Champion Mushroom Queen HP in TD tuning.
I second to that! Although i seem to have a little trouble map completion in the regular zones, when it comes to HOT its just insane how quick I fall trying to do a hero point. If anything it usually takes 3-4 or use just to do one!
I agree, though it could also be improved simply by putting it in a different area. A lot of the issue I have (as a condi ranger who bounces around) is that there’s not much room to manuver, and she has a lot of ground target AoE damage that eliminates most of the “safe” space to stand in that already narrow corridor.
Map completing in VB and Auric basin seems to be going just fine, I see lots of trains there all the time. I think Tangled Depths definetely has some issues that are not just related to HP’s being champs (which can be ok, depending on the situation) but many players are unable to navigate the map, making it difficult to get people to group up. On top of that some of the HP’s in TD are already the most dangerous in the game by themselves.
I got map completion there on my main ages ago but I have recently decided to fully map HoT on all my chars. TD is definetely being the biggest problem, even DS map completion is easier despite requiring the meta. Simply because people will come for the meta, TD hp trains are more scarce. I think 2-3 players per HP should be a good thing to aim at. The more remote ones should just be veterans in my opinion, I don’t know what the metrics tells ArenaNet but I’m sure that my own observation might not be that far from the truth. (P.S. I personally do love the map design).
Map completing in VB and Auric basin seems to be going just fine, I see lots of trains there all the time. I think Tangled Depths definetely has some issues that are not just related to HP’s being champs (which can be ok, depending on the situation) but many players are unable to navigate the map, making it difficult to get people to group up. On top of that some of the HP’s in TD are already the most dangerous in the game by themselves.
I got map completion there on my main ages ago but I have recently decided to fully map HoT on all my chars. TD is definetely being the biggest problem, even DS map completion is easier despite requiring the meta. Simply because people will come for the meta, TD hp trains are more scarce. I think 2-3 players per HP should be a good thing to aim at. The more remote ones should just be veterans in my opinion, I don’t know what the metrics tells ArenaNet but I’m sure that my own observation might not be that far from the truth. (P.S. I personally do love the map design).
You can do all HP’s in HoT with 2-3 players already. I’ve seen it done with the one mentioned by the OP but with the AoE field, it relies on the players’ skill level with that low of a number. Although, I do wonder how a viper reaper would fair against it if they could keep their minions up.
I would love to see it toned down, but really 90% of that reason is because I hate mushrooms and I hate all things to do with fighting them
Map completing in VB and Auric basin seems to be going just fine, I see lots of trains there all the time. I think Tangled Depths definetely has some issues that are not just related to HP’s being champs (which can be ok, depending on the situation) but many players are unable to navigate the map, making it difficult to get people to group up. On top of that some of the HP’s in TD are already the most dangerous in the game by themselves.
I got map completion there on my main ages ago but I have recently decided to fully map HoT on all my chars. TD is definetely being the biggest problem, even DS map completion is easier despite requiring the meta. Simply because people will come for the meta, TD hp trains are more scarce. I think 2-3 players per HP should be a good thing to aim at. The more remote ones should just be veterans in my opinion, I don’t know what the metrics tells ArenaNet but I’m sure that my own observation might not be that far from the truth. (P.S. I personally do love the map design).
You can do all HP’s in HoT with 2-3 players already. I’ve seen it done with the one mentioned by the OP but with the AoE field, it relies on the players’ skill level with that low of a number. Although, I do wonder how a viper reaper would fair against it if they could keep their minions up.
I’ve done with 3 that went pretty easily and I’ve done it with 3 and a zerg that went pretty horribly. An important thing with this is to not backpedal too much or at all is that you can easily cause the boss to reset and also because it will aggro extra mobs. The extra mobs is also a problem when people decide to “help” and doesn’t bother to pay attention to what they are dragging n.
The fight is actually pretty reasonable, but what makes it hard is the extremely narrow area where you fight that champion. I think it’d be better if they move it into the crater-like area behind her current location so that there’s a little more flexibility in movement.
Map completing in VB and Auric basin seems to be going just fine, I see lots of trains there all the time. I think Tangled Depths definetely has some issues that are not just related to HP’s being champs (which can be ok, depending on the situation) but many players are unable to navigate the map, making it difficult to get people to group up. On top of that some of the HP’s in TD are already the most dangerous in the game by themselves.
I got map completion there on my main ages ago but I have recently decided to fully map HoT on all my chars. TD is definetely being the biggest problem, even DS map completion is easier despite requiring the meta. Simply because people will come for the meta, TD hp trains are more scarce. I think 2-3 players per HP should be a good thing to aim at. The more remote ones should just be veterans in my opinion, I don’t know what the metrics tells ArenaNet but I’m sure that my own observation might not be that far from the truth. (P.S. I personally do love the map design).
You can do all HP’s in HoT with 2-3 players already. I’ve seen it done with the one mentioned by the OP but with the AoE field, it relies on the players’ skill level with that low of a number. Although, I do wonder how a viper reaper would fair against it if they could keep their minions up.
I’ve done with 3 that went pretty easily and I’ve done it with 3 and a zerg that went pretty horribly. An important thing with this is to not backpedal too much or at all is that you can easily cause the boss to reset and also because it will aggro extra mobs. The extra mobs is also a problem when people decide to “help” and doesn’t bother to pay attention to what they are dragging n.
Yeah. The main reason I see people dying is because of her AoE field that covers a wide area. One of the reasons why I was thinking of having a reaper with minions, aside from their bleeds, would be so that they would hold aggro assuming they can survive the AoE field. This would keep it off of others so they could range her.
Think it helps (seemed to at least the one time I’ve done it) have one person try to hold the agro on the dropoff (water hole) side, the shroom can’t get over the rocks, seemed like it made it a bit easier, still have to watch out for the AOEs though.
The problem is not the champ. The problem is the little room to fight with massive AOE fields.
It is a very narrow passage. You can only fall back and not dodge aside. The Boss regenerates, if the only player moves to far to the north (entrance) or to the back of the spawn point (dead space).
A good way to deal with the boss, is, to have a defensive player at the ground and range players above. The bottom player kites while the other deal damage at safe distance to the AOE fields. Important is: If there is only one player below, he may not lose to much distance to the Boss’ spawn point, or the Boss regenerates.
But I agree: There must be an easier way, also for small player groups.
https://www.youtube.com/watch?v=ghA_efMiWkg
Ah, pirahna pond, I agree this HP is no fun and should be looked at, but I would second with the commune point at the end of Beetle Feast. There’s a King, A Queen and several baby appetizers, granted the King and Queen are both vets, but traffic to that area is next to nill lately, and soloing all them is tough.
[HaHa] Hazardous Hallucination
Ah, pirahna pond, I agree this HP is no fun and should be looked at, but I would second with the commune point at the end of Beetle Feast. There’s a King, A Queen and several baby appetizers, granted the King and Queen are both vets, but traffic to that area is next to nill lately, and soloing all them is tough.
If you make it there still transformed as a beetle, you can use the various skills to commune without drawing aggro.
Ah, pirahna pond, I agree this HP is no fun and should be looked at, but I would second with the commune point at the end of Beetle Feast. There’s a King, A Queen and several baby appetizers, granted the King and Queen are both vets, but traffic to that area is next to nill lately, and soloing all them is tough.
If you make it there still transformed as a beetle, you can use the various skills to commune without drawing aggro.
Just need the 2 skill.
Alternatively you can kill the two vets separately. Aggroing one will not automatically aggro the other.