Teragriff OP

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Posted by: khul.7692

khul.7692

Does anyonr else think the mordrem teragriff’s in SW is OP?

It only takes 2 to down and out a toon.

Rather take away the rush abilty please anet.

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Posted by: maddoctor.2738

maddoctor.2738

Does anyonr else think the mordrem teragriff’s in SW is OP?

It only takes 2 to down and out a toon.

Rather take away the rush abilty please anet.

You can dodge that ability, use a stun breaker, or use soft CC on them so they can’t use their rush

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Posted by: khul.7692

khul.7692

Indeed you can but what happens if 3 of them attack at the same time?

You are then downed and lying in the “line” they leave behind

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Posted by: Vargamonth.2047

Vargamonth.2047

Both types of teragriffs have some kind of hard counters.
The melee one gets knocked down if it’s affected by some kind of movement impairment condition whenever it tries to rush or jump. For the ranged one, log channels make it quite vulnerable to interrupts.

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Posted by: Nellyaa.4763

Nellyaa.4763

The mordrem are meant to be more difficult than mobs in other zones.

If you have difficulty staying alive in melee, I recommend going range.

[PvE+Open World] Charr Dagger Thief
[WvW] Human Condition Mesmer
[PvE] Charr Shout Guardian

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Posted by: GummiBear.2756

GummiBear.2756

they are certainly tough and annoying, if you not carefull, but i like that

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Posted by: khul.7692

khul.7692

I have no problem with the toughness its the one-two hits down that gets my blood boiling. Just take away one or the other, the rush or the aoe they leave behind

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Posted by: GummiBear.2756

GummiBear.2756

I have no problem with the toughness its the one-two hits down that gets my blood boiling. Just take away one or the other, the rush or the aoe they leave behind

That would make them WAYYY too easy, instead try to step up your game

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Posted by: Seishiro.7468

Seishiro.7468

Hell, be happy that there are some challanging mobs left in the game, I like that those actually take more than just spamming your 1 until they are dead, yet they are not as umossible to solo as your avarage Karka is and have interesting mechanics.

Sure, it sucks to get stunlocked by a Group of Teras and finished off by the Trollbees, but that makes for way better gameplay, one of my favorite moments in SW was actually when we were at the indigo deffevent and suddenly the legendary Tera started charging in like the cavalery, followed by a swarm of little ones and just rushed every player in the whole base down, it took us an epic battle to wretch indigo out of his claw again and it was awesome!

“Trust in iron, not false gods” Karnar Ironclaw, Centurio of the Iron Legion

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Posted by: Shadeofgrey.3065

Shadeofgrey.3065

The thing that I find is over powered about them is the width of the attack (which is wider then the animated visual). There are numerous times when I have stepped or dodged out of the way of the attack visual and they still hit me. Other times I have been standing to the side and seemingly without being hit I am damaged and knocked away.

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Posted by: Fenda.1398

Fenda.1398

Interesting that nobody is offended by how the attack of the rushing Teragriff actually works. Sure, its strong, and its fine to be. But what i really hate is the fact that their attack trail works like FGS against walls worked for players. If you get caught between the Teragriff and an Obstacle, you`re almost instantly dead if you don`t have a stunbreaker ready – whcih don`work at all while being thrown around repeatedly if said breaker is a teleport. Those cannot be used mid air. So ArenaNet, please keep consitsency and nerf Teragriff FGS wall attacks please. If they happen to start rushing into a gate while they are standing right in front of it, the gate goes down way too fast because of their little AoEs being placed all in the same spot.

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Posted by: metaldude.4132

metaldude.4132

For me the biggest problem by attacking a Terragrif is that when using a LB ranger, almost 60% of all shots do not hit…(and I do not mean “evaded” but simply dont hit)

Is this a bug or some stance a terragrif has?

Sharpen your justice. Dust off resolve. Brace your courage. The Guardian dragonhunter approaches.

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Posted by: Fenda.1398

Fenda.1398

Nope, its a feature. Onto the catload of CC and damage the attack traiol also blocks projectiles in a quite wide area around the trail, making it almost impossible to attack the Teragriff right after its rush from the side or behind.

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Posted by: metaldude.4132

metaldude.4132

Nope, its a feature. Onto the catload of CC and damage the attack traiol also blocks projectiles in a quite wide area around the trail, making it almost impossible to attack the Teragriff right after its rush from the side or behind.

