Video Guides To all Explorable Mode Dungeons

Video Guides To all Explorable Mode Dungeons

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Posted by: Celestea.4105

Celestea.4105

Update 04/03/2013
Current and up to date videos by strifey can be found below, they are in warrior and guardian perspectives with detailed analysis and commentary.

The older videos can be found further below under the archive spoiler tag.

Arah
Path 1
Path 2
Path 3
Path 4
Ascalon Catacombs
Path 1 (Updated)
Path 2
Path 3

Cadecus Manor
Path 1
Path 2
Path 3

Twilight Arbor
UP Path (Updated)
Forward, Forward (Updated)
Forward, UP (Updated)

Sorrow’s Embrace
Path 1
Path 2
Path 3

Crucible of Eternity
Path 1
Path 2
Path 3
Citadel of Flame
Path 1
Path 2
Path 3

Honor of the Waves
Path 1
Path 2
Path 3

Fractals of the Mists

Tier 2 Playlist
Tier 3 Playlist

Character Builds
Warrior
Guardian (Updated)
Mesmer
Archive


Crucible of Eternity Explorable
Path 1
Path 2
Path 3
All paths by Blacktoof
Credit to Norax.2405 and his guild for creating these videos, as well as Blacktoof for english versions.

Honor of the Waves Explorable
Path 1
Path 2
Path 3
Credit to Norax.2405 and his guild for creating these videos!

Citadel of Flame Explorable
Path 2
Path 1 by Strifey
Path 2 by Strifey
Credit to Norax.2405 as well as Strifey for these videos!
Cadeucus Manor Explorable
Path 1
Path 1 by Strifey
Path 2 by Strifey
Credit to Norax.2405 and Strifey.7215.

Sorrow’s Embrace Explorable
Path 1
Path 2
Path 3
Path 3 by Strifey
Ascalon Catacombs Explorable
Detha Path
Tzark Path
Hodgin’s Path
Another Guide with all 3 paths
Credit to blacktoof.8710 for posting this!

Twilight Arbor Exporable

Forward, Forward Path
Up path
Forward, Up Path
Another Guide with All 3 Paths
Credit to blacktoof.8710 for posting this!

Speedruns
Citadel of FlameFerah Path, 9 Minutes
Crucible of Eternity Submarine Path,16 minutes

(edited by Celestea.4105)

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Posted by: Dogblaster.6713

Dogblaster.6713

Well done man!

I was thinking doing the same, but I am kinda lazy tho I also think that dungeons arent hard and all of them are doable!

This will atleast prove those complainers wrong.

GL man

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Posted by: Ender.3508

Ender.3508

If you have an ele in your group make sure to mention how EXTREMELY susceptible graveling burrows are to the frost bow #4 skill. My group beat Tsarks zerg event as soon as we startd coordinating my frost bow CDs lol.

Kretna 80 Elementalist
ex – The Midnight Syndicate [Dark]
Maguuma

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Posted by: Wethospu.6437

Wethospu.6437

People are complaining about difficulty in pugs, so this won’t shut them up.
However, I’m sure people can learn things from your videos!

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Posted by: Godmoney.2048

Godmoney.2048

Hello everyone. I have noticed that both in-game and out of game(forums, general talk) the general consensus is that dungeons are too difficult, which I personally believe, simply isn’t true.

The only reason dungeons may appear to be difficult is if you are not taking the time to understand the core mechanics and figure out how enemies move and what animations to look out for, so you don’t waste your dodges and the like.

So to remedy this issue, myself and my friends have decided to complete every dungeon on explorable mode including all 3 possible paths, and then posting them on youtube so that others can learn and complete them on their own.

We plan on doing 1 dungeon per day this week(all 3 paths) So look forward to seeing the full list by the end of this week. I will update this thread on a daily basis as to which dungeon video you can expect to see next. I will also delete this wall of text after we have completed all of the dungeons so you will just have the links to look at.

That being said, here is the first dungeon we did.

