What on earth did you do to TA?

What on earth did you do to TA?

in Fractals, Dungeons & Raids

Posted by: Auesis.7301

Auesis.7301

Every single group I have pugged has had no problem with this dungeon. We run forward->up or up usually. This time, we ran forward and up. We came to the last tree boss. Normally, spiders would come around the corners, so we kill them off, focusing on them before the boss. This is almost always perfectly manageable. However, this time, I have NO idea what happened. A big explosion of green, and 3 of us are instantly downed upon the start of the fight. I’ve never seen this before, and I’ve done this path every day for at least 2 weeks. Then, after the effects have cleared…

No less than SEVENTEEN Recluses. SEVEN. TEEN.

We got wiped in seconds. We go back to the boss to start the fight again. He spawns TEN MORE. TWENTY SEVEN RECLUSES.

What the actual kitten did you do to this path? Or have I been imagining the process of getting my armourset and the boss has decided to never use his full arsenal on me ever?

Gnome Child [Gc]
Resident Thief

(edited by Auesis.7301)

What on earth did you do to TA?

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Posted by: Reevac.1748

Reevac.1748

You mean the made it so his aoe does the actual intended damage?

What on earth did you do to TA?

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Posted by: Auesis.7301

Auesis.7301

You mean the made it so his aoe does the actual intended damage?

Less that than the whole “spawns many times more spiders” thing.

Gnome Child [Gc]
Resident Thief

(edited by Auesis.7301)

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Posted by: Reevac.1748

Reevac.1748

Haven’t run TA post patch. Im more curious as to the worms range. They already had ridiculous range to begin with.

What on earth did you do to TA?

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Posted by: Auesis.7301

Auesis.7301

Haven’t run TA post patch. Im more curious as to the worms range. They already had ridiculous range to begin with.

I never noticed a difference in range when fighting, but I suppose that’s because I was running melee. I expect that was to counter the spot on the ridge that made the fight a cakewalk.

Gnome Child [Gc]
Resident Thief

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Posted by: setilight.8713

setilight.8713

I was planning on doing this path tonight. Can anyone confirm or dispute that too many recluses are spawning?

@OP
Your post implies that you gave up on that instance. Did you? Or did you manage to kill the boss, even with all the mobs?

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Posted by: Auesis.7301

Auesis.7301

I was willing to keep trying, but a pug left and then the party just lost all care for it. I’m sure it’s possible (perhaps, if you don’t wipe and make him spawn more), but it was such a shock.

Gnome Child [Gc]
Resident Thief

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Posted by: Strongheart.5629

Strongheart.5629

Our group had a difficult time with this fight at first until we made adjustments. Yes, the boss will shoot out some green mist attack that does significant damage and spawns more spiders. It was either the mist attack or we were backing up too far and the fight was resetting. The animation prior to the mist is very noticeable. When you see the tree “shake”, you need to dodge to the SIDE (not backwards). If you dodge backwards you will avoid a portion of the attack but will more than likely get hit by the trailing mist.

Once you get the habit of dodging to the left or right when he shakes, the fight is easy.

StrongHeart
Norn – Warrior
Yak’s Bend

What on earth did you do to TA?

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Posted by: Auesis.7301

Auesis.7301

Actually, that might have been the case. We stayed at range for fear of attracting more spider attention, and we might have been straddling the reset line and causing more spider spawns. Even so, I wish I could have shown you a screenshot. My screen was COMPLETELY full of Recluses. I could have gone for a swim in them.

Gnome Child [Gc]
Resident Thief

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Posted by: Bruno Sardine.2907

Bruno Sardine.2907

Blame the NPC for the spiders… we had a problem with this and she just keeps pulling them yet gets none of the aggro.

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Posted by: lynspottery.6529

lynspottery.6529

Sounds as though this thing got a little “buggy” on you. :-p

What on earth did you do to TA?

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Posted by: haviz.1340

haviz.1340

Our group had a difficult time with this fight at first until we made adjustments. Yes, the boss will shoot out some green mist attack that does significant damage and spawns more spiders. It was either the mist attack or we were backing up too far and the fight was resetting. The animation prior to the mist is very noticeable. When you see the tree “shake”, you need to dodge to the SIDE (not backwards). If you dodge backwards you will avoid a portion of the attack but will more than likely get hit by the trailing mist.

Once you get the habit of dodging to the left or right when he shakes, the fight is easy.

Post patch fwd-up boss got her attacks finally working. I’ve done that path few times after patch with pugs and every single time I had to explain what to do because everyone expected almost afk fight (prepatch). The best way to fight her is to actually dodge forward (not to the side) after she raises her left hand (about 1-2s after that). The attack isn’t maybe noticeable but it propagates underground like some kind of shockwave.

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Posted by: Celestina.2894

Celestina.2894

Haven’t run TA post patch. Im more curious as to the worms range. They already had ridiculous range to begin with.

I never noticed a difference in range when fighting, but I suppose that’s because I was running melee. I expect that was to counter the spot on the ridge that made the fight a cakewalk.

Their range is now well beyond 1500

No, the “safe spot” is still completely safe and goes unnoticed by them.

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Posted by: Account.9832

Account.9832

When you see the tree “shake”, you need to dodge to the SIDE (not backwards). If you dodge backwards you will avoid a portion of the attack but will more than likely get hit by the trailing mist.

You can dodge to wherever you want. The problem you had was probably that one party member was standing behind the others, so when you dodged back, you landed on the place where “his” AoE was hitting.

As long as everyone stands in a (horizontal) line, you can dodge back with no problems.

And yes, the spider spawns seem bugged, or at least extremely silly. I used to think that standing at the entrance was a bit of an “exploit”, but now it looks like it’s the only way to do the fight, because you’re soon buried under 20+ spiders (popping out of thin air, in typical GW2 realistic fashion) if you try to go near the tree.

Really, in all of GW2’s dungeons there are maybe 4 or 5 vaguely interesting bosses (the “terminator” at the end of SE story, Kholer and the the lovers in AC – if it wasn’t for the bug that makes it impossible to knock them down the stairs if they’re near the side – and a couple of others here and there). Everything else is just some generic big mob with far too much health standing still and going through an animation cycle while various bugs (or nonsensically balanced “mechanics” – it’s hard to distinguish the two, sometimes) happen around it.

To be honest even the “terminator” is a bit nonsensical (lava worms that drop super-damage boulders…?), but at least it’s interesting and looks nice.

- Al Zheimer

(edited by Account.9832)

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Posted by: Roctod.7290

Roctod.7290

Haven’t run TA post patch. Im more curious as to the worms range. They already had ridiculous range to begin with.

The range is kind of silly. When I ran it last night, the vine furthest back was still able to hit people who were standing near the entrance of the arena. It also felt to me like they respawned a bit quicker. We had to kinda readjust since in the past, I’ve always just killed all 5 vines then killed the boss, and you have maybe two vines up when the boss is about to die.

Last night we had all 5 respawn before the boss was at half health.