Guide to King of the Jungle

Guide to King of the Jungle

in Guild Wars 2: Heart of Thorns

Posted by: Blood Red Arachnid.2493

Blood Red Arachnid.2493

Hello all! Are you tired of having the Chak Gerent destroy your cannon? Silly thing, doesn’t he know not to break other people’s toys? Are you also tired of there being sparse information, and “guides” that barely say anything? Never fear, for I am here! And, my dear, with my guide to TD meta event, you too can conquer the king of the jungle. All for the low price of $9.99! Yes, for a mere 10 bucks, you can get a fighting chance to conquer the king! So… don’t read further until you’ve sent me the cash.

No peeking!

Alright, at this point, I’m assuming you’ve sent me the money. So, now I will begin the guide:

Section 1: Begging for money plz I am poor
Section 2: Where and When
Section 3: General information
a)What you will need
b)General event information
c)The Chak Gerent, and how not to be eaten by giant bugs
Section 4: Lane specific information
a)Ogre
b)Rata Novus
c)SCAR
d)Nuhoch

SECTION 2
—————————————————————————————
The King of the Jungle is the name of the primary meta event for the Tangled Depths. It takes place over the entire map, but the center of this event is the Ley-Line Confluence Waypoint. The event is on a roughly two hour timer, that begins half of an hour after server reset time, and an hour from Dragon Stand Reset time.

At that time, after the event has inevitably failed (because you have not read my guide yet), the entire map will go into reset mode. Then, each lane’s specific events will reset. What you will want to do is… these events! There is plenty of time to do them, and they all unlock useful and important goodies for each of these respective lanes.

The Rata Novus and SCAR Camp waypoints will be looked at the start. You’ll have to go to Ley-Line confluence waypoint, then stroll on over to these places to do their events. Each event is fairly simple, and you need very little explanation beyond what it says on the right hand of the screen. These events are also good for practice, as they’ll have you do things that you will need to do during King of the Jungle.

Once the main chain of events is complete, there are a series of additional non-necessary events that will loop continuously until the main event begins. You can check at a glance how far along all the events are by scrolling over your map, and seeing what “tier” you are on. A tier 4 map has all of the events completed.

The events are frequently done in an hour, so a super-organized map will start gathering an hour before the event begins. A not as organized map will start organizing half an hour before the event begins. An unorganized map flails and screams and they get eaten by giant bugs.

There is a special note here about a special event: The Chak Crown. This is a boss who will spawn south of Ley-Line Confluence. He’s a pain to fight, but most importantly he will contest the waypoint, making organization difficult. I’m going to go over this event specifically. The Crown will spawn a gigantic pool of acid around himself, and throw balls that a high damaging AoE lightning field around himself. To get to the crown, you need to kill the 3 veteran chak that spawn inside the acid. Once down, the acid will vanish, and the crown will begin to stomp in place, sounding out shockwaves alongside of his regular attack. A zerg of chak will spawn around him as well. You can DPS him in this phase, but it is important that you break his breakbar when it appears, otherwise he’ll fill the whole area with acid and wipe the zerg again.

SECTION 3
————————————————————————————————————

WHAT YOU WILL NEED:

#1: $9.99 to give to me to buy this guide.
#2: Have purchased Heart of Thorns
#3: Ley-Line Confluence Waypoint
#4: Bouncing Mushroom and Gliding Masteries
#5: Full Exotic Tiered Gear.
#6: Organization. You can’t just run into this event swinging your sword wildly, hoping that if you try hard enough you’ll get it. What you’ll “get” is eaten by bugs.
#7: Damage oriented food and utility consumable. it doesn’t have to be top tier, but the difference between food and no food is immense.

WHAT I SUGGEST YOU REALLY SHOULD HAVE:

#8: Nuhoch Lore Tier 3. Not much point if you can’t buy stuff with the map currency.
#9: Damage Oriented Gear. This event is a DPS race, after all.
#10: All waypoints on the map
#11: At least 4 commanders, one for each lane.