So…no pew pew? darn…. :P

Sharpen your justice. Dust off resolve. Brace your courage. The Guardian dragonhunter approaches.

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Posted by: Fenda.1398

Fenda.1398

No Pewpew, thats right Well, you can always grab a Mesmer and Laserpewpew them. Thieves also have good luck on the shortbow because the trail doesn`t actually block the projectiles but rather counts as an attackable entitiy; the arrows of the autoattack will bounce off of it and some eventually hit the Teragriff, which also causes Clusterbombs to hit because they explode midair.

Regarding the ranged Teragriff which casts these glowing root-balls homing in onto you: You can run from them, and you can dodge them. But even better: You can jump over them just like you can jump the waves of Tequatl or the shockwaves of the endboss in molten facility fractal. make sure to jump as you would want to jump right onto the glowing orb in order to evade their sprouting.

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Posted by: Ankushp.7245

Ankushp.7245

Plz stop trying to make this game easier…..its pretty easy to kill everything as it is. Mordems have been a welcome challenge…….but as i see in the latest update Anet has caved in and nerfed the wolves…..There will be harder mordem mobs in the expansion and you need to be ready for it by learning to defend against the existing mordem.

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Posted by: Algreg.3629

Algreg.3629

y cant metroid crawl?

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Posted by: Astralporing.1957

Astralporing.1957

The melee one gets knocked down if it’s affected by some kind of movement impairment condition whenever it tries to rush or jump.

Theoretically. In practice those do not work half of the time.

Actions, not words.
Remember, remember, 15th of November

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Posted by: Azrael.4960

Azrael.4960

Drop chill, cripple or immobilise on them and they knock themselves down. It’s why I’m playing a power/condition hybrid necromancer. Makes mince meat out of them.

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Posted by: Orpheal.8263

Orpheal.8263

What is seriously OP about Teragriffs are their unblockable and nearly undodgeable HOMING MISSILE VINE ATTACKS and the extreme OP power of their Line Attacks, which deal every second you lie in the line knocked down in them too much damage per second and which last too long.

So was ANet should nerf about Teragriffs is the extreme annoyingness about their homing vines, making this attack at least dodgeable, like the vine attack of those giant 2 legged mordrem.

same as annoying as those permanently following vines of those life leeching mordrem, which follow you even everywhere around, when you are in stealth!!
Thats also somethign that should get nerfed as its annoying as hell, when these stupid mordrem give you no god stupid single second to breath safe, even not in stealth when they can’t see and target you..these dumb vines magically always know where you are and keep damaging you every second…

And about the teragriffs line attack, Anet should either reduce the damage per second of that line, or they should decrease the duration of how long that line is up.

Personally I like the idea behind sub classes ~ quoted from Chris Whiteside

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Posted by: Phoebe Ascension.8437

Phoebe Ascension.8437

I’m very good at dodging (if i may so so myself), but in the end: they have to many strong attacks, that can instantly down you, that only with perma dodge build you can survive that. Only shadowstep is a viable stunbreaker, (and blink), every single othr stunbreaker keeps you right in the line of fire, and just working to get out of it, already takes to long.

I’m all for challenge but these mobs play godmode in certain way. They stun way more then any person in pvp ever will be possible to do.

When they charge, they not only stun the ppl in the line. They stun everyone in an incredible wide area around them from back to front of the line, If you are out of endurance and run like a madman out of it, they still often touch you.

And shriek (will i understand the element of challenge, and mystism about it), is litteraly crazy strong. Overpowered? hard to say, if you are alone, absolutely op, this skill has no place in 1 person content, with more people? depends still.

Teragriff are challenging, and that is good, but at same time a bit to punishing then you wil to not get catched by their brutal huge range stuns. Especiall if you get stunned, you shouldnt automaticaly die. The change to get downed when you get stunned by their charge is very big (if you are zerker). Shadowstep/blink will safe you, others not so much.

