Q:
Is there a list of Mystlock instabilities?
A:
Enemies explode if killed
Enemies have frost aura
Enemies leave a poison field when killed
Enemy attacks also cause Torment
Enemies deal 15% more damage
Enemies have permanent Quickness
Enemies stealth at 15% health
Enemies gain chaos armor at 20% health
Enemies have magnetic aura
Enemies have fury
Downed Players pulse AoE Torment on nearby players
Players cannot gain vigor
Players have 1 dodge bar
Players have 15% reduced damage
Player elite abilities are disabled
Players gain a stacking bleed when close to each other
Players gain a random condition every 5 seconds
Players have 15% reduced health
Player abilities have a 20% increased recharge time
kidding!
(edited by Thedenofsin.7340)
Sounds like the anti-stack/anti-melee crowd was heard.
Wow, I did not even think of that! There goes that tactic!
=)
Unfortunately I couldn’t watch. Did they tell or show if the instability is random, or if it’s set per level.
As in, do enemies always explode on 31? or is there a revolving set of instabilities, so sometimes they may explode on 31, or sometimes it may be a different instability?
I don’t know!! I wanted to know that, cannot believe no one asked that! I was watching but could not ask questions.
They demo the Aetherblade Dungeon. Do you recall the part where you stack in a corner to protect yourself from all the cannons (right before the laser room). Well, that was a Kaboom-fest! It was glorious.
I can only imagine all the amazing possibilities if the instabilities were randomly applied at 31+
=)
Unfortunately I couldn’t watch. Did they tell or show if the instability is random, or if it’s set per level.
As in, do enemies always explode on 31? or is there a revolving set of instabilities, so sometimes they may explode on 31, or sometimes it may be a different instability?
For that instability (level 39) all mobs will explode on death after a couple of seconds.
That was the only instability on that specific level (and was common throughout all level 39 fractals).
If you want to watch the video http://www.twitch.tv/guildwars2/c/3299578
Tyr Sylvison – Warrior
Illyiah – Revenant
The question is whether it was common because they were in one sequential run or because of the level. Though the comment that “we’ll add more Fractal levels once we have more instabilities” and “there are 19 instabilities” does suggest it’s level-specific.
The question is whether it was common because they were in one sequential run or because of the level. Though the comment that “we’ll add more Fractal levels once we have more instabilities” and “there are 19 instabilities” does suggest it’s level-specific.
Sadly, you are right, it does suggest that the instability is locked to the level. You still have the element of randomness in what fractal you get, so I assume that balanced things out. I guess if the instability was random, people would simply roll until they got an instability they liked.
Zerker melee groups should avoid fractal 39 then.
It does have something interesting in it, if the instability is annoying as kitten, it might serve as a measuring stick. People/parties might get stuck at a certain instability level, simply due to the instability itself. That would be awesome.
GuildWars had its own version of population filter: Thunderhead Keep. That was the mission that separated the men from the children. Perhaps now in fractals it will be X level with X instability.
I don’t know!! I wanted to know that, cannot believe no one asked that! I was watching but could not ask questions.
They demo the Aetherblade Dungeon. Do you recall the part where you stack in a corner to protect yourself from all the cannons (right before the laser room). Well, that was a Kaboom-fest! It was glorious.
I can only imagine all the amazing possibilities if the instabilities were randomly applied at 31+
I seriously hope they fixed that so people actually have to use the mechanics rather than just afk in a corner during the trap attack phases.
Yes, I remember them speaking about 19 instabilities, but with the background noise (game sounds) I had a hard time understanding everything.
So… if I count well, there’s 1 for level 31. We need to add the 18 remaining. That means that the last known instability is at level 49. Therefore… there isn’t even a level 50? We get to play to level 49 included but not to level 50…?
Yes, I remember them speaking about 19 instabilities, but with the background noise (game sounds) I had a hard time understanding everything.
So… if I count well, there’s 1 for level 31. We need to add the 18 remaining. That means that the last known instability is at level 49. Therefore… there isn’t even a level 50? We get to play to level 49 included but not to level 50…?
Sounds familiar right.
Then next year we’ll reset back to 30. yay!
