This is actually my favorite dungeon, and I lead learner runs every weekend in hopes of eventually getting a group together that’s good at it and runs it regularly!
I always get a mixed bag of people – from novices, to experienced players, to experts. Runs with more experienced folks tend to be around 35-40 minutes, while runs with most newbies tend to be 2 hours (most time spent would be me explaining mechanics). Even then, almost every time, people would come out having really enjoyed the run!
I think the real key points in enjoying the dungeon is really knowing all the tricks and strategies.
For example, the Ooze font puzzle can be made easy even without much coordinated kiting (10 seconds window is more than enough) if you have at least 1-2 players on each side with cc/reflects/projectile cancels/immobilize/blind. I always just tell my group to equip/trait the following, and just using these skills on the lava eles without trying to kill or even kite them. We’d get it down in 2-3 tries tops even if most of the group is completely new.
Mesmer: focus 4, 5 traited with Warden’s Feedback, GS 5, Feedback
Guardian: Hammer 4, 5, Staff 5, Wall of Reflection, Shield of the Avenger
Ele: air focus 4, Lightning Hammer (for the blind on the lava eles)
Thief: pistol 5, Smoke Screen, Needle Trap
Engi: turrets traited with Fortified Turrets, shield 4, Big Ol’ Bomb (away from the Ooze)
Ranger: axe 4, LB4, Muddy Terrain, Entangle
Warrior: sword burst, Throws Bolas, Stomp, Fear Me (this one can be tricky since it works on the Ooze too)
Necro: staff 3, 5, Spectral Wall
Usually a Mesmer on one side and a Guardian (many people run Guard and Mes, so this setup usually always happens) on the other is enough to get the Ooze through in one go even without coordinated kiting and aggro control.
Sparki and Slick is easy if you melee burst Sparki first and keep up reflects/projectile cancels/cleanses, and ensures that the person with Ooze debuff and aggro always stays within 300 range of party (and to never res), and stand inside the oil (it only does minor cripples and small damage unless lit on fire) to kite the Ooze into it. The reason the Ooze kiter should stand inside the oil to lure the Ooze into it is because if he/she stands on the outside, or in a clean location, then it increases the chance of Slick shooting another patch of oil at the Ooze kiter that’s even farther away, and would require more directed kiting.
Once Sparki dies, the same strategy can be applied to Slick, and it becomes even easier than when Sparki is alive because the amount of damage that Slick does on his own is abysmal if you keep the oil spots cleaned (very easy to do if they are all close to Slick himself).
Clockwork boss is not too big of a problem as long as you stay within 500 range (whether you melee or range), dodge the ground pound, and bring cc (Mesmer GS5, Focus 4, Thief Scorpion Wire, Guardian GS5, etc.) for the holos.
Also, EVERY trash/elite mob encounter in this dungeon can also be los’ed and stacked with full zerker group, and become extremely easy if you bring even a bit of stability, projectile cancels/reflects, and cleanse. In fact, this path, Arah, and Dredge fractals are probably the best dungeons where you can stack and kill for a lot of quick loot.
(edited by MysticHLE.7160)