. With flamethrower knockback of course.
Different tactics are legit.
1 area healing
2 knockback
3 going in late/dodging into the green circles to avoid them stacking up there, kiting.
Heal and CC
Healing through it seems to be brute forcing through it. CC seems like a waste, not to mention the cooldown incurred on the CC in case you need it.
Somehow, it feels like there must be a trick to the red orbs that we haven’t figured out yet.
Use soft CC like Cripple and Chill and Immobilize to keep them still.
3 engis…enough sayd! The seekers cant even touch the green circle.
Healing through it seems to be brute forcing through it. CC seems like a waste, not to mention the cooldown incurred on the CC in case you need it.
Somehow, it feels like there must be a trick to the red orbs that we haven’t figured out yet.
you really dont need your cc for other things in this fight
head here to discuss wvw without fear of infractions
Big Ole Bomb and Pistol#5 on engi is nice. With flamethrower knockback of course.
^ This. Even more reason to stack condi engineers, lol.
Air blast on FT is often all you need since it’s an instant knock back on a 15 sec cooldown.
I was thinking that well of precognition is probably a really good oh kitten skill for circle group.
Seeker spawns on your face? Evade it until invul wears off and knock it away. Teleport orbs under your feet? Evade them until they disappear. I haven’t had the opportunity to actually play my chrono in a raid though so I dunno how it actually pans out.
Engi’s as said before and Druid with the knockback glyph and heals, easy. there is no hidden tactic or that nonsense, it’s simple.
Is anyone noticing seekers moving faster since today’s patch? My group has had no issue with them the past week, but today they seemed to go much faster/
Aside from knockbacks, the trick is to not stand in them. Green circle seekers are unavoidable of course, but for non green circle ones, just don’t stand in them.
One other tip I haven’t seen is that if you’re in green circle duty, don’t just run and stand on the circle as soon as it spawns. Wait until the inner circle is almost matching the outer circle so that you stand in it just before it pops. There’s two reasons for doing this:
1) Seekers follow players, so if you’re standing in the circle, seekers will likely float directly to the circle.
2) In the last phase, the teleport spots will hit ranged as well as melee. If you’re all sitting on the circle and get a teleport spawn under you, then you’ll be forced out of the circle. However, if you wait until the last second, you avoid this.
Crowd control seems to be the best way. Moving the boss during certain phases is also a pretty good idea. Also, not breaking him means having less seekers.
The team that is assigned to green should usually have ccs to push them away. This is why running 3 engis with a druid is so good, because they go stack on green and all have knockbacks to push it away. Its just one of those annoying mechanics that will be there in the entire raid, you can’t always micromanage it, so you just need to avoid it sometimes.
I believe they can also be Feared.
I believe they can also be Feared.
Yes they can, though I do not recommended it. They basically crawl away and then come right back to bite you in the ankles. You buy… Maybe half a second at most?
When I’m lightning group, I like to bring something to pull them off, like magnetic pull or spectral grasp.
What’s tricky is balancing CC in the last phase between seekers and breakbar phases. You need to break his bar ASAP but you also need to save CC for the RNG seeker that will ruin your day.