Teragriff bursting bramble

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Posted by: Devildoc.6721

Devildoc.6721

Okay it’s been many weeks, but I still don’t really know how to deal with these effectively at all. Every other mordrem has some sort of weakness. Husks are weak to conditions and their immobilize root travels in a straight line, easily dodged or sidestepped even, they’re also melee. So they just take time to wear down, even the champ is easy. Wolves don’t do much if you attack them head on and don’t let them get behind you or to the side of you and they have low health. Teragriff chargers/bashers you can interrupt their charge, which has a cooldown so you can neuter most of their danger (though their hitbox is still ridiculous). Vine roots you can range and just dodge the clustered projectiles (unfortunately they can’t be reflected). Thrashers that charge can be sidestepped because they’re slow, and even if you take damage, condition removal deals with most of it, hitting them directly from behind also does lots of damage. Mordrem Thrasher Leechers can be interrupted when trying to health drain and it has a cooldown, and THEIR bursting roots you can just walk away from without them doing any damage. They only do damage to you if you sit still.

But Teragriffs that shoot projectiles?

I don’t get their weakness at all.

Their projectiles cannot be sidestepped because they heatseek, they do damage as soon as they burst from the ground so you can’t just stay on the move. They cannot be reflected, they have like no cooldown so interrupting is near useless, and they fire in groups of 6 so they exhaust your dodges/invulns/blocks and you still get hit multiple times for 4000 damage each. They also have relatively high hp so you can’t just burst them down.

If you have more than 1 on you you’re pretty much dead from my experience.

What’s the secret to them, what’s the strat to minimize the amount of damage you take from them?

Zapp – 80 Asura Afromancer

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Posted by: Crovax.7854

Crovax.7854

Dodge? If that doesn’t help, just burst them down. They have real low hp; takes me maybe 2-3 seconds to kill a lvl80 one.

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Posted by: Devildoc.6721

Devildoc.6721

Dodge? If that doesn’t help, just burst them down. They have real low hp; takes me maybe 2-3 seconds to kill a lvl80 one.

They have relatively high hp vs the wolves and healers and trolls and thrashers.

You can dodge maybe 3 of the projectiles meaning you get nailed by the other 3.

Zapp – 80 Asura Afromancer

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Posted by: Donari.5237

Donari.5237

I’m generally in SW on my thief, using sword/pistol. If any mordrem’s giving me too much grief (and isn’t using point blank aoe) I shadowstep into its face, pinning it there, and wave my sword around wildly which both damages and interrupts it. Things get sticky, I dodge or Roll for Initiative away and stealth-heal, then jump back in its face.

Also I’m not zerker, so a hit or two or three doesn’t wreck me.

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Posted by: Electro.4173

Electro.4173

Yah, the ranged Teragriffs seem to be pretty tough to deal with. Can’t even reflect their projectiles or anything, its basically just a constant DPS drain on you. Its not super high burst damage, but it adds up over time, especially if there are other enemies around.

If there is a trick to them, I haven’t found it.

It also bugs me that they’re basically identical to the melee teragriffs visually, minus being a bit smaller. It’d be nice if they were a different color or otherwise had some sort of feature to differentiate them from the charging variety at a glance, without having to compare sizes (which only works if both are next to each other) or targeting them to read their descriptions.

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Posted by: Nilkemia.8507

Nilkemia.8507

Can’t dodge them all, can’t reflect them despite them being called “explosive projectiles”, and they do enough damage fast enough to where even two of them focusing you can mean almost certain death if you can’t escape their range. You basically have to exhaust any blocks/invulnerability, or be able to CC them constantly. Such bad design.

The charging ones are horrible too, that hitbox is much bigger than it should be, and even if you try keeping them crippled/chilled/immobile, they sometimes seem to just remove the conditions at random as they’re about to charge/leap (although that could be nearby menders or that venom buffing them). It gets worse since that charge knocks you towards them and those “FGS rush” vine walls they leave, which also block projectiles. Basically, with two or three charging you at once (which can happen in fort defense events), you’ll usually get wrecked while being unable to do anything.