I think the line should do slightly less damage (15% less), and when they charge only their main body width of the Terragrif can stun you (not the crazy long arms they spread both ways, its not even realistic, if they stun you like that, the amount of muscle pressure they get on the arms would be so devastating they would loose half of their offensive power next attack, wich t hey don’t. Just make it less wide. So people can maneuvre out of it. 600 range wide (my guess) in a 1500 charge line, everything inside of it is stunned, way to big area (especially since terragrif have so much other strong skills, if this was their ultimate, ok. But it isn’t, they have tons of other dangerous skills like Shriek, and the ranged, hot seeking undestructible damaging vines (they can track stealthed ppl, right… Stealth replaces endure pain on this, but wait, Thiefs cannot avoid it, warriors can. If anything this ranged attack should have counterplay (reflect for instance). Stunning the mob should also stop the undestructible super tracking vines to stop, but atm it doesnt happen, it literally has no counterplay. If you have 5k hp left, and you cannot travel ultra fast with leap skill away, the undestructible super trackign vines will kill you no matter what. A bit boring isn’kitten Challenging or not challenging. Everything has health, even mordremoth. At least give the vines health, so that heavy damage can surpress them if needed. vines are vines, they can burn, and be damaged just like other vines.

Legendary weapons can be hidden now!
No excuse anymore for not giving ‘hide mounts’-option
No thanks to unidentified weapons.

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Posted by: Mobius Flynn Greti.9246

Mobius Flynn Greti.9246

The Teragriff knockdown skill with little or no CD just isn’t on par with player character skill CDs. Its pretty evident when you find yourself fighting your way clear, and their knockdown skill CDs faster then your endurance can refill. I enjoy challenging content, I just wish it was done without resorting to excessive knockdowns / CCs. If a monster skill (scaled down to level), would be too powerful for a player character, then maybe its just not in balance with the game mechanics.

Fights with less time on your backside, or running away feared (Jormag) while still being challenging would feel more immersive to me.

Idea: Scale monster skill CDs.

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Posted by: Aomine.5012

Aomine.5012

I think they’re fine. They brings up the importance of CC skills, that if you can’t dodge it, you should prevent is from just interrupting it. Instead of brainlessly dps the mob, you should try to land a cc on them to cancel the tangriff charge attack, or leachers’ vine attack. People are complaining about us ranger to push enemy around with pointblank shot, but I’m actually trying to interrupt modrem’s crucial skills.

All in all I think it’s still a L2P issue. People are doing fine in SW.

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Posted by: Eros.6801

Eros.6801

I don’t see anything OP here in fact it’s fun to fight the teragriff tho, but my fear is toward tera leacher more than the other one fighting 2 leacher at the same time feel like i need a lot of dps output to bring them down b4 i get a ticket back to camp resolve.

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Posted by: Orpheal.8263

Orpheal.8263

ya sure aomine… for some people really everything is just a L2P excuse, right?

What can you please L2P againt unblockable and undodgeable homing in vine attacks, which even can still damage you every single second, when you go in stealth and you should be no target anymore for those vines?

What in gods name is please a L2P situation around massive damage that can quickly kill you, agaisnt what you can’t do anything, when you get easily more oftenly knocked downed in a battle against multiple of those teragriffs in SW, which are also oftenly naturally upscaled and do deal due to that naturally even more serious quick killing damage, especially when it are upscaled elite/champ teragriffs, when you helplessly lie on the ground kd’ed and gets extra punished every second for being hit by them assive damages from those lines they draw in the ground that alone can quickly kill you before you have even a slightest chance to get away from the spot, unless you pull a Stun Breaker and quickly dodge out of the danger zone if you have at the moment then enough endurance for that.

The only best L2P or advice thing that you can give people about Teragriffs is only to fight them always only ranged and spam them always full with Cripple, so that when they attemtpt to make their rushes, they fall over their crippled legs and then rush in to pummel and spike them to death with melee attacks like 100 Blades before they have a chance to stand up again.

However, thats not the only type of Teragriff that you can enounter, there are also those with ther super wide away (range 2000+??) tracking vines, which you can’t stop, which follow you basically everywhere and can’t be blocked, dodged and hit you even in stealth and follow you there around too, if they come from those leeching mordrem in your near to try to exactly prevent this combat tactics, because they use these attacks only, when you are wide away from them, otherwise both types of teragriff attack you with their huge shoulder claws, that deal also high damage and can quickly kill you if you take too much hits from them, like 1500-2000 Damage/Hit.