Twilight Arbor Exporable

Forward, Forward Path
Up path
Forward, Up Path

Tonight’s Dungeon- AC Explorable Mode(All paths)

Nice post and video’s

Totally agree about people not understanding the core mechanics of this game. PVE is really no that hard once you sit down and take a ten minutes to think about it.

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Posted by: Bigbeef.7354

Bigbeef.7354

I agree that they aren’t too hard, but there are many factors to this that people don’t understand yet.

1. Your gear/traits/skills. 9/10 when people complain and I ask them what they’re running, they’re running a glass-cannon build, sometimes even melee glass cannon, wearing green/yellow MAGIC FIND gear. This alone makes most dungeons extremely hard. You can dodge the big attacks all you want, but if you go down 3 auto attacks, you’re not helping the group. I always ask “How much dps do you do laying on your back?” to get my point across. Finding a healthy mix of offense and defense is vital to smooth runs. Remember, not only does your dps drop when you fall down, normally 1 or 2 people gotta stop their dps to come pick you up. The down mechanic is a part of the game, it’s in there for a reason and going down is going to happen every now and then. But if you’re getting downed from 2-3 auto attacks on trash mobs. The fault is on you.

2. Combo fields. Picking your primary and secondary weapons with fields/finishers in mind can greatly improve group dps and survivability. Swapping to a guardian hammer when you see a fire or water field drop can drastically improve your group’s DPS, or aoe heal them respectively. What do you think brings more dps to a fight? Doing a 4k or 5k hit every so often, or giving your group a total of +1750 Power and +1750 condition damage for 20 seconds? No brainer.

3. Understanding the mobs in the dungeon, how they react, and correct pulling. Dodge is in the game for a reason. When you see a whole bunch of red circles at your feet, or a mob rearing back to smash you, and you don’t dodge, you just hurt the group as a whole. A lot of encounters are meant to be split and many classes have abilities to allow this to happen. Scorpion wire, warding walls/circles, necro spectral grasp utility, etc. Splitting mobs can be the difference between an easy fight and a hard wipe.

Once people understand these basic concepts. Correct dungeon builds, fields, team work, mob splitting, team work….. the dungeons go from “impossibly hard” to extremely fun and enjoyable.

Too many people don’t understand that this isn’t EQ, WoW, Aion, etc…. This is GW2 and the combat is unique in it’s own way. It has a learning curve and people need to make an attempt to understand it before they complain about difficulty.

(edited by Bigbeef.7354)

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Posted by: Dogblaster.6713

Dogblaster.6713

I agree that they aren’t too hard, but there are many factors to this that people don’t understand yet.

1. Your gear/traits/skills. 9/10 when people complain and I ask them what they’re running, they’re running a glass-cannon build, sometimes even melee glass cannon, wearing green/yellow MAGIC FIND gear. This alone makes most dungeons extremely hard. You can dodge the big attacks all you want, but if you go down 3 auto attacks, you’re not helping the group. I always ask “How much dps do you do laying on your back?” to get my point across. Finding a healthy mix of offense and defense is vital to smooth runs. Remember, not only does your dps drop when you fall down, normally 1 or 2 people gotta stop their dps to come pick you up. The down mechanic is a part of the game, it’s in there for a reason and going down is going to happen every now and then. But if you’re getting downed from 2-3 auto attacks on trash mobs. The fault is on you.

2. Combo fields. Picking your primary and secondary weapons with fields/finishers in mind can greatly improve group dps and survivability. Swapping to a guardian hammer when you see a fire or water field drop can drastically improve your group’s DPS, or aoe heal them respectively. What do you think brings more dps to a fight? Doing a 4k or 5k hit every so often, or giving your group a total of +1750 Power and +1750 condition damage for 20 seconds? No brainer.

3. Understanding the mobs in the dungeon, how they react, and correct pulling. Dodge is in the game for a reason. When you see a whole bunch of red circles at your feet, or a mob rearing back to smash you, and you don’t dodge, you just hurt the group as a whole. A lot of encounters are meant to be split and many classes have abilities to allow this to happen. Scorpion wire, warding walls/circles, necro spectral grasp utility, etc. Splitting mobs can be the difference between an easy fight and a hard wipe.