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Posted by: Devildoc.6721

Devildoc.6721

I’m generally in SW on my thief, using sword/pistol. If any mordrem’s giving me too much grief (and isn’t using point blank aoe) I shadowstep into its face, pinning it there, and wave my sword around wildly which both damages and interrupts it. Things get sticky, I dodge or Roll for Initiative away and stealth-heal, then jump back in its face.

Also I’m not zerker, so a hit or two or three doesn’t wreck me.

I could see killing them on a thief since you have a spammable stun/channeled evade, but for everyone else.. I dunno, just seems like your best hopes are that there are other people around to help kill them and spread out the targetting on their projectiles. But if you find yourself alone with one or more and it’s focusing all of its bursts on you you’re kind of screwed.

Zapp – 80 Asura Afromancer

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Posted by: Healix.5819

Healix.5819

You can jump over the teragriff’s projectiles, though I’m not sure if that’s the intended mechanic. I haven’t been in a 1vs1 situation to reliably play with it and I don’t have the best ping, making it twice as hard.

I find them to be the most dangerous enemies there, especially when upscaled. A level 83 one for example can kill me in about 4 hits. I find the wolves to be second, since their leap will occasionally go through me which causes its damage to be multiplied. When they’re upscaled or a veteran+, they can easily/nearly 1 shot me that way.

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Posted by: Astralporing.1957

Astralporing.1957

You can jump over the teragriff’s projectiles, though I’m not sure if that’s the intended mechanic.

You can, but then they reverse and hit you in the back. The same with dodges, by the way.

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

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Posted by: Arrow.4619

Arrow.4619

Dodge toward/over the projectiles – they will not heat seek effectively then as the projectiles turn but don’t reverse course.

Also, run a little less glassy – I stand and take the hits from them most of the time on my Ranger (combo of berserker, celestial and PVT equipment) and they do very little damage.

Nerf Shadow Arts condition cleanse. Gut the
Acrobatics trait line. Then sell it back
to them for $50. Brilliant! – ghost of P.T. Barnum

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Posted by: PurebladeProductions.4875

PurebladeProductions.4875

It definitely feels like ArenaNet intended the Teragriffs to be a hated enemy; The melee variant charges and launches you and the resulting trail destroys projectiles, almost forcing you to fight him in melee range. To make them more annoying, they sometimes cure movement-impeding conditions when they start their charge or lunge.

The ranged variant seems to have no special counter beyond being on a higher elevation (separated by a ledge, not a slope). Jumping over the projectiles has a very low success rate in my personal experience, maybe 10% when I’m jumping over it with forward momentum – about 25% success rate if I strafe while jumping forward.

While Bursting Bramble is not a huge amount of damage on its own (about 1.8k per hit for me) it’s still annoying to be eating a constant stream of damage in an area without higher ground to utilize. When I’m on my warrior alt I tend to just pop Endure Pain and hit it till it’s dead, but on my guardian main I just ignore them and let someone else deal with them.

As a sidenote for the mordrem in general, it’s nice to see that they are capable of using combo fields (Poison Field from Leeching Thrasher, Leap from Wolf) like some bandits (Fire Projectile) and risen pirates (Fire Leap).

EDIT: Managed to get some time properly practicing the jumping tactic in a dead silverwastes map, using the teragriffs at Indigo Cave’s retake event. Timing it so you jump when the Grasping Vines projectile is about 130-160 range away from you seems to have a high success rate for me. The majority of the projectiles would be avoided, they would continue in a straight line and not even reverse or turn.

Pureblade – Maelstrom Warriors [MW] – Gandara (EU)
8/9 Professions, Asura Guardian main.

(edited by PurebladeProductions.4875)

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Posted by: Tim.6450

Tim.6450

I think that Anet meant for these teragriff were meant to be unavoidable in the belief that it would promote other defense. The damage is “low” (~2K crits on the glassiest character, If I’m not mistaken.) so taken some toughness, vitality can be helpful. Also protection, weakness and cc are good alternatives.