Sure, teragriffs arte fine, when you play in a large mass of players that spike them quickly down and put focus on them, so that they can’t become a big threat, but if you fight alone versus multiple of them, they can very easily and quickly overwhelm you with their too powerful attacks.
Especially because their skilsl synergize extremely good with the attacks from the other modrem nearby, and its extremely annoying how the modrem can basically permanently root you to a place with their constant annoying immobilizes just so that the teragriffs can mow you down easier with their rush attacks and the tones of overlapping lines, which each seperately (they STACK even!!!) deal highe damage to you so that you can die basically if you have bad luck in just like 2 seconds….

Personally I like the idea behind sub classes ~ quoted from Chris Whiteside

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Posted by: Aomine.5012

Aomine.5012

ya sure aomine… for some people really everything is just a L2P excuse, right?

What can you please L2P againt unblockable and undodgeable homing in vine attacks, which even can still damage you every single second, when you go in stealth and you should be no target anymore for those vines?

What in gods name is please a L2P situation around massive damage that can quickly kill you, agaisnt what you can’t do anything, when you get easily more oftenly knocked downed in a battle against multiple of those teragriffs in SW, which are also oftenly naturally upscaled and do deal due to that naturally even more serious quick killing damage, especially when it are upscaled elite/champ teragriffs, when you helplessly lie on the ground kd’ed and gets extra punished every second for being hit by them assive damages from those lines they draw in the ground that alone can quickly kill you before you have even a slightest chance to get away from the spot, unless you pull a Stun Breaker and quickly dodge out of the danger zone if you have at the moment then enough endurance for that.

The only best L2P or advice thing that you can give people about Teragriffs is only to fight them always only ranged and spam them always full with Cripple, so that when they attemtpt to make their rushes, they fall over their crippled legs and then rush in to pummel and spike them to death with melee attacks like 100 Blades before they have a chance to stand up again.

However, thats not the only type of Teragriff that you can enounter, there are also those with ther super wide away (range 2000+??) tracking vines, which you can’t stop, which follow you basically everywhere and can’t be blocked, dodged and hit you even in stealth and follow you there around too, if they come from those leeching mordrem in your near to try to exactly prevent this combat tactics, because they use these attacks only, when you are wide away from them, otherwise both types of teragriff attack you with their huge shoulder claws, that deal also high damage and can quickly kill you if you take too much hits from them, like 1500-2000 Damage/Hit.

Sure, teragriffs arte fine, when you play in a large mass of players that spike them quickly down and put focus on them, so that they can’t become a big threat, but if you fight alone versus multiple of them, they can very easily and quickly overwhelm you with their too powerful attacks.
Especially because their skilsl synergize extremely good with the attacks from the other modrem nearby, and its extremely annoying how the modrem can basically permanently root you to a place with their constant annoying immobilizes just so that the teragriffs can mow you down easier with their rush attacks and the tones of overlapping lines, which each seperately (they STACK even!!!) deal highe damage to you so that you can die basically if you have bad luck in just like 2 seconds….

And truth is people are doing fine in SW. You’re not suppose to 1 vs 10 modrems and still have success. They’re meant to be challenging and require some group work. If a group of modrems pwned easily be one player, there’s no group work required.

Like I said, the map is going on smoothly as usual. I don’t see people have trouble in SW before breech, during breech, or during vine wrath. Only problem is the upscaling of afkers and incompetent people that spawn multiple champions, yet not be able to kill them because many of them are incompetent with very low dps.

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Posted by: gricks.1897

gricks.1897

Mordrem all require a bit of knowledge. I can face three terragriffs without any difficulty. Its an annoyingly long fight, but that’s too be expected. Terragriffs are destroyed by any form of hard and soft CC, minus blinds, that do any form of movement impairment. I actually wait for the animation to start for their charge, and then hit the cripple effects. It knocks them down for a time and makes them easier to kill.

