Crab Scuttle
If you use the block ability when the hatchings try to jump on you it makes it a lot easier.
It can be done, but requires good reflexes and knowledge of everything around you as well as your own crab skills. I’ve cleared it in under 3:30 with no one clearing any of the mobs along the route.
That being said, I wouldn’t mind if this rush got toned down a little bit somehow.
Advocate of learning and being a useful party member.
http://mythdragons.enjin.com/recruitment
Last time my guild did it, 13 people got through…which is more than most times we’ve done it. We’re learning.
It probably does need to be toned down, but it’s hardly impossible.
I dislike this one. You can’t even effectively help by cleaning out the path like the other rushes can be for guildies, as the hatchlings are green to you if you aren’t transformed.
Needs to be toned down for sure.
Hey there,
I feel your opinion, as my guildies (and I) start crying when we see we’ve gotten Crab Scuttle
I’ve made a little video for my guildies to get trough, it helped a few of them.
Hope it’ll help you and your guildies too
https://www.youtube.com/watch?v=Wy3sbQmYuwE
Guild Website: http://www.wtnf.net
Youtube Channel: https://www.youtube.com/channel/UCb07P-bW94jE3-mKHGToyOg
I don’t support toning down the rush because I like it the way it is: the rush is a bit different from others because the runners have to rely on themselves for the most part, have good knowledge of what to look out for, avoid aggroing mobs, and most importantly good timing on dodge to get to the end. I can offer some tips to help people get through though.
- Each runner will have 3 skills when they transform into crab: Skill 1 will reveals where the traps/bombs are (this is, for the most part, unnecessary because you can actually see the traps/bombs without using the skill, they look like a mound, it can be tricky to see them if they are hidden behind grass or in dark area) Skill 2 is useless most of the time so it’s better to ignore it, Skill 3 is a block and should be used for karka hatchings.
- The hardest obstacle of this rush is the Steampipe Steading event: a ton of ugly Karkas want you dead and you only have 2 dodges and a block skill to get though them so your chance of getting through is very slim without others helping you clear the event.
- Next is the Wurm event in Onyx Field: if that area is clear, feel free is run pass it; however, if the event is active (which is the case most of the time) tons of wurms with deadly almost one-shot attacks will be there to kill you. The trick of this part is to get the check point then turn around, stick to the cliff, and head to the tunnel, that way you can avoid all the wurms without taking any risk at all. (I can show where to go in-game if you pm me)
- Broodmother event is a minor problem because you can stand outside of its aggro range and wait for an opening to go through it. Still, the Broodmother is better off dead so 2-3 people can do that event.
- The cave before the Broodmother event has a few Drakes that can become a pain for runners so they are better off dead as well.
- As for the Karka hatchlings, good timing on dodge or block skill get rid of them, if you get hit by them, dodge to remove the debuffs they give you.
- The most important thing to do in this rush is to AVOID rushing through everything, that will kill you most of the time, take your time and heal up.
The problem is that this rush is way out of line in difficulty compared to all the rest.
I like it. Most guild missions are a cakewalk, unless you only have a couple of people. It’s nice to have a little bit of challenge.
Mesmer portals work. Have fun.
Mesmer portals work. Have fun.
That’s an interesting thought. Lol. I might have to suggest it next time we have this and people start dropping out.
You can bypass the wurm part. The majority of the mobs along the way, including the karka at the end, can be cleared.
All because your guild can’t do it doesn’t mean it needs a nerf. My guild does this easily, so there’s 2 different stories to this event, what now do we do as a developer? Nerf? Or see if this player can learn the mechanics and learn the rush. There’s learning curves as a reason. If you guys need help learning the run properly, message me in game.
Mesmer portals work. Have fun.
That’s an interesting thought. Lol. I might have to suggest it next time we have this and people start dropping out.
The problem with portals is that you’ll have to have multiple mesmers who can make sure their portals won’t cause the crabs to miss checkpoints. It takes a lot of organization.
a good thief can escort 4 people through this rush safely. It’s possible, I did that a few times.
Incoming Quaggans [iQ]
Heres what I used to do when I was a guild leader, to avoid this one because it has caused so many problems and frustrated so many people. We decided to avoid it entirely. Heres what you do, pop a safety rush right before you start missions, you should be doing rush last anyways. This way you can see what rush will be available and have 5 hours to activate it. If crab scuttle pops first, have someone activate it and let it fail, then activate another one when it lets you.
Its a safeway to get around it if you want to avoid it, because I know too its a giant pain in the kitten and has long needed a major overhaul, most missions do tbh.
Honesty is not insulting, stupidity is.
>Class Balance is a Joke<
It’s not that bad. Kill the broodmother and the camp at the end. That’s all you really need to do. You can further help people by killing the mobs (obviously not the ones aggriaggro only to those doing the rush). The wurm pit area can easily be skipped by going through the flag and then back tracking around up top.
Lots of useful ideas in this thread.
I just have a problem with it because it’s overtuned in comparison to the other rushes. The others, you can go along with transformed guildies and shepherd them through by killing mobs. You can’t kill the hatchlings for them, and there’s a bunch of them. Plus of course, the killable mobs are both level 80 and some are harder to kill than regular level 80 mobs which slows the clearing part down.
Maybe if the transformed guildies had a partial immunity to normal mobs and shorter cooldowns with skills, this rush wouldn’t be so frustrating to so many.
I love this forum lol
“Guys let’s add optional gear checks for higher end content so people can more easily find the right group for their playstyle”
“No! That’s way too toxic and elitist!”
“Guys let’s make some of this casual content more accessible and in line with others of its kind”
“No! Stop being bad and casual!”
to be faceroll at the high levels, because it
needs to be accessible to the casuals and bads.
This is probably the most difficult of the Rushes, but it’s still doable.
1. Clear the path for the runners as much as possible. The danger points are at the Broodmother (easily killed now that she’s only a Veteran), the Wurms at Onyx Fields (you can bypass this by dropping down from the cliffs when there’s an opening), and at Steampipe Steading (this will need to be cleared by non-runners, as it’s just too suicidal to rush through as crabs).
2. For the crabs, remember that you can use skill 2 to gain Swiftness AND scare off attacking crabs. If you see a bunch of incoming hatchlings, use skill 3 (and hold it down, to channel it) to block the explosions.
3. As someone else mentioned, Mesmer portals work too. This can be particularly useful for Steampipe Steading. Just make sure you tag the last gate.
4. It goes without saying that escorts should bring Water fields and regen for the crabs.