Yes, I remember them speaking about 19 instabilities, but with the background noise (game sounds) I had a hard time understanding everything.
So… if I count well, there’s 1 for level 31. We need to add the 18 remaining. That means that the last known instability is at level 49. Therefore… there isn’t even a level 50? We get to play to level 49 included but not to level 50…?
Instabilities start at 31, not 30. There should be one at 50.
Instabilities start at 31, not 30. There should be one at 50.
Starting at 31. 19 instabilities will mean the last one falls on 49.
Starting at 31. 19 instabilities will mean the last one falls on 49.
Well that makes no sense. What do we do at 50??
Starting at 31. 19 instabilities will mean the last one falls on 49.
Well that makes no sense. What do we do at 50??
Tribulation Mode. You have all 19 instabilities at the same time.
Starting at 31. 19 instabilities will mean the last one falls on 49.
Well that makes no sense. What do we do at 50??
Tribulation Mode. You have all 19 instabilities at the same time.
i’m in!
Starting at 31. 19 instabilities will mean the last one falls on 49.
Well that makes no sense. What do we do at 50??
Nothing. You set at level 50 for a year, so that they can reset your level just like they did this time.
Starting at 31. 19 instabilities will mean the last one falls on 49.
Well that makes no sense. What do we do at 50??
You find the easiest instability above 45 and you spam that level for rewards.
I’m inclined to think that there are 19 different instabilities, but which one you get from level 31+ is random. As you increase in levels, more and more instabilities get applied. So maybe from 31 – 35 you get 1 instability, 36 to 40 you get 2, 41 – 45 you get 3, and 46 – 50 you get 4 instabilities at once.
To keep players from simply restarting a Fractal until they get "good’ instabilities, I say randomise the instabilities with each separate Fractal.
I’m inclined to think that there are 19 different instabilities, but which one you get from level 31+ is random. As you increase in levels, more and more instabilities get applied. So maybe from 31 – 35 you get 1 instability, 36 to 40 you get 2, 41 – 45 you get 3, and 46 – 50 you get 4 instabilities at once.
To keep players from simply restarting a Fractal until they get "good’ instabilities, I say randomise the instabilities with each separate Fractal.
I initially thought this would be the case. Not sure, though. I really hope that they are randomised- I think fractals will kinda lose their charm if they’re less randomised.
(edited by Sarrs.4831)
If that were how it worked, the demonstration today would have had more than one, as they were at 39 and only had the enemies-explode-on-death one.
Perhaps it’s 30 – 39 = 1 instability, 40 – 49 = 2 instabilities, 50+ = 3?
They never did leave the mists, so that instability could be locked when you enter the lobby.
I do hope they are random, but why then make 19 of them?
If they are locked to certain levels, that means that certain levels will be hard to get group as some instabilities will be easier and some harder.
Ye and people will just skip harder levels.
Wow, I did not even think of that! There goes that tactic!
No it doesnt go away. It has a brief delay, meaning you stack the mobs, you cleave them, do a dodge roll and come out swinging.
I’m bit curious to know how instabilities will match different maps. If some of the instabilities affect some of the maps much more than the others then you may be able to completely by-pass the difficulty of a certain instability.
Taking the example for 39, how is exploding corpse relevant when we skip more than half the mobs on our paths? This will only force more people to skip more mobs.
Downed Players pulse AoE Torment on nearby players
Assuming this list is true/accurate, this may be my favorite one.
I’m bit curious to know how instabilities will match different maps. If some of the instabilities affect some of the maps much more than the others then you may be able to completely by-pass the difficulty of a certain instability.
I would say there definitely will be.
I think enemies exploding on death would effect the dredge level a lot more than swamp.
Is that what you meant or did I misinterpret.
Enemies explode if killed
Enemies have frost aura
Enemies leave a poison field when killed
Enemy attacks also cause Torment
Enemies deal 15% more damage
Enemies have permanent Quickness
Enemies stealth at 15% health
Enemies gain chaos armor at 20% health
Enemies have magnetic aura
Enemies have fury
Downed Players pulse AoE Torment on nearby players
Players cannot gain vigor
Players have 1 dodge bar
Players have 15% reduced damage
Player elite abilities are disabled
Players gain a stacking bleed when close to each other
Players gain a random condition every 5 seconds
Players have 15% reduced health
Player abilities have a 20% increased recharge time
Where did you find this?!? I think I just fell in love with fractals all over again.