Once people understand these basic concepts. Correct dungeon builds, fields, team work, mob splitting, team work….. the dungeons go from “impossibly hard” to extremely fun and enjoyable.

Too many people don’t understand that this isn’t EQ, WoW, Aion, etc…. This is GW2 and the combat is unique in it’s own way. It has a learning curve and people need to make an attempt to understand it before they complain about difficulty.

+1

@Wethospu – People complaining explorable dungeons are hard with pugs are just joke, ive done many dungeons with pugs and manage to complete them. Other thing is, designer already stated that explorables are ment for coordinated groups of good players, not for pugs.

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Posted by: Kevin.2176

Kevin.2176

1. Your gear/traits/skills. 9/10 when people complain and I ask them what they’re running, they’re running a glass-cannon build, sometimes even melee glass cannon, wearing green/yellow MAGIC FIND gear. This alone makes most dungeons extremely hard.

I have to disagree about the part regarding glass cannons.

I feel gearing towards all DPS promotes far better play. I understand there are a lot of unavoidable damage in this game, however there are very few that are punishing enough to down you without a warning. Pure DPS builds and gear makes mistakes more punishing and thus you are forced to be aware of a lot of mechanics and how to avoid them.

As a melee DPS that cleared all exploration modes with base toughness and less than 14k HP I feel there is no reason why a ranged DPS should be gearing towards any survival stats at all (keeping few pieces for Giganticus maybe).

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Posted by: Wethospu.6437

Wethospu.6437

@Wethospu – People complaining explorable dungeons are hard with pugs are just joke, ive done many dungeons with pugs and manage to complete them. Other thing is, designer already stated that explorables are ment for coordinated groups of good players, not for pugs.

Yup, they are too easy. However I don’t really see people complaining that they are too hard with coordinated team. :P

By the way, does someone know how much difference tanky stats make? How much less damage taken? How much more hit points? How much less damage dealt?
Because you know, faster you kill them less times they deal damage!

(edited by Wethospu.6437)

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Posted by: Raukcaran.2590

Raukcaran.2590

A wonderful idea! I look forward to your videos.
Also, I’m not sure how armor and the shield block stat work, but I do know toughness multiplies armor, and 1 vitality = 10 hp.

And as to the difficulty of explorables, I haven’t done too many of them (AC explore, CM explore, and arah explore) and I must say Arah>AC>CM by FAR. Arah was extremely difficult (only a tad buggy, I think? The Seer path grenth fight kept going back to full HP) and I do NOT plan on going back there without a dedicated, organized group. I haven’t tried AC in a while, and I just did CM, and it was a joke. Lots of fun, but seriously, a joke.

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Posted by: AzureDream.4819

AzureDream.4819

Watched a bit of video. All ranged warriors = no fun.

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Posted by: Shiren.9532

Shiren.9532

@Wethospu – People complaining explorable dungeons are hard with pugs are just joke, ive done many dungeons with pugs and manage to complete them. Other thing is, designer already stated that explorables are ment for coordinated groups of good players, not for pugs.

Are you saying PuGs can’t be co-ordinated or good at the game? Nothing about a PuG says anything about player skill. I’ve seen several people who normally run in guild groups who are pretty bad at the game, they just relied on certain things being done in a certain way to get through content, as soon as you take their crutch away (their normal group) they become terribad and can barely walk.

What does co-ordination mean as an indicator of challenge or difficulty? Does it mean someone in the group has to learn the encounter and instruct everyone else on what they’ve learned because knowledge of the dungeon is more important than active player skill? That’s the current standard I’ve seen in dungeons and something these videos will help out with. I haven’t seen much in the way of encounters requiring people to pull off certain roles and make others aware of their roles and communicate changed conditions. Certainly nothing that a PuG can’t do given the right instructions.

Be careful with using exploits in this videos. They will be brought to the developer’s attention and will be removed from the game. This will result in your videos becoming quickly outdated.

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Posted by: Celestea.4105

Celestea.4105

For some reason I can’t use quotation but to respond to your post Azure, the only reason I went ranged was because it was easier, as is with almost every encounter in MMO’s.