GENERAL INFORMATION:

At about 20 minutes after the hour, a countdown will start. 25 minutes after the hour, 4 NPCs will run to the end of each lane. At 30 minutes, it is showtime. The technical “goal” of this event is to charge the cannon with ley-line energy to blast your way into Dragonstand.

The real goal of this event is to defeat the Chak Gerent. At the end of each lane the Chak Gerent will spawn. But… he doesn’t care about you. He cares about the cannon, because the Chak Gerent eats ley-line energy, so the cannon is a big ole’ metal Piñata. So the little party stealer will stay buried.

Your goal, first and foremost, is to get the Chak Gerent to emerge. Each lane has a specific mechanic that needs to be accomplished to do this. The better each lane does the mechanic, the weaker the Gerent will be when he emerges.

Each lane gets three locations where they must get the Chak Gerent to emerge. Three times that they must complete their lane specific mechanic. The Chak Gerent maintains constant HP, so the damage you do to him on the first emerge will be there on the second, and so on. This is important: if any one lane fails to get the gerent to emerge at any point in time, the whole event fails. This is what makes King of the Jungle so hard. There’s no room for error for the king.

After about 3 minutes of being emerged, the Chak Gerent will re-burrow himself, because he thinks you are beneath the king, and wants to insult you with how low he thinks you are. He will then fart, making the air in the previous area toxic, dealing a constant AoE damage to anyone standing there. Gerent will move further down the lane, and then you repeat the emerge-DPS cycle all over again.

The thing is, the king isn’t the only guy who wants that delicious gooey goodness that the cannons are collecting. On regular intervals, a squadron of regular chak will spawn up-lane, and start marching toward the cannon with surprising speed. These chak will have a big orange X on their head. These chak will not attack you, but they run surprisingly fast. These guys must be killed, because they will try and destroy the cannon. Each lane has a different tactic for taking them out, which I will go over later.

While Gerent is buried, he can attack you still. Gerent will kind of wander aimlessly in the event area, as it is hard to see while underground. If he passes under you or you stand on top if him, as indicated by the “event champ” symbol that indicates where he is, he will cause a tremor attack to sprout up and hit you. This attack isn’t lethal, but it hits very hard, and can kill in 2 or 3 hits. So, while doing the events, avoid the tunneling Gerent.

If you see someone downed, only rez them if it is safe. If you are defeated, if you are on the first two emerge events, the fastest way to get back to your lane is to use the nearest lane-specific waypoint, and take a Nuhoch Wallow back to the lane. If you are on the third emerge event, the fastest way to get back is to run from Ley-Line Confluence waypoint. If you are defeated, do not lie around. You have to run back, because your carcass is going to keep the event scaled up.

If each lane managed to kill the Gerent and protect the cannon, the event will be completed when the timer counts down. The cannons will charge, blow open a wall, and inside there will be several crystal caches, a strongbox, and a Nuhoch vendor. There will also be a black pedestal with a golden statue on top that will spawn next to Ley-Line Confluence waypoint. You can loot this statue’s south side for goodies. The map will be classified as tier 5, you will get a legendary reward chest full of all sorts of l00t, and you get to brag that you have dethroned the King. So much so that eventually, the $9.99 you paid for this guide will make itself back in rewards.

But until then, stay in your lane if your Gerent is dead. Unfortunate and sudden scaling will lead to death, so be patient, have faith in your teammates, and recommend your teammates this guide for the low price of $9.99

THE CHAK GERENT HIMSELF, OR HOW NOT TO BE EATEN BY GIANT BUGS

If you want to beat the Chak Gerent, you’ve got to know the Chak Gerent. Thankfully, as a boss he is fairly simple. I will go over each of his attacks, and what to do when facing each of these attacks.