EverythingOP

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Posted by: Devildoc.6721

Devildoc.6721

I think that Anet meant for these teragriff were meant to be unavoidable in the belief that it would promote other defense. The damage is “low” (~2K crits on the glassiest character, If I’m not mistaken.) so taken some toughness, vitality can be helpful. Also protection, weakness and cc are good alternatives.

On a glass light armor it’s 4k..

also, building for survivability in this game is just.. bad.

building full survivability doesn’t even really double your health or toughness, but you do about 1/4 of the damage as a glass character if not less.

The game is focused pretty much on active dodging and not being hit for most things, so for one enemy to make you go tanky stats and do garbage damage is.. well bad considering the other mobs still reinforce going glass and dodging.

Zapp – 80 Asura Afromancer

(edited by Devildoc.6721)

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Posted by: Tim.6450

Tim.6450

On a glass light armor it’s 4k..

My bad for the number, thought the hit was a crit.

also, building for survivability in this game is just.. bad.

building full survivability doesn’t even really double your health or toughness, but you do about 1/4 of the damage as a glass character if not less.

I never said to go full nomad bunker. I was more in the line of soldier (which acording to my calculations on an exotic engineer has 28% dps loss, a 49% health increase and a 35 armor increase, no might, stacks or fury). There are also other less drastic options like taking a defensive utility, switching a trait, taking another offhand weapon,… .

The game is focused pretty much on active dodging and not being hit for most things, so for one enemy to make you go tanky stats and do garbage damage is.. well bad considering the other mobs still reinforce going glass and dodging.

It is actually a good thing since it promotes build diversity . Now you have to/can make choices instead of taking a setup that is good against almost anything.

EverythingOP

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Posted by: Devildoc.6721

Devildoc.6721

On a glass light armor it’s 4k..

My bad for the number, thought the hit was a crit.

also, building for survivability in this game is just.. bad.

building full survivability doesn’t even really double your health or toughness, but you do about 1/4 of the damage as a glass character if not less.

I never said to go full nomad bunker. I was more in the line of soldier (which acording to my calculations on an exotic engineer has 28% dps loss, a 49% health increase and a 35 armor increase, no might, stacks or fury). There are also other less drastic options like taking a defensive utility, switching a trait, taking another offhand weapon,… .

The game is focused pretty much on active dodging and not being hit for most things, so for one enemy to make you go tanky stats and do garbage damage is.. well bad considering the other mobs still reinforce going glass and dodging.

It is actually a good thing since it promotes build diversity . Now you have to/can make choices instead of taking a setup that is good against almost anything.

Soldier’s is a lot more of a dps loss than 28%.

having about 4% crit chance and only base crit damage is not a 28% decrease.

Zapp – 80 Asura Afromancer

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Posted by: Zaklex.6308

Zaklex.6308

You can jump over the teragriff’s projectiles, though I’m not sure if that’s the intended mechanic.

You can, but then they reverse and hit you in the back. The same with dodges, by the way.

They don’t reverse direction if moving in straight line, only turn left or right and the projectiles only travel a certain amount of distance(not sure of the range). You can also Dodge backwards away from them…but then I’ve been using my ranger lately and my pigs do all the tanking and cc’ing(including kd). So I only have to worry if one sneaks up on me from behind.

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Posted by: Tim.6450

Tim.6450

Soldier’s is a lot more of a dps loss than 28%.

having about 4% crit chance and only base crit damage is not a 28% decrease.

Sorry miscalculated and you’re right it’s a 32% loss.
Also I only switched armor not traits,runes,sigils so crit chance and damage is a bit higher.

I used these 2 builds as point of reference.
full dps
http://gw2skills.net/editor/?fdAQFAEGJtgG1dA9LWRd/cDCwTB-TBSBwAFV+FRJ419HGq+DKdAIM/t4CAA4BAAA-e

soldier
http://gw2skills.net/editor/?fdAQFAEGptgG1bA9JGRb/cBCwRB-TBSBwAGV+hT9nr7PkSHgElgLuAAsN/B4BAAA-e

EverythingOP

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Posted by: Blaeys.3102

Blaeys.3102

Let’s not make this thread another zerker vs (insert armor here) discussion. People kill both variations of these mobs everyday in a variety of gear.