The reason I used the rifle/longbow so much is because of the fact the bosses all have nasty damage if you get in melee range. Saying ranged warrior isn’t fun, is your opinion which you are entitled to, there are plenty out there that would disagree with you though.

Anyways, time for an update.

Ascalon Catacombs Explorable
Detha Path
Tzark Path
Hodgin’s Path

(edited by Celestea.4105)

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Posted by: Celestea.4105

Celestea.4105

Seems like this thread is bugged or something, I can’t seem to edit or quote posts for some reason. To address what you said Shiren, these aren’t exploits.

unning past enemies while using stability and swiftness to evade kd/kb or using LOS is not exploiting the game. I suppose you could say the developer did not intend for the players to do this, but just look at the timers on the video.

Most are 40 minutes or above. If people stayed around to fight every single mob, it would takes more than an hour to complete a single path.

At the end of the day, as you said it’s the developer’s decision on if this should be changed or not. If they change it, I’ll obviously update the videos so they aren’t outdated. There’s a reason I said I would keep track/update this thread on a daily basis.

If these were truly exploits I would have either been banned or this thread would be locked by now.

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Posted by: AzureDream.4819

AzureDream.4819

Well, going all ranged is sure an option, and I as an ele, is ranged as well. But recently found myself getting much more fun going d/d melee on wines, husk boss, and archers (ones that are after the wines). Sure, warriors could do this as well, and their damage would go a way up, and so on…

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Posted by: Bigbeef.7354

Bigbeef.7354

@Kevin. Glass cannon ranged players can “slightly” get away with not speccing/gearing into too much defense due to them near-max ranging every fight. When they get attacked they stop almost all dps and start running around in circle. Their range is their defense.

Melee dps is superior by a pretty large amount to ranged dps, but going melee you need some sort of defense from your gear, or utilities, or traits, or a mix of all to be viable. You can dodge big attacks all you want, but if your character gets eaten alive by auto attacks, then you’re not doing any dps.

So like I said, it’s all about balance. Ranged can skimp a little on defense, but ranged does less dps then melee anyway.

Frankittenhe best set up my team has found has been a nearly-all melee setup. Ranged people also suffer from not getting boons, which help a lot in dps in a coordinated group. My guardian can drop hollowed ground and land 3 blast finishers before it’s gone. That’s +9 might for whole group, and that’s just myself, not including what my team mates can do in the field.

If you got 4 or all 5 players within 100-200 range of the mob, the amount of might blast finishers and other boons that can be spread around is insane. On top of that, melee does more dps then ranged.

You have no idea how fast a dungeon can get burned through until you run a near-all melee group using fire-blast finishers and buffing each other.

Sadly. Most pug players come in with ranged weapons because they don’t want to die (bad experiences with bad players), so more often then not, you go into a dungeon and nearly everyone is ranged, and dps in comparison is horrible lol.

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Posted by: Celestea.4105

Celestea.4105

@Kevin. Glass cannon ranged players can “slightly” get away with not speccing/gearing into too much defense due to them near-max ranging every fight. When they get attacked they stop almost all dps and start running around in circle. Their range is their defense.

Melee dps is superior by a pretty large amount to ranged dps, but going melee you need some sort of defense from your gear, or utilities, or traits, or a mix of all to be viable. You can dodge big attacks all you want, but if your character gets eaten alive by auto attacks, then you’re not doing any dps.

So like I said, it’s all about balance. Ranged can skimp a little on defense, but ranged does less dps then melee anyway.

Frankittenhe best set up my team has found has been a nearly-all melee setup. Ranged people also suffer from not getting boons, which help a lot in dps in a coordinated group. My guardian can drop hollowed ground and land 3 blast finishers before it’s gone. That’s +9 might for whole group, and that’s just myself, not including what my team mates can do in the field.

If you got 4 or all 5 players within 100-200 range of the mob, the amount of might blast finishers and other boons that can be spread around is insane. On top of that, melee does more dps then ranged.

You have no idea how fast a dungeon can get burned through until you run a near-all melee group using fire-blast finishers and buffing each other.