#1: The Headlong rush. In this attack, the chak will chitter, rear back, and then make a mad dash at a hereto unknown player. This dash is very far reaching, and it can hit multiple times in stride. This attack knocks back, and is very capable of downing you whomever you are. There are two things to note about this attack: To avoid it, dodge sideways or through it. Or block it. Secondly, never stand up-lane of the chak gerent when he does not have a break bar. That is, never stand in a position such that, if Gerent were to charge you, he would head away from Ley-Line Confluence. This is important, as increased run time between events will make them much more difficult.

#2: The swipe. This attack actually isn’t too bad. He will take a fairly well telegraphed swipe, which will hit in a wide arc directly in front of him, knocking people back. This attack only hits for about 6k on light armor (no toughness), so if you are healthy you can take a few swipes. To avoid it, block, dodge, run through, dodge back, run away, or just take the punch and heal.

#3: Acid Spit. Yes, that annoying thing that all chak can do, the Gerent can do as well. He will spot a generic sized pool of acid on the floor, which does high damage so do not stand inside of it.

#4: Purple Death Donuts. Or.. more of an indigo color really. The Gerent will, without tell, drop a big glowing purple ring on the ground. This ring does massive damage, ticking for 7k per second. This ring will also slowly expand, getting to become quite huge. This purple donut will persist for what seems like forever, and it is responsible for a large number of deaths. Gerent can drop multiples of these, but usually it is one per bar breaking.

#5: Sidestep. The Chak Gerent knows how to dodge, and he will use it. He will spin around an axis, completely displacing his body from where it was previously. This technique does no damage, however it is important to note, as he will very frequently walk out of AoEs.

#6: The Avalanche. AKA the Break Bar attack. For this attack, chak Gerent will get a break bar, then he will twerk so hard that it causes the roof to fall down. The Gerent will rhythmically slam his tail on the ground, causing rocks to fall everywhere. These rocks are indicated by bright orange circles, and have a decent enough delay to step out of. The act of his butt slamming the ground also causes damage if you stand where it hits. This attack will persist easily for a full minute if not broken. So… don’t stand in the AoEs.

Now, as for the strategy for defeating Gerent, it is simple. Do not break his bar. When Gerent is dropping it like it is hot, he is stationary, and will not drop any purple death donuts. The rocks are fairly easy to avoid with minimal practice, so during this break bar attack he is extremely easy to DPS. Breaking the bar will only earn about 2 seconds of respite before Gerent starts attacking again, so there is no benefit to doing so. To avoid breaking his bar, avoid using attacks that cause any of the following:

Chill
Cripple
Immobilize
Slow
Blind
Taunt
Fear
Weakness
Daze
Stun
Blowout
Knockdown
Knockback
Pull

This will affect classes differently. Some classes will have an easy time. Some classes will have a hard time, as they will inflict conditions passively. It isn’t super-duper important to avoid all of these conditions, but you shouldn’t use hard CC ever, and keep soft CC to a minimum. I.E. don’t spam skills all willy nilly.

When Gerent is stomping, feel free to melee and range DPS him as hard as you can. He is quite large, so multi-hitting area attacks will do a lot of damage. But when Gerent is not stomping, he will be quite a bit tougher. You can still melee him, however be warned that Gerent loves to stand in his own purple donuts, making meleeing impossible. Have a good ranged DPS weapon on you at all times. There is no particular kind of DPS preferred, so direct and condi are fine.

A good benchmark is to see if you have at least 1/3rd of his health bar down by the end of the first fight. If so, you’re good to go. If not, then you’ve got to squeeze some extra DPS fast.

A minor note: the camera will adjust the FoV during the first event, but many times during the second and third events, the FoV will not adjust. So, either be ready to fight the Gerent with a zoomed up camera, or have your FoV slider adjusted to max before the fight begins.

I don’t have opinions. I only have facts I can’t adequately prove.