Taking the example for 39, how is exploding corpse relevant when we skip more than half the mobs on our paths? This will only force more people to skip more mobs.
You obviously haven’t done many fractals. Most mobs in fractals can’t be skipped. The vast majority you have to fight. Even in Ascalon, or Dredge, or Cliffside, you fight most of the mobs and skip maybe 10% if you are lucky. Youre thinking dungeons like COF and COE where you just run through all the mobs all the time and only fight the boss’s. Most fractals have mechanics to prevent you from doing that.
Taking the example for 39, how is exploding corpse relevant when we skip more than half the mobs on our paths? This will only force more people to skip more mobs.
You obviously haven’t done many fractals. Most mobs in fractals can’t be skipped. The vast majority you have to fight. Even in Ascalon, or Dredge, or Cliffside, you fight most of the mobs and skip maybe 10% if you are lucky. Youre thinking dungeons like COF and COE where you just run through all the mobs all the time and only fight the boss’s. Most fractals have mechanics to prevent you from doing that.
Hmmm… No. Simply no.
No because you are not in my head, you obviously cannot know what I think.
No also because I’m a dedicated fractal player as I’m currently level 49 for a few more hours and I play between 1 and 2 fractal runs a day (48 & 30+)
Did I say anywhere that we skip all the mobs? No again.
So please, could you understand what I wrote rather than obviously over-reading my post with its obvious (slight) exageration?
Thank you!
Taking the example for 39, how is exploding corpse relevant when we skip more than half the mobs on our paths? This will only force more people to skip more mobs.
You obviously haven’t done many fractals. Most mobs in fractals can’t be skipped. The vast majority you have to fight. Even in Ascalon, or Dredge, or Cliffside, you fight most of the mobs and skip maybe 10% if you are lucky. Youre thinking dungeons like COF and COE where you just run through all the mobs all the time and only fight the boss’s. Most fractals have mechanics to prevent you from doing that.
Cliffside you are correct, Ascalon and dredge you are not.
Enemies explode if killed
Enemies have frost aura
Enemies leave a poison field when killed
Enemy attacks also cause Torment
Enemies deal 15% more damage
Enemies have permanent Quickness
Enemies stealth at 15% health
Enemies gain chaos armor at 20% health
Enemies have magnetic aura
Enemies have fury
Downed Players pulse AoE Torment on nearby players
Players cannot gain vigor
Players have 1 dodge bar
Players have 15% reduced damage
Player elite abilities are disabled
Players gain a stacking bleed when close to each other
Players gain a random condition every 5 seconds
Players have 15% reduced health
Player abilities have a 20% increased recharge timeWhere did you find this?!? I think I just fell in love with fractals all over again.
I made it up based upon what would be fun.
Enemies explode if killed
Enemies have frost aura
Enemies leave a poison field when killed
Enemy attacks also cause Torment
Enemies deal 15% more damage
Enemies have permanent Quickness
Enemies stealth at 15% health
Enemies gain chaos armor at 20% health
Enemies have magnetic aura
Enemies have fury
Downed Players pulse AoE Torment on nearby players
Players cannot gain vigor
Players have 1 dodge bar
Players have 15% reduced damage
Player elite abilities are disabled
Players gain a stacking bleed when close to each other
Players gain a random condition every 5 seconds
Players have 15% reduced health
Player abilities have a 20% increased recharge timeWhere did you find this?!? I think I just fell in love with fractals all over again.
I made it up based upon what would be fun.
Ok I have to say you trolled me. You trolled me good. I was so excited about this list. I even took it at face value to be true. Troll successful.
The list is mostly blank so far, but it’s here: http://wiki.guildwars2.com/wiki/Mistlock_Instability
Please update it as appropriate.
Sorrow’s Furnace Commander
“You’re the mount, karka’s ride you instead, and thus they die happy!”-Colin Johanson