Sadly. Most pug players come in with ranged weapons because they don’t want to die (bad experiences with bad players), so more often then not, you go into a dungeon and nearly everyone is ranged, and dps in comparison is horrible lol.

Great post, the mistake myself and others made was purchasing magic find runes and placing them on their gear.

You make a great point with the blast finishers on flame combo fields, you can kill mobs extremely quick by doing so, it’s especially fun with 2 warrios rolling longbow+banners, as banners work as blast finishers alongside the number 3 longbow skill which works as a blast finisher.

I’m just trying to show people you can do this in awful gear.(magic find) People are so fixated on berserker armor when knight is far superior. Still, I won’t complain as it’s a great source of income selling them on the TP.

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Posted by: Kevin.2176

Kevin.2176

@Kevin. Glass cannon ranged players can “slightly” get away with not speccing/gearing into too much defense due to them near-max ranging every fight. When they get attacked they stop almost all dps and start running around in circle. Their range is their defense.

Melee dps is superior by a pretty large amount to ranged dps, but going melee you need some sort of defense from your gear, or utilities, or traits, or a mix of all to be viable. You can dodge big attacks all you want, but if your character gets eaten alive by auto attacks, then you’re not doing any dps.

So like I said, it’s all about balance. Ranged can skimp a little on defense, but ranged does less dps then melee anyway.

Melee does not need any extra defensive gear/utility/traits to be viable, to make the game easier sure, but viable no. You mind as well alt-tab and auto-attack if you are a ranged DPS gearing for defensive stats.

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Posted by: Ender.3508

Ender.3508

Vote to sticky. It’d be nice to have a compendium of dungeons and these videos havent really divulged much more than general strategies so I don’t see them becoming the end all be all.

Kretna 80 Elementalist
ex – The Midnight Syndicate [Dark]
Maguuma

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Posted by: Ender.3508

Ender.3508

“You might as well uninstall if you are a ranged DPS gearing for defensive stats.” -fixed

I’m a defensive traited staff ele, but dps is one of the last roles I take. AoE slows, cripples, and stuns as well as defensive boons and the ability to res people without taking damage is what makes defensive training a good thing. It’s not so linear as some may think.

Kretna 80 Elementalist
ex – The Midnight Syndicate [Dark]
Maguuma

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Posted by: Hawken.7932

Hawken.7932

About ranged/melee in this thread: I’ve been focusing on TA explore modes lately, as I’m first interested in getting the nightmare set. I’ve been exclusively pugging it, and actually have had some really nice groups with people and overall have had a great time doing all paths.

With these groups, I’ve experienced a pretty wide range of group compositions. A lot of times, it feels like there will be one person who steps forward (without saying anything) and takes up a sort of “tank” like role. Often a warrior/guardian, but once a mesmer which I thought was pretty interesting. I’d say the majority of the time this has been melee person, though I’ve also been in all-ranged groups.

My main observation from this has been that the playstyle varies a bit between the more melee and more ranged setups, but in each case the dungeon was pretty balanced for those wildly varying compositions. We never hit a place where it was like “this is impossible without being all ranged/melee”, which I thought was pretty cool.

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Posted by: BlackToof.8710

BlackToof.8710

Not to be a ninja or anything but wouldn’t video more like this be considered more ‘Video Guides’?

Twilight Arbor – Exploration
http://youtu.be/L_FV3bTFf3s

Ascalonian Catacombs – Exploration
http://youtu.be/apShme6FWg8

Just saying, If you want these links removed just ask and I will edit my post.

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Posted by: Celestea.4105

Celestea.4105

Those videos are actually really great, you can tell the creator put a lot of effort into them and I commend them for their efforts.

No need to edit them out, this thread is solely for helping other players, so the more guides the better.

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Posted by: Celestea.4105

Celestea.4105

It seems like whenever I try and edit the OP, it won’t let me until I make another post in this thread, so sorry for double posting. Anyway, here are tonight’s videos from Sorrow’s Embrace Explorable.