(edited by Blood Red Arachnid.2493)

Guide to King of the Jungle

in Guild Wars 2: Heart of Thorns

Posted by: Blood Red Arachnid.2493

Blood Red Arachnid.2493

SECTION 4
————————————————————————————————————

Alright, that is all well and good. After your first or second fight with the Gerent, his moves should become pretty obvious. But, if you’ve played this event, you’ve probably noticed that it mostly fails another way: some lane is unable to get the Gerent to emerge. Here is where I will tell you how to do that, and ideally how many people you should have doing that. While this section is last, it is the most important section, because if you do not have this part down, you won’t even stand a chance.

Ogre lane

This lane is the easiest. There are eggs scattered about the sides of the lane. They’re fused to the ground, but have gigantic blue glowing tops. To get the Gerent to emerge, you are to destroy as many eggs as possible. The more eggs you destroy, the better time you’ll have. The eggs respawn after awhile, too. So, the strategy for this lane is to spread out among the eggs, then kill the eggs. End of strategy. Key word here: spread out.

Ideally you’d want at least 20 people on this lane. The lane handles scaling fairly well, so extras should be sent to this and Novus lane. Keep the numbers between these two lanes about equal.

The Chak rush is not that much of a problem. When they spawn they’ll march by, so stop destroying eggs to go and kill the Chak Rush, then head back to destroying eggs.

Throughout the lane there will be temp weapons called Ogre Smashers. These are not necessary under any circumstance. If you feel these will help you do more damage, go ahead, but for the most part everyone ignores these.

The hardest part about this lane is that aggressive chak will still spawn during this event, adding a bit of pressure. They shouldn’t be too hard, though. Most will be cleaved with the eggs, and the rest can be killed fairly easily.

Novus Lane

This is the second-easiest lane. For this lane, there will be ley-energy collectors on the sides of the tunnel. Your job is to destroy these collectors, then pick up the bundles of ley energy they drop, and throw those bundles into a gigantic golem situated in the center of the lane. The more charge the golem has, the easier the lane will be. At the end of the event the Golem will arise, Gerent will emerge, and the two will engage in epic Kaiju battle.

Special note, this lane has Chak Bracers. These are flying guys who are immune to damage, buff allies, and have a break bar. They will buff the Chak Gerent, so these guys are CC on sight.

The Golem is temperamental, and will frequently stand there fantasizing about what it would be like to be a real boy. To get the Golem to do its job and actually fight Gerent, you need to get Gerent to rush into the golem. So, when Gerent emerges, if Gerent does not have a break bar, stand in-line with the golem, so that when Gerent charges the golem will accept his role in life, and start pounding the ley-eating crap out of king.

The Chak rush, again, is not much of a problem. When the squadron comes around, stop throwing bundles and attack the chak.

Ideally for this lane, you’d want 20 people. Each spread out to the 3 or 4 collectors at each event. This lane handles scaling pretty well, so extra people should go to here or Ogre. You’ll want about an equal number spread between the two lanes.

SCAR lane

This is the second hardest lane. For this lane, a couple of NPCs will charge a gignatic thumper turret. Your job is defend them as they do this. However, squadron of chak will spawn and start heading for the turret. These Chak are aggressive to everyone, and there’s a lot of them, so spread out around the thumper and kill these Chak as they spawn.

Special note: this lane also has Chak Bracers. CC on sight.

The Chak rush is not a problem. You’re already killing every chak in sight to protect the thumper. Just focus on the squadron as they run by.

Now, for the real reason why this lane is hard: You know that whole “don’t break his bar” thing above? Yeah, forget it. The Thumper Turret will automatically break the bar of Gerent. Because of that scrub turret, you will spend the vast majority (98% easily) of this fight dealing with a mobile, aggressive, purple death donut spamming Gerent. Oh those donuts, they are real. The SCAR lane Gerent is the most severe of DPS races, as the Gerent will not stay in one place for long, and it frequently is not safe to melee the gerent. For this lane, you will need high ranged damage, which is why you’ll frequently see 10 staff tempests here. High damage gear and builds are recommended.

Second note, while you don’t want Gerent rushing further into lane, you also don’t want Gerent rushing into the turret, either. I’ve never been unlucky enough to have been in a party where Gerent squeeded out a death donut on the turret, but from what I hear it leads to failure quite quickly.