The Wrecking Krewe[NYE] – [Maguuma] Arum Bloodclaw

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Posted by: SicilianDragon.3071

SicilianDragon.3071

You can do teragriffs with 5 people, I have done it with 4. More people upscale them.
Heres a guide.
Teragriffs charge until they are stunned from a popped bubble. After about 15s they will charge in the other direction. Knowing this makes them easy to manage.
If they charge into eachother, they will howl/aoe everyone to death whos in about 600 range. So stay back, range them, and prepare the side bubbles. Having people preparing and popping bubbles to manage the Teragriffs makes them very easy. My maps usually finish silver and gold before the other 3 bosses are finished. It can be done

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Posted by: Orpheal.8263

Orpheal.8263

1vs. 10? when does that even happen in SW?
1v3 is often already enough, when they start to charge all at the same tiem at you and right at that moment when you want to dodge, you get perma rooted with tons of immobilizes so that their rishes and al ltheir stacking lines wil lhit you.

What can you please do about that then? Thats not L2P, when somethign like that happens, its just plain bad luck and a sign for it, that the modrem can and will synergize with each other so good (and that happens especially in upscaled battles very oftenly, as if also their A.I would work then better), that they seem to time their attacks to burst you effectively down at the right moment without giving you a chance to prevent it, because so many stun breaks and dodges does nobody have to stop all those permanent knockdown and very long immobilizies from hitting you somewhen sooner or earlier, and as like said, even if you try to prevent gettign damage at all, their attacks do ignore all your tries, blocks and stealth don’t work, their attacks follow you to hell and they seem to always know where you are, even if you are invisible to them and no target!!!

There is NOTHING that you as a player can do then to improve yourself (in regard of the permanent L2P excuse to say that everythign is fine) to stop these mechanics from damaging you, because that is the way how those skills seem to be inteded to be designed for to keep on making pressure on all players.

Sure are people doing in SW fine, if they play together, know what is to do (what alot of unknowing Noobs that maybe play on the Map for their first time naturally won’t) and focus together on defeating enemies in the right order so that the mordrem simply can build up any pressure.

It helps absolutely nothing at all to complain about thing,s which you can’t change, like that players with bad or for the situation unfitting builds (because they might not know any better yet) spawn scaled up champions and elites that can easily kill alot players naturally alot easier and more Op, than the normal non scaled up teragriff can already.

AFK’ers are also something, about what you can’t change anything. They are a problem yes, but the only one, who can change something about them is Anet by making changes on the map in such a way, that people become simply unable to afk and leech in SW because of getting no profits from it or losing the event rewards, if they AFK for too long simply so that there is no sense in even trying to leech and AFK, if that leads for them simpyl to the point, that they get no event rewards at all.. or what I would find super funny – troll rewards xD finding in their chests only bags of salt and other grey junk with 0 worth (0 copper) ^^ lol

The upscaling of the enemies makes Teragriffs already challening enough.
Thats the main reason, why upscaling even exists, to make the battles more challenging.
However, OP attacks should get toned done a bit. thats also they reason, why ANet nerfed the critical damage of the Mordrem Hounds, because their upscaled versions were easily able to one hit you with thier incredible hat critical hits, if they attacked you with it from behind or the sides if you had at that moment no protection on, regeneration or aegis and other helpful stuff to prevent that high damage spike from them, plus thier attacks are very fast ands hard to dodge or see coming in a heaty battle full of skill effects all around you, like when defendign the lines at vine wrath or in certain living story missions and specific dynamic events, like that one where a huge modrem hound spawns, that spawns more and more smallers ones when you fight it in an older map that was once part of a living story patch that made modrem appear there then too.

Personally I like the idea behind sub classes ~ quoted from Chris Whiteside

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Posted by: MikeE.8267

MikeE.8267

Guardian staff skill #5 You, Shall, NOT, Paaaaaassss!

I just play with my guild m8, he’s a ranger.

(edited by MikeE.8267)

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Posted by: gricks.1897

gricks.1897

What is rooting you? I have never encountered an issue of being rooted and then rushed, and I have lord knows how many hours in SW. You should always have some kind of condition removal on your skill bar anyways. Dodge attacks that root? I really have no idea what is rooting you. Again, I have never encountered a root in SW.

I also know a bunch of people who are newish (first level 80, less than 100-200 hours of play time), do not move much.

Let me tell all the folks who are new, or not entirely experienced. NEVER. STAND. STILL. A lot of attacks are lines and will not automatically hit. If you move back and forth, or strafe, you can simply not be in the path of a lot of strong attacks. It is fairly easy to dodge Terragrifs, or trolls, or slingers if you simply move. Jump in and out of combat.

Guild Wars 2 has very few skills you need to stand and channel, most are mobile. That is designed into the game for this very reason. Always be moving, always have situation awareness.

