Mobs in DEs should spawn invulnerable for 2 seconds.
There’s actually an event that does this but it doesn’t help really help at all. Everyone just tosses their AoE under them making them melt much faster than if they just spawned normally. The mobs usually die before I even have the time to react and shatter my clones due to the burst of AoE already tossed under them.
Agree so much on this as many mobs die even before they appear on the screen…
The tagging system need help. Mean time there are ways around it. Don’t tab target, click on something fewer people are smacking. You can reliably get off a shatter on most waves with practice. Also use sword and follow melee. You’ll see they lead the pack ahead of the spawn and stand in place swinging. Do the same and you’ll tag some loot.
In Zerg DEs I get loot. Doubtless less than some professions, maybe less than most. I really can’t say. But to say I get no loot would be exaggerating the problem. I get enough that my bags fill up and I need to stop zerging to sell, or just stop looting anything that’s not worth a lot.
My guess is that anet is working on a more fair loot tagging system, but they are working even harder on ideas to prevent zergs in the first place. It trivializes content they designed to be challenging, and gives rewards with almost no risk whatsoever. Aside from that, it’s boring.
If mobs were invulnerable at spawn, mesmers would be the worst for preparing. Alot skills need to damage to cause secondary effects (like spawning illusions). So instead of preparing, you’d be wasting your CD because you didn’t see, that it was still invul.
You can target spawns before they appear on your screen. Use target next / target nearest (IIRC target nearest is not bound by default — bind it) and when you can something, hit the ability.
Yes, let’s alter universal mechanics for one TINY piece of the game (tagging mobs in DEs that are overrun with people). (sarcasm, in case you missed it)
Think how this would impact someone who was trying to do one of these DE’s Solo on a low population server that WASN’T overrun with a zealous swarm of elementalists. I have no trouble earning a gold ranking on ANY events I do on my mesmer. Here’s some tips:
1) Run around swinging a 1H sword. You’ll get a surprising number of tags
2) If you are intent on farming hardcore, consider resetting your traits. 30 points into the trait line, pick up trait XI (causes shatters to occur on you as well). This way, you don’t need any clones up to shatter, and can just stand in the middle.
3) Using a greatsword, drop a phantasm ASAP. Usually it will get its spin off and hit a bunch of enemies if you reacted quickly and targeted appropriately. GS 5 is great for tagging a few guys as well.
(edited by Xyrm.5602)
^
No one cares about the gold medal for contribution. The relevant aspect is mob tagging for loot.
What really needs to be done is to give mobs extra health when more players show up, and they should space out the spawn points, too.
It wouldn’t hurt to award tags for assists (CC and buffs) either. That would go a long way to making PVE support builds viable for more than just dungeon runs for all classes.
Dissentient [DIS] ~Tarnished Coast
They just need to gain more HP per ally in the area. We have 30-40 ppl doing these, and it could easily use a 10-15x increase in HP.
<The Undead Lords>
Since 1994 – undeadlords.net
What really needs to be done is to give mobs extra health when more players show up, and they should space out the spawn points, too.
It wouldn’t hurt to award tags for assists (CC and buffs) either. That would go a long way to making PVE support builds viable for more than just dungeon runs for all classes.
This is really it. Events need to scale with more people. Currently I think they adjust monster level, but that’s simply not enough. Each person there past say, 3-5, should increase mob HP by 50-100% and damage by say… 10%.
The normal mobs should upgrade to veterans.
Easy.