Path 1
Path 2
Path 3

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Posted by: nagnag.4058

nagnag.4058

i know this will go a bit OT so sry for that but, i watched the up TA path (didn’t really watch the other dungeon videos) but i think you should’nt use an all-ranged comp for TA if avoidable at all. as someone else said melee is superior in this dungeon – by far. i didn’t play all classes yet (in this dungeon) but i know that elementalists (like d/d here), thieves (found s/p the best one for melee in this dungeon), guardians (using anything – even staff works great in melee range), warriors (even 5 signet GS ones) and mesmers do have an easier time in melee range in this dungeon (with exception of the spider on “up” – which requires a lot of movement for melees).

actually for me every single dungeon seemed to be easier if i did’nt go in with an all ranged group – most encounters encourage having melees because they force mobs to use their respective melee attack or at least summon their AOE in melee range which takes damage off the “ranged” guys – btw you do know that you have weapon swap and heal right?

it’s really like this: if you ever went in with a group that was balanced it’s a huge pain to go in with an all ranged comp. and i’m not talking about certain encounters (like the spider on “up” – which is very easy if you go all ranged and more difficult for melee) – just generally clearing trash in seconds (the 4 dogs can be killed in approximately 20 seconds if not faster).

I’d really prefer if guides posted on the official forums would only feature the “intended” way – so no skipping mobs, no standing in one point nuking because mob can’t hit you there, no standing outside of the intenden boss area and “outrange” – nothing like that. I’m not saying this is generally “wrong” or anything i don’t care about whether you want to farm a specific way. But my main goal is having fun in a dungeon (and of course getting some nice armor from that). But this is made hard by people just generally being no help at all because they read somewhere that “you should go range only in this dungeon”.
5 signet warrior with longbow AA only FTW!

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Posted by: Celestea.4105

Celestea.4105

I don’t remember saying anywhere that you should only go ranged, and if I did that was wrong of me to say. As I said, the majority of these recordings are first time encounters, so we worked up our strategies on the fly and our gear is terrible. Some in the group are equipped with greens and blues.

I just want to show people that even in some of the worst gear possible, these dungeons can be completed.

Since you guys have been asking though, I’ve been switching it up and plan on doing more melee in the next dungeon videos.

I don’t really plan on changing the skipping mobs if they are skippable, aspect though. If we have to fight, we fight! :P

Also, don’t forget everyone here that is capable can also post their guides and i’ll edit them into the OP. I just took the initiative and made this thread, but we can put together various guides to help out the community.

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Posted by: berries.7016

berries.7016

I watched little bit of the first one, Sorrow’s Embrace path 1, and I’m sorry, but where is the guide part in it? All I saw was normal game play without any kind of commentary what was going on and what you should be looking for as a guide would have.

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Posted by: tonny.7580

tonny.7580

i one see CoF all path 3 vidoes with out any explote or cheats and glass build i one see the weekes of the weeks dps classes

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Posted by: Celestea.4105

Celestea.4105

It’s a guide in that I show you how to get through the dungeon, and comment on what to look out for on bosses. I’m in steam voice chat s with my friends, but for some reason when I record you can’t hear their voices, so it’s more difficult to understand.

It’s a problem I am trying to rectify, if I can’t find a work-around we’ll switch to skype, as I know it works 100%. They just want to use Steam chat for convenience.

i one see CoF all path 3 vidoes with out any explote or cheats and glass build i one see the weekes of the weeks dps classes

Running past mobs is not exploiting or cheating. It’s a convenience thing, and saves time.

In regards to my build, It is not glass cannon. The only thing remotely “glass cannon” about it is the armor set. The traits themself are far from glass cannon. Once again, I am showing people how you can have terrible gear and still complete these dungeons.
10str
20defense
20 Tactics
20 Discipline

Thanks for your feedback though I will be making changes to how I record these videos so the “guide” aspect of it is clear and concise for everyone.

EDIT I have redone Ascalon Catacombs Paths for Tzark and Hodgin’s with proper commentary, as well as Sorrow’s Embrace Path 1.