The Wrecking Krewe[NYE] – [Maguuma] Arum Bloodclaw

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Posted by: Halvorn.9831

Halvorn.9831

I usually do SW on my mesmer. Mind you, a lot of players think mesmers are crap in PvE.

I wait until I see them charge, then I lay Chaos Storm on them. Most of the time they melt quite quickly. I stay ranged, that is what I have learned. Players always complained that melee is always better in PvE than range. This is the result, ANet has listened.

BTW: mesmers shine in SW. Feedback on a thrasher, priceless. SW is a showcase of what is to come in HoT. I am looking forward to ANet having learned how to forge encounters in this game.

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Posted by: LanfearShadowflame.3189

LanfearShadowflame.3189

I don’t think teragriffs are OP. Mildly annoyed, oh yes, but not OP. I typically don’t have an issue when I’m facing off with one or two of them. However, run into a fort to help out with 6 or 8 of them waiting for you….ok, game over. I can’t CC that many of them at once when they all opt to charge me. XD

Don’t look at me like that. Whatever you’ve heard, it’s probably not true.

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Posted by: Healix.5819

Healix.5819

Teragriffs are easy to deal with. Don’t just spam snares because they can cleanse themselves before a charge. Don’t rely on snares either, as they still might charge for a second, hitting you if you’re close. If you keep moving away and around it, it’s possible to just side step the charge. When it leaps at you, don’t stay in that small area since it’s an unmarked AoE for a few seconds. If you’re dealing with multiples, use the terrain to your advantage.

Missile teragriffs are far more deadly. As a glass elementalist, each hit from a level 80 veteran is like 1/4th my health. An upscaled level 83 is double that. If you are at range, dodge at the last second before a missile hits you in order to dodge at least 2 of them. You can also jump over them if you can time it right and have a decent ping.

1v3 is often already enough, when they start to charge all at the same tiem at you and right at that moment when you want to dodge, you get perma rooted with tons of immobilizes so that their rishes and al ltheir stacking lines wil lhit you.

Husks root. They shoot out slow moving projectiles that go in a straight line. If you’re within melee range, dodge, otherwise simply move in the other direction to evade it (they don’t follow you).

However, run into a fort to help out with 6 or 8 of them waiting for you….ok, game over. I can’t CC that many of them at once when they all opt to charge me. XD

First, look before you blindly run it and take note of the teragriffs and what kind they are. If you plan on taking on a failing fort, start by heading for the stairs. Keeping up top will limit their charges and force the ones that shoot missiles to either miss or come to you. When everything starts coming up to the walls, jump down, head for the other side and repeat.

Personally, as a staff elementalist, I just pull everything, drop the AoE snare then hide behind a wall and have them walk into my AoEs and die.

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Posted by: LanfearShadowflame.3189

LanfearShadowflame.3189

However, run into a fort to help out with 6 or 8 of them waiting for you….ok, game over. I can’t CC that many of them at once when they all opt to charge me. XD

First, look before you blindly run it and take note of the teragriffs and what kind they are. If you plan on taking on a failing fort, start by heading for the stairs. Keeping up top will limit their charges and force the ones that shoot missiles to either miss or come to you. When everything starts coming up to the walls, jump down, head for the other side and repeat.

Personally, as a staff elementalist, I just pull everything, drop the AoE snare then hide behind a wall and have them walk into my AoEs and die.

Well thank you Captain Obvious. Yes, I do typically look before I leap. Yes, I typically use terrain to my advantage. However, sometimes, timing just really sucks.

Don’t look at me like that. Whatever you’ve heard, it’s probably not true.

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Posted by: Galespark.7835

Galespark.7835

I have been killed by them countless times, but I really like the challenge they offer if you solo them, especially the veterans or when they come in pairs. The only gripe I agree with is that the rush and line hit way further than the animation leads you to believe. Other than that, try to slow them as they rush/jump, or if you can not, use dodges/blocks/invulns/stability to get out of their way. If they start using their ranged attack, use any hard cc to stop them. If you are outnumbered or they appear after you have exhausting key skills to dealing with them, retreat and set yourself up to take revenge.