For this lane, you’ll want 20 of your beefiest ranged DPSers. You won’t want more, as scaling up makes this DPS race even tighter, and random players on random classes can wreck your chances.

Nuhoch lane

This is it. The lane. The lane that makes pugging this event exponentially harder. The lane that requires taking full advantage of the squad system to complete. The whole reason why people write guides.

For this lane, your goal is to climb the sides of the lane, stand on top of the glowing fungi that stick out of the lane, stomp on the nodules, and kill the mushrooms that spawn. This is deceptively easy, as the nodule respawn rate is tight, and is tied to the mushrooms that spawn, so kill those ASAP. Spread out as much as possible to make for the most efficient stomping ever. While the mushrooms themselves do not count as “progress”, they do limit progress, so kill them.

The mushrooms themselves are tough. Vets and elites can spawn if you aren’t spread out. They do high damage, they spam knockbacks constantly (and at that height, it can be fatal), and when they die they self-destruct, capable of killing most classes in a single hit. Be mobile, bring stability, be strong, be aware, be spread out.

Bouncing Mushrooms is a necessary mastery. It makes the time you need to get on those fungi and spread out much shorter.

It is so tough that you’ll want to end the DPS phase early. 30 seconds before the Chak Gerent re-burrows, leave early and get into position to spread out and stomp mushrooms. There is some good news, though. I saved a bunch of money on my car insurance by switching to Geico. But aside from that: The Chak Gerent in this lane is the runt of the litter. He has far less health than the other lanes, so the 30 seconds you use to run early to spread out among the fungi should be no hindrance at all. Nuhoch lane is the lane most likely to get a 2nd event kill.

For this event, you will want three sub-groups in your squad. A north party, dedicated to climbing and stomping nodules on the north side of the lane. A south party, dedicated to climbing and stomping nodules on the south side of the lane. And a Chak Rush party, who is dedicated to stomping the mushrooms in the more central areas, and also dedicated solely to killing the Chak Rush.

Yes, that’s right. You see, the other lanes are lucky, in that their Chak Squadron marches right past the main event. But in Nuhoch lane, they’ll run far below the event, meaning that it takes a lethal amount of time to run down there and stop them. So, you need a party preassigned who’s job is, when the Rush starts, to go down there and kill the Rushers, then run back up to start stomping mushrooms. Everyone else must understand that their job is not to attack the Chak Rush, as if they do we all fail.

Did I mention that you need to spread out? Because whether you spread out or not means success or failure. SPREAD OUT!!! This is the hardest part that pugs can’t seem to grasp. You don’t want to have people chasing nodules and recolating, as travel time eats at the clock. You want to have as many people in as many different places as possible.

For this lane, you will want at least 16-20 of your most competent people, with 3-4 dedicated to killing the Chak Rush. For the Chak Rush group, you’ll want good control and high AoE damage. North and South squad should have an equal amount of people. You do not want many extra people in the lane, as stomping nodules is already really hard.

Now, before it happens, I will say that there is an alternate set up. I am saying this, mostly because people will kitten endlessly if I do not: A certain guild-that-should-not-be-named insists on using 24 for Nuhoch squad, and having people double up to ensure that nodule stompers stay alive. Now, while this does work, it is not necessary, so long as your current stompers are competent enough to not die, and even with extras there’s still a chance they’ll both faceplant under a single shroom’s self destruct. With that said, 24 is the absolute max that should be allowed in this lane, as any more scaling will result in the emerge event literally being impossible.

In summation: north squad, south squad, chak rush squad, bouncing mushrooms, SPREAD OUT!!!, leave gerent 30 seconds before he burrows, stomp nodules, avoid mushroom self destruct, bring stability. It is also really important to stand down-lane of the Gerent, as if he charges in the wrong direction, at eats up more precious seconds.