It would help me greatly if some of you could watch 1 or two of those and let me know how you like the changes I’ve made and where else I can improve. Thanks

(edited by Celestea.4105)

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Posted by: Bigbeef.7354

Bigbeef.7354

@Kevin. Glass cannon ranged players can “slightly” get away with not speccing/gearing into too much defense due to them near-max ranging every fight. When they get attacked they stop almost all dps and start running around in circle. Their range is their defense.

Melee dps is superior by a pretty large amount to ranged dps, but going melee you need some sort of defense from your gear, or utilities, or traits, or a mix of all to be viable. You can dodge big attacks all you want, but if your character gets eaten alive by auto attacks, then you’re not doing any dps.

So like I said, it’s all about balance. Ranged can skimp a little on defense, but ranged does less dps then melee anyway.

Melee does not need any extra defensive gear/utility/traits to be viable, to make the game easier sure, but viable no. You mind as well alt-tab and auto-attack if you are a ranged DPS gearing for defensive stats.

Ranged DPS has their range for their defense. They don’t NEED to trait into it (though a little is suggested for hard dungeons).

For melee, if you’re full 100% glass cannon, 90% of the time you’re just going to be a liability to the group. Either having to back off to range every time you take a hit or 2, or just falling down/dying a lot. In turn lowering your DPS, and lowering the DPS of the people that have to pick up the melee-glass cannon.

To say at least a little defense is not needed for melee characters (be it from stats,utilities, traits, or a mix of all) shows a complete lack of understanding on how this game is meant to be played and a complete lack of understanding on how the devs designed character/class customization.

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Posted by: eric.8203

eric.8203

hello these guides are very useful i seen the ta one and i can see what i have been doing wrong in the plant worm boss fight thank you very much. it really seemed like the bosses attacks was not right to me at first. i still don’t understand why it’s acid didn’t hit you when you was standing in that 1 spot though also i would like to see a honor of the waves video guide up as i need to do that dungeon some day to get frostfang

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Posted by: Celestea.4105

Celestea.4105

Awesome news alert!

I have been receiving messages from other players in the community that are recording videos and the best part is, they are doing them in different languages as well, which is pretty darn cool.

I will edit the OP with these videos and label them if they are not in english. Really awesome to see what this community is doing to help each other!

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Posted by: Nethelli.4023

Nethelli.4023

OP, I beg of you… Arah guide.

I’ve been hesitant to go after seeing those who have already been. They just lie on the ground in Lion’s Arch muttering something about “Lupicus” over and over and then they start sobbing.

Guildmaster of Nerd Herd [NERD] (Tarnished Coast)
Nethalia Frostmane [Ranger], Lyzanxia Unsu [Engineer]
Torg Darkmaw [Thief], Zekka The Architect [Elementalist]

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Posted by: Fazhu.4519

Fazhu.4519

I would love to see an Arah dungeon guide as well. I have tried looking via the internet with no result. I’ve seen bits and pieces on the youtube about each separate boss fights but no complete guide. I have a great team for runs but just from the story mode, it’s unbelievably hard. Need 3runs for my gift for my bitfrost.

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Posted by: omgwtflolbbl.7142

omgwtflolbbl.7142

I’m sorry, but the CoE videos up are kind of… disappointing, as a “guide”. The group that ran them basically waypoint zerged a lot, and failed to understand at all how Subject Alpha works (which is probably the biggest issue for most people when it comes to CoE), and if you’re waypoint zerging the first encounter with Alpha like they were in video three, that’s not really showing anyone anything. The end of their path 2 run was literally one person firing on a bugged out Alpha for like 20-30 minutes because it looks like they didn’t want to risk unbugging him. I appreciate that they were willing to upload their runs, but to call them guides is… eh. I’m not expecting super perfect runs here, but something we’re labeling as a “guide” should not feature excessive waypoint zerging.

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Posted by: Celestea.4105

Celestea.4105

Thanks for the feedback, these videos will always be revised and redone if they don’t meet the “guide” standards which I agree myself did not do in my initial videos.

I’ll see if I can get my friends to run CoE Explorable Tomorrow, as we want to clob some heads in the WvW reset tonight!