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Posted by: IndigoSundown.5419

IndigoSundown.5419

Heh, I remember when people complained about the Krait revamp, with the Slavers immobilizing, the Nimross pulling, knocking or immobilizing, and the Hypnoss dropping the AoE’s of death. Sound familiar? Guess people got used to them, or people don’t bother with that content much anymore.

As to the Teragriff AoE charge hitting well outside the line which actually shows, well, so does the Risen Abom’s charge. I know not everyone is used to that, or at least I’d see 2-3 players downed each time it charged the last time I was in CS.

As to the AoE line damage being high, it’s not worse than the Champion Risen Knight’s line of circles or the Champion Risen Broodmother’s line of circles.

There’s nothing new here, guys.

Teragriff OP

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Posted by: Electro.4173

Electro.4173

I think the Teragriffs are mostly fine design-wise (they are DEADLY in groups, true, but most of the Mordrem are in some capacity and you aren’t supposed to be trying to solo whole groups of them anyway), but I do think they could use some fine-tuning to fix some of the quirks of their abilities which make them harder than they ought to be.

For starters, make the knockdown / stun that happens if you CC them happen BEFORE they start charging. Because right now, they start the charge, hit you / knock you down, and THEN get stunned. If I’m countering their charge with CC, I don’t expect to get knocked on my butt anyway. I may as well not even try to counter them if I’m going to get knocked back anyway.

Secondly, remove the projectile blocking from the vine path. I really don’t even know why this is a thing at all, its a tiny little vine on the ground, how does it block projectiles anyway? And why do they need to have projectile immunity after they run shouldn’t dodging out of the way then shooting them be a viable tactic?

And lastly, apply the FGS “fix” to Teragriffs (and all enemies). You don’t want players to abuse walls and do huge numbers of hits to enemies by stacking damage fields. Fine, I agree with that decision. But NPCs should adhere to the same rules, then. If they get stuck in a tiny rock and aren’t moving I shouldn’t be taking thousands of damage a second because of it any more than I should be able to abuse the same mechanic myself.

Teragriff OP

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Posted by: Celtic Lady.3729

Celtic Lady.3729

Honestly, the teragriff don’t annoy me as much as the vines with their 500 red circles everywhere under you for a 1,000 m radius. lol

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Posted by: William Bradley Knight.2609

William Bradley Knight.2609

same as annoying as those permanently following vines of those life leeching mordrem, which follow you even everywhere around, when you are in stealth!!

Since these were mentioned, is there any secret to dealing with these? I find that double dodging seems to be about the only thing that gets them off me and obviously that isn’t ideal. Just moving doesn’t seem to do it. Is there a “trick” to these things?

As far as the discussion about Teragriffs being overpowered, maybe it is because I am pretty mediocre, middle-aged, and currently playing on a crappy machine, but I pretty much always assume everything that downs me is a L2P issue. Watching youtube videos and seeing what some other players can do is enough to convince me that with enough skill and practice almost anything is possible, even if not for me. :-)

Teragriff OP

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Posted by: rgraze.5169

rgraze.5169

I was on a morter and got hit with charge 12x in a row. Now that seems a bit excessive.

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Posted by: Electro.4173

Electro.4173

same as annoying as those permanently following vines of those life leeching mordrem, which follow you even everywhere around, when you are in stealth!!

Since these were mentioned, is there any secret to dealing with these? I find that double dodging seems to be about the only thing that gets them off me and obviously that isn’t ideal. Just moving doesn’t seem to do it. Is there a “trick” to these things?

Go melee. The vine attack is basically a wide, multi-hit AoE with a big blind spot around the Modrem itself, so getting close to it will keep you from getting hit at all. Of course, that only helps if you’re only fighting 1 or if they’re in the same spot. You can also just interrupt them to stop it temporarily.

Don’t just camp melee indefinitely though, or they’ll use their life steal field (the oily looking pool that they put out underneath them) and heal off the damage you’ve dealt to them. Ideally, the way to fight them is to alternate between melee and range depending on which attack they’re using. Wait until they start using the vine attack, go to melee, then watch for the life steal field and go back out to range, rinse and repeat.

Just don’t stand in the life steal field, please. The worst thing is when you’re fighting a veteran Leecher and you’ve whittled it down to 20% health all on your own, then a second person comes in with their greatsword a swingin’, stands in the life drain field, and heals the thing back to full health.