And that, as they say, is that. The end. Fin. That is my guide to beating the King of the Jungle. If you are satisfied with your product, great! If you are not satisfied with your product, then I have some bad news for you: you are not well. Please get in touch with a local therapist immediately.

I don’t have opinions. I only have facts I can’t adequately prove.

(edited by Blood Red Arachnid.2493)

Guide to King of the Jungle

in Guild Wars 2: Heart of Thorns

Posted by: Nash.2681

Nash.2681

Great guide, very well written and even though it’s a huge wall of text enjoyable to read. Might even deserve a sticky?

There’s just one thing I’m missing- how to I prevent getting a kittening DC right before that big bug is about to bite the dust, since that’s by far the biggest difficulty for all HoT Meta’s- being able to stay until the very end and not getting kicked out of the game all the time >_> .

XMG U716 (i7 6700, 16GB DDR4@2133Mhz, GTX980m, Samsung 850Evo 250 GB, Seagate SSHD 500GB)

Leader of “Servants of Balance” [SoB], a small guild endemic to the FSP.

Guide to King of the Jungle

in Guild Wars 2: Heart of Thorns

Posted by: Misguided.5139

Misguided.5139

One of the best tips I have seen for this fight that very few seem to know: when fighting the Chak Gerent, stack underneath its belly. The Avalanche can not hit you there (you can stand in the circles no not take damage) and the only thing you really have to worry about is the purple donuts.

Guide to King of the Jungle

in Guild Wars 2: Heart of Thorns

Posted by: Leohart.4610

Leohart.4610

Wow

Attachments:

Guide to King of the Jungle

in Guild Wars 2: Heart of Thorns

Posted by: Blood Red Arachnid.2493

Blood Red Arachnid.2493

Great guide, very well written and even though it’s a huge wall of text enjoyable to read. Might even deserve a sticky?

There’s just one thing I’m missing- how to I prevent getting a kittening DC right before that big bug is about to bite the dust, since that’s by far the biggest difficulty for all HoT Meta’s- being able to stay until the very end and not getting kicked out of the game all the time >_> .

Use the 64 bit client? That’s the only method I know of.

One of the best tips I have seen for this fight that very few seem to know: when fighting the Chak Gerent, stack underneath its belly. The Avalanche can not hit you there (you can stand in the circles no not take damage) and the only thing you really have to worry about is the purple donuts.

Personally, I’ve never had the guts to check it. If it is right it is awesome, but if it is wrong I’ll end up failing the event for about a hundred people.

I don’t have opinions. I only have facts I can’t adequately prove.

Guide to King of the Jungle

in Guild Wars 2: Heart of Thorns

Posted by: Boysenberry.1869

Boysenberry.1869

I bought the $129.99 Super Deluxe version of your guide but I still haven’t received my autographed plush Chak yet. Who do I talk to about this?

[great guide by the way! ]

Guide to King of the Jungle

in Guild Wars 2: Heart of Thorns

Posted by: Misguided.5139

Misguided.5139

Personally, I’ve never had the guts to check it. If it is right it is awesome, but if it is wrong I’ll end up failing the event for about a hundred people.

Works beautifully. I just learned about it the other day. We downed Novus during the second burn. It allows you to spend a lot more time doing dps and less moving around to avoid things. Even a charge isn’t that big of a deal because it starts on top of you. As I said though, you do have to watch out for purple.

(edited by Misguided.5139)

Guide to King of the Jungle

in Guild Wars 2: Heart of Thorns

Posted by: Nash.2681

Nash.2681

Great guide, very well written and even though it’s a huge wall of text enjoyable to read. Might even deserve a sticky?

There’s just one thing I’m missing- how to I prevent getting a kittening DC right before that big bug is about to bite the dust, since that’s by far the biggest difficulty for all HoT Meta’s- being able to stay until the very end and not getting kicked out of the game all the time >_> .