Specific to the Teragriffs, they are not hard to deal with. You just have to pay attention to the mechanics and respond appropriately.

For the melee ones, any cripple or root basically shuts them down (acts as a knockdown). Once you realize this, they are pretty fun to fight.

For the ranged ones, its simple – use a combination of dodges, jumps, blocks, immunities, CCs (which they are susceptible to) and burn them down. If youre having issues, look for advantageous terrain (rocks, walls, etc) and get above them. Blindly face tanking more than two of them will probably get you killed (as it should in most fights).

If you are struggling, then, yes, I’m sorry, but you probably should invest in some survival stats until you are at the point where you dont need them to get through the fight.

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Posted by: Devildoc.6721

Devildoc.6721

Soldier’s is a lot more of a dps loss than 28%.

having about 4% crit chance and only base crit damage is not a 28% decrease.

Sorry miscalculated and you’re right it’s a 32% loss.
Also I only switched armor not traits,runes,sigils so crit chance and damage is a bit higher.

I used these 2 builds as point of reference.
full dps
http://gw2skills.net/editor/?fdAQFAEGJtgG1dA9LWRd/cDCwTB-TBSBwAFV+FRJ419HGq+DKdAIM/t4CAA4BAAA-e

soldier
http://gw2skills.net/editor/?fdAQFAEGptgG1bA9JGRb/cBCwRB-TBSBwAGV+hT9nr7PkSHgElgLuAAsN/B4BAAA-e

You crit 1/3 as often, and you crit for 50% less damage.

In perspective where once a shot would have done 1000 damage, and every other shot would do 2120 damage, you instead do 1000 damage, and every 5th to 6th shot would do 1630 damage.

How is that only 32% less?

You’re probably doing closer to 32% of the zerker build damage.

Zapp – 80 Asura Afromancer

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Posted by: Tim.6450

Tim.6450

Soldier’s is a lot more of a dps loss than 28%.

having about 4% crit chance and only base crit damage is not a 28% decrease.

Sorry miscalculated and you’re right it’s a 32% loss.
Also I only switched armor not traits,runes,sigils so crit chance and damage is a bit higher.

I used these 2 builds as point of reference.
full dps
http://gw2skills.net/editor/?fdAQFAEGJtgG1dA9LWRd/cDCwTB-TBSBwAFV+FRJ419HGq+DKdAIM/t4CAA4BAAA-e

soldier
http://gw2skills.net/editor/?fdAQFAEGptgG1bA9JGRb/cBCwRB-TBSBwAGV+hT9nr7PkSHgElgLuAAsN/B4BAAA-e

You crit 1/3 as often, and you crit for 50% less damage.

In perspective where once a shot would have done 1000 damage, and every other shot would do 2120 damage, you instead do 1000 damage, and every 5th to 6th shot would do 1630 damage.

How is that only 32% less?

You’re probably doing closer to 32% of the zerker build damage.

well your avarage damage is can be calculated by the following formula:
Average damage = Weapon strength * Power * Skill coefficient / Armor * ( 1 + Critical Chance * ( Critical Damage – 1 ) )

Since we are calculating the ratio of our soldier damage in comparison to our dps build and the weapon strength, armor and skill coefficient are the same we can create the following formula:

damageSoldier/damageDps = PowerSoldier*(1+ Critical ChanceSoldier * ( Critical DamageSoldier – 1 ) )/(Power Dps*(1+ Critical ChanceDps * ( Critical DamageDps – 1 ) ))

fill in the stats and you get
damageSoldier/damageDps = 2343*(1+ 0,18 * ( 1,63 – 1 ) )/(2312*(1+ 0,56 * ( 2,1 – 1 ) ))=2608,6962/3736,192=0.69822327…

So on average it means you do 69,8 percent damage of the dps build with the soldiers build (honestlly what’s it with me and miscalculations). Ergo 30,2 dps loss.

EverythingOP

(edited by Tim.6450)

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Posted by: thefinnster.7105

thefinnster.7105

personaly i like to hit em up with my frost bow and burst em down