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Posted by: Ulquiorra.6903

Ulquiorra.6903

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Posted by: tonny.7580

tonny.7580

the CoF path 2 vidoe u have is pre updates when it was easy but now it just bug

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Posted by: Kevin.2176

Kevin.2176

Ruined City of Arah – Forgotten Path – Bosses and trash (~25 min run)

Ruined City of Arah – Mursaat Path – Bosses only (~40 min run)

I will render the other two paths if there is any interest, they are really long in comparison so I wanted to show these two first.

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Posted by: AzureDream.4819

AzureDream.4819

Link for HotW 2 path is broken. Also it is best to have all videos on youtube, not on some stream channel.

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Posted by: BlackToof.8710

BlackToof.8710

I don’t know if it’s worth putting a video here just for Subject Alpha.
I made a quick and easy guide to him. Hope it helps clear any trouble for people.

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Posted by: Gurubu.1693

Gurubu.1693

Thanks for the links OP and knowing a dungeon definitely impacts the success of your group. But aside from that, the game could really use either a third dodge bar, and/or a slightly lower cooldown on healing abilities. Certain scenario’s requires you to have amazing precision on your dodge usage, and if you use it up you SOL.

There’s definitely a lot of specific situations where you’re telling yourself wtf? Pulls involving 5 elites where aggro bounces around the group. It can be done effectively in an organized group over chat but when you’re talking pugs, and possibly not the best group makeup for the dungeon I still think it’s a little hardcore at times.

The only reason I run dungeons is for completions and possibly pickup a cool looking set. Already took care of my gear set from events/karma and it feels less like a dentist appointment.

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Posted by: Celestea.4105

Celestea.4105

Here’s a link to a bunch of dungeons with all 3 paths included. Once again these were done by Norax and are from his livestream, so they aren’t youtube videos.

http://www.livestream.com/norax/folder?dirId=312bed53-564c-4ab0-a4a5-7df2579e7c52

I’ll be working on more dungeon guides starting early next week, a few people in our group have had to deal with real life, so we had less time to do dungeons this week.

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Posted by: Drok Kindleshot.1496

Drok Kindleshot.1496

Any video of Arah Jotun path would appreciate it……

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Posted by: Norax.2405

Norax.2405

This weekend we’ll try to remake the arah videos.

Being Jotun the first one.

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Posted by: KratosAngel.7289

KratosAngel.7289

It would be nice to reupload other videos from CoE (especially path3) on youtube, because the current ones are no longer available … thanks

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Posted by: Norax.2405

Norax.2405

We are constantly uploading the paths, and remaking the dungeons to update the videos (as fast as we can). CoE 3 was one of them, so the good link to dont miss any of them is this one: http://www.livestream.com/norax/folder?dirId=312bed53-564c-4ab0-a4a5-7df2579e7c52

The one you are asking for, is here: http://www.livestream.com/norax/video?clipId=pla_f9bb1c78-1cdb-4bef-a6eb-decefddeb94e (this one may get outdated)

If the advs are disturbing you, in firefox or chrome use ‘adblock’ plugin (usefull for almost every page)

I hope you find it useful ^^

Enjoy!

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Posted by: BlackToof.8710

BlackToof.8710

Here’s my Dungeon Guide for CoE – Exploration – All Routes.

http://youtu.be/VPXBCPyfqgY

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Posted by: Pennry.9215

Pennry.9215

No offence, Norax.2405, but if you’re not going to discuss the dungeon, don’t include the dialog in the “guide”.

Celestea.4105, do you have plans to add your own videos of dungeons already covered by others? I like your AC videos and would love to see more.

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Posted by: Norax.2405

Norax.2405

Pennry.9215 I left the dialogs to know in which part of the dungeon we are atm.
In the speed runs (SR) we are doing, I skip almost everything, starting from the path selection dialog. So you fit better your needs for SR or legit path.

Arah 1 & 4 recorded, Arah 3 should be available soon.
AC SRs ready.
Caudecus path 2 added.

You can call it ‘raw gameplay’, imo better than nothing. Also you are free to ask me ingame. Thanks for the feedback.