Use the 64 bit client? That’s the only method I know of.
[…]

I’m talking about disconnects, not client crashes. While the 64bit client might positivly affect the amount of OOM crashes (which aren’t as much of problem right now, at least for me), I don’t see how it would affect server connectivity

XMG U716 (i7 6700, 16GB DDR4@2133Mhz, GTX980m, Samsung 850Evo 250 GB, Seagate SSHD 500GB)

Leader of “Servants of Balance” [SoB], a small guild endemic to the FSP.

Guide to King of the Jungle

in Guild Wars 2: Heart of Thorns

Posted by: ugrakarma.9416

ugrakarma.9416

Great guide, very well written and even though it’s a huge wall of text enjoyable to read. Might even deserve a sticky?

There’s just one thing I’m missing- how to I prevent getting a kittening DC right before that big bug is about to bite the dust, since that’s by far the biggest difficulty for all HoT Meta’s- being able to stay until the very end and not getting kicked out of the game all the time >_> .

try stay in a squad, the map instance save your progress now, even if u comeback in another instance, the “join dude in tangled depths” and u progress is there.

i have DC issues months ago, try some sorte of DNS clean. aparently anet solved their server issues, and im able to stay in long chain events.

Guide to King of the Jungle

in Guild Wars 2: Heart of Thorns

Posted by: Zerikin.1593

Zerikin.1593

Nice guide. Which classes/builds have enough DPS for the SCAR lane?

Guide to King of the Jungle

in Guild Wars 2: Heart of Thorns

Posted by: DresdenAllblack.1249

DresdenAllblack.1249

Maybe the best post ever. Not only do I feel like I can take on this meta, I think, yes, kitten I’m going skydiving!!

Angelina is free game again.
Crystal Desert

Guide to King of the Jungle

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Posted by: kuritsutian.2987

kuritsutian.2987

Should be sticky!

Suddenly in the Forums Everyone is now a Game designer!

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Posted by: Takoyakii.2146

Takoyakii.2146

I reading this for free. Am I just pirated this thread >_>?

Great post. Easy to read and enjoyable.

Guide to King of the Jungle

in Guild Wars 2: Heart of Thorns

Posted by: softblackcarbon.1537

softblackcarbon.1537

Agreed. Sticky this. Fantastic post. Well written, funny, and informative. Props.

Guide to King of the Jungle

in Guild Wars 2: Heart of Thorns

Posted by: Blood Red Arachnid.2493

Blood Red Arachnid.2493

Nice guide. Which classes/builds have enough DPS for the SCAR lane?

That is a good question.

Truth be told,t his guide is incomplete. Mostly because I lack the knowledge to truly complete it. To have a complete guide, I would have a builds and class specific tips section. But, I am not nearly that experienced yet. So far, I’ve only taken my Tempest to the event, as she is full ascended Zerker, and was chosen specifically because she can do max damage with no CC.

But to answer you question… theoretically any of them if you’ve built full glass and are wicked good at the game. But if I were to pick classes out by experience…

#1: Tempest. This one is obvious. Lava Font, Meteor Storm, Glyph of Storms, Ice bow… the Tempest lets lose unparalleled damage at range, even if ole gerenty boy tries to step outside of them all the time. For when ti is safe to approach, overloads also send out a lot of damage and give a lot of buffs. The tempest specialization isn’t completely necessary, as a regular elementalist can dish out nearly as much damage. Fire/Ar/X is the desired build, of course.

#2: Chronomancer. The thing with Gerent is that it doesn’t target illusions that much. Or at least I haven’t seen it target illusions, as it usually goes right for me. In theory, a chronomancer can set up 3 swordsmen fairly quickly, which will dish out a lot of damage (particularly in a domination/illusions/chrono build) long term. The second thing is that most chronomancers are restrained by the whole “NO CC!” thing, but in SCAR lane a chrono is free to cut lose with every well and timewarp they can muster, doing a bit of damage but massively buffing teammates Melee when safe, of course. The drawback is that the Greatsword isn’t the best for personal damage. I have no comment on condi chronos. A regular mesmer should have comparable damage, but nowhere near the buffs.