Teragriff OP

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Posted by: Faereilos.5106

Faereilos.5106

Teragriffs I have no trouble with since I usually DPS them down before they could overwhelm me. The ones with homing vine missles are annoying, though. No amount of CCs will stop them from spamming the vines. It’s like their skills have no cooldowns…

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Posted by: Khisanth.2948

Khisanth.2948

And lastly, apply the FGS “fix” to Teragriffs (and all enemies). You don’t want players to abuse walls and do huge numbers of hits to enemies by stacking damage fields. Fine, I agree with that decision. But NPCs should adhere to the same rules, then. If they get stuck in a tiny rock and aren’t moving I shouldn’t be taking thousands of damage a second because of it any more than I should be able to abuse the same mechanic myself.

All those skills for both players and NPCs should just end if they hit an obstacle instead running in place. It would give smoother gameplay and less silly looking.

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Posted by: Frosty and Frosty Law Firm.4981

Frosty and Frosty Law Firm.4981

admin pls, teragrif is haking agin

he quikscopd me wen i was stil spawn with my pistul pls he hakin

hlep

Grind Wars 2: Heart of Tears

Teragriff OP

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

I just wish the width of the charge was more in line with reality. I’ve dodged twice in a row away from the line and I still end up flailing around like a drunken turkey because the terragriff that is 900 range away still somehow KD me… The hitbox on those things is insane.

Also the fact that those tiny little vines block projectiles is kind of annoying… when they are charging their hit box is the size of a barn, but heaven forbid you try to attack them when they are standing on the vine… then magically their hit box is smaller than an asura hit by a shrink ray. they get full 360 degree protection when they are standing on those vines somehow.

If those two things were fixed then I think they would be fine.

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Posted by: Trinnitty.8256

Trinnitty.8256

i think that there path is too wide. Sometimes I think i’m out of range when they charge but you’ll still get hit.

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Posted by: CureForLiving.5360

CureForLiving.5360

The thing that I find is over powered about them is the width of the attack (which is wider then the animated visual). There are numerous times when I have stepped or dodged out of the way of the attack visual and they still hit me. Other times I have been standing to the side and seemingly without being hit I am damaged and knocked away.

That’s my only complaint! How many times I’ve dodge out of the way only to be hit by their attacked. How many times I’ve side stepped and still gotten hit. Seriously the only thing I think Anet should fix about then. Either widen the animation of decrease the attack width.

And truth is people are doing fine in SW. You’re not suppose to 1 vs 10 modrems and still have success. They’re meant to be challenging and require some group work. If a group of modrems pwned easily be one player, there’s no group work required.

Yeah that’s basically the first thing you learn. Boy do you learn it the hard way XD

1vs. 10? when does that even happen in SW?
1v3 is often already enough, when they start to charge all at the same tiem at you and right at that moment when you want to dodge, you get perma rooted with tons of immobilizes so that their rishes and al ltheir stacking lines wil lhit you.

What can you please do about that then? Thats not L2P

I guess we could debate about the nature and meaning of L2P. But to me it seems you’re approaching the encounters wrong. You seem to be trying to rambo these fights. Yeah I can agree that it’s a bit more difficult for melee since you get rooted a bit easier and charged as well (not a lot of room to see the telegraphs). Usually I’d advice if you’re not feeling particularly confident to get someone else to help you. Again remember, team work is the best work!

What is rooting you?

I’m assuming the husks.

I just wish the width of the charge was more in line with reality. I’ve dodged twice in a row away from the line and I still end up flailing around like a drunken turkey because the terragriff that is 900 range away still somehow KD me… The hitbox on those things is insane.

i think that there path is too wide. Sometimes I think i’m out of range when they charge but you’ll still get hit.

ANet really should fix that, it’s undeniably a bug! Of course I’m just sour because I often get charged, dodge and still get hit and then charged by another teragriff XD

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Posted by: raubvogel.5071

raubvogel.5071

the hp are to high for their power.

Teragriff OP

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Posted by: Gulesave.5073

Gulesave.5073

The teragriffs are mostly fine. I could stand to see the huge hit area on the charge attack be cut down a little, though. The current version honestly feels more like a bug, since it extends ridiculously far from the griff’s body. It’s unintuitive and immersion-breaking, which to me is a bigger problem than the difficulty.

I should be writing.