#3: The Engineer. Scrapper may or may not be beneficial, as that spec is a mixed bag, but the damage the Engi can do at range is undeniable. Whether going hybrid or direct damage, grenades and mortar kit unload the hurt, and elixir gun + bombs are capable of bursting and escaping quite quickly. I haven’t played engi in years, so their exact specs are a mystery to me, but if they’re anything like when I last played them, then they’re still a really solid ranged class.

#4: Dragonhunter. This is probably one of my least played classes, but from what I have played the Dragonhunter is actually really good at ranged damage. Longbow skills 2 and 4 pack quite the wallop, and their recharge is short. The Melee skills are also extremely bursty, letting you get in and out fast while doing high damage. The traps are bursty and fast as well. Group fury and quickness help as well. Special note here, the myraid of pulls and lockds that a DH has makes it the best class for taking down Chak rushes. Base guardian could be good as well, as the scepter is still capable of dishing out a ton of damage to something as large as the Gerent. I’ve been using Zeal/Radiance/Dragonhunter, but I’m not an expert, so if someone has more knowledge on the subject I would appreciate the input.

Other classes… I am not certain I can vouch for their ranged damage. Things to check on other gerents would be

#1: Coalescence of Ruin. The Gerent might be large enough that the skill hits multiple times. If it does, then Revs/Heralds would be excellent for the fight.

#2: Several people I’ve played with are insisting that Reaper is good, because even in glass they can face tank the Gerent in melee. Ranged damage would leave something to be desired.

#3:Anything to do with warrior. Their ranged capabilities are unknown to me.

#4: Ranger damage. Rapid Fire and Barrage are decent burst, but I’m not actually sure how reliable pets are for damage here, let alone how much DPS the ranger outputs while actually being at a distance.

I don’t have opinions. I only have facts I can’t adequately prove.

Guide to King of the Jungle

in Guild Wars 2: Heart of Thorns

Posted by: fishball.7204

fishball.7204

Rev’s Coalescence of Ruin hits two to three times on Chak Gerent. Ice bows and meteors on Ele is great too due to the huge hitbox.

FOR THE GREEEEEEEEEEEEN

Guide to King of the Jungle

in Guild Wars 2: Heart of Thorns

Posted by: HtFde.3856

HtFde.3856

#4: Ranger damage. Rapid Fire and Barrage are decent burst, but I’m not actually sure how reliable pets are for damage here, let alone how much DPS the ranger outputs while actually being at a distance.

Pets are not really good at damaging the Gerent, especially on scar lane so I usually have one by my side (stalker for AoE might) and tiger to send briefly to the boss (AoE fury). Apart from that I pack boons from pet swapping (some also apply AoE boons) and, of course, traits that enhance others as well (like spotter).

In other lanes, if I were to bring my ranger, I’d probaly melee with GS under his feet, though.

PMI – Dzagonur Rallybot :)

Guide to King of the Jungle

in Guild Wars 2: Heart of Thorns

Posted by: Blood Red Arachnid.2493

Blood Red Arachnid.2493

Tangled Depths

Fixed an issue that was causing the chak gerents to scale too aggressively when players joined their lanes.
Fixed a bug that occasionally prevented the Rata Novus golems from engaging the chak gerent in combat.
Fixed a bug that would cause the Scrap Rifle Field Test adventure to end if you were imprisoned in goop.
Fixed kill participation credit in a number of events in Tangled Depths.
Turning in ley energy now gives participation credit for the “Power [East/West] Sentry L.O.X. with energy from the ley-line energy collectors” and “Repel the invading chak. Power up the golem for added firepower!” events in Rata Novus.
Fixed a bug that prevented players from getting the Lane Defender achievements available during the King of the Jungle meta-event.

Good news is, the Novus Golem has accepted its fate and no longer wishes to be a real boy. Bad news is, I’m not certain how necessary the guide is now. People are saying that early kills are a lot easier now.

I don’t have opinions. I only have facts I can’t adequately prove.