Liberating Apatia

Liberating Apatia

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Posted by: cagiepoo.8162

cagiepoo.8162

Not sure if this is a bug but I tried to do my next part in my storyline (Liberating Apatia… of course) and it sent me to the Vigil Keep (Gendarran Fields). Now I’m not certain if anyone else is having that problem but please fix it for others as it does get a bit annoying having to travel the wrong direction, then having to travel back to the place you should have been to begin with. It would be much appreciated Anet.

Character name: Cagie Pooh
Server: Fort Aspenwood
Storyline Quest: Liberating Apatia
Problem: Wrong location – sent me to Vigil Keep where I should be at the Krait City
Resolution: Fix story location to Krait City

Fortitudinem et honorem

[iQ] Intrinsic Quality

(edited by cagiepoo.8162)

Liberating Apatia

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Posted by: Osric Rhys Dafyyd.1354

Osric Rhys Dafyyd.1354

In my case, it sent me to Chantry of Secrets from which I couldn’t progress, since the Asura Gate there isn’t available to me. That is a logic failure in the quest I think for sure. Does not take into account if your character can access all available Gates, is just assumes you can. I had to end up paying for the waypoint, something I hate doing.

Liberating Apatia

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Posted by: Osric Rhys Dafyyd.1354

Osric Rhys Dafyyd.1354

I shall add, different topic, same quest, the boss at the end seems to have an issue. It could be me, but at this point I think it might be the quest itself.

I was able to successfully complete “Striking off the Chains” by using interrupts to keep the summons and poison clouds from being cast. In Liberating Apathia, a similar mechanic is at work in the last boss, which appears to be un-interruptable. It rises up, extends in animation, just like the boss in Striking, but when I attempt an interrupt, nothing appears to happen and more and more adds keep appearing, as well as many casts of AoE damage.

The last 4 times I have tried this, I end up with anywhere from 6 to 10(!) adds, insurmountable by myself or any of the NPCs helping.

Liberating Apatia

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Posted by: Osric Rhys Dafyyd.1354

Osric Rhys Dafyyd.1354

After reading the how to this forum I decided to post this in a separate thread of its own. In Liberating Apatia the boss at the end seems to have an issue. It could be me, but at this point I think it might be the quest itself.

I was able to successfully complete "Striking off the Chains" by using interrupts to keep the summons and poison clouds from being cast. In Liberating Apathia, a similar mechanic is at work in the last boss, which appears to be un-interruptable. It rises up, extends in animation, just like the boss in Striking, but when I attempt an interrupt, nothing appears to happen and more and more adds keep appearing, as well as many casts of AoE damage.


The last 4 times I have tried this, I end up with anywhere from 6 to 10(!) adds, insurmountable by myself or any of the NPCs helping. When I restart from a checkpoint, the adds are gone, but I am unable to revive any of my NPC help, as the boss immediately begins summoning, so I have to abandon and restart the quest from the beginning. I assume since the NPCs are there in the first place that you need them, so for them to not revive along with you seems counter-intuitive, but that’s a different matter probably.

The last time I did this, I died within 10 seconds. Honestly. I timed it. By the end of it I was fighting around 10 adds, and the AoE was coming so fast that even moving out of the way of AoE clouds, the direct damage done by the boss and the adds was something I could not heal through, and I’m a 79 Warrior traited for Vitality and Toughness; I know that poison is not something armor mitigates, but direct weapon damage does, and I can’t figure out how anyone is supposed to fight that many adds, even with the NPC help. I’m concluding this is a bug, and I’m thinking if you at least made the boss interruptable like it is in Striking the Chains it would be survivable.

(edited by Osric Rhys Dafyyd.1354)

Liberating Apatia

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Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

The quest markers send you to your order HQ because that is often the shortest distance to the straits of devastation. By the time you reach that part of the storyline, you’ve won the Battle of Fort Trinity and opened the asura gates between order HQ and the fort.

Depending on where you are in Tyria, there tend to be fewer walking steps if you choose that route. Of course, that doesn’t make it the quickest path. And since it’s the first quest after the gates are open, it’s usually not obvious to players. (It wasn’t until I went through the story line with a friend in a different order that I realized it.)

So, I would argue it’s not a bug: the game is working as intended. However, it could be greatly improved by a note in the story instructions, along the lines of, “you can now travel via asura gate to Orr, …”

John Smith: “you should kill monsters, because killing monsters is awesome.”

Liberating Apatia

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Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

I just did this two times with two different groups without any serious trouble.

Not every foe in the game can be consistently interrupted, even to prevent them from casting a horrible spell. I recommend that players don’t rely on just one tactic to win tough battles — in this game, it will lead to seemingly impossible fights, while a change in strategy might make the group nearly trivial to deal with.

In the case of the final boss, there are a couple of ways to deal with her. First, she begins either invulnerable or close enough that it doesn’t make sense to focus on her. Eventually, she starts taking damage like her allies.

This is one fight that is much easier with even one other person. If you’re solo, you can choose to retreat a distance and pull her allies away, deal with them a few at a time, and then go back to deal with her. Another idea is to ball up the boss with the adds and deal aoe damage. Depending on your profession, you can also use debuffs like blind or conditions.

Good luck.

John Smith: “you should kill monsters, because killing monsters is awesome.”

Liberating Apatia

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Posted by: Elentari.9156

Elentari.9156

Her current behavior is not intended. I ran into difficulties as well and some googling turned up this dev post:
https://forum-en.gw2archive.eu/forum/support/bugs/Striking-Off-the-Chains-Lvl-64-Quest-Bugged/first#post1539437
There was also another thread that brought up this problem, where he also responded:
https://forum-en.gw2archive.eu/forum/game/story/Liberating-Apatia

This fight is not functioning as intended right now, and the necessary changes are coming, we just don’t know when. Until the next patch, I guess just bring a friend or two.

Liberating Apatia

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Posted by: Osric Rhys Dafyyd.1354

Osric Rhys Dafyyd.1354

Thanks for the responses, I had read the Striking the Chains thread, but I missed the bit where he mentioned removing summoning from Liberating Apatia as well.

I know Illconceived mentioned groups, but to be totally honest this is called your personal story, not bring 2 to 3 more people so you can complete it story. I understand some content requiring more than 1 person, but this isn’t the definition of “this ain’t it” I don’t know what is.

I see yesterday’s patch fixed this, off to login and hopefully move on!

Liberating Apatia

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Posted by: Osric Rhys Dafyyd.1354

Osric Rhys Dafyyd.1354

The quest markers send you to your order HQ because that is often the shortest distance to the straits of devastation. By the time you reach that part of the storyline, you’ve won the Battle of Fort Trinity and opened the asura gates between order HQ and the fort.

[…]

So, I would argue it’s not a bug: the game is working as intended. However, it could be greatly improved by a note in the story instructions, along the lines of, “you can now travel via asura gate to Orr, …”

It’s not working as intended. As I wrote, the quest marker directed me to somewhere that was not my order HQ, and thusly I was not able to use the Asura Gate there. I would think the game should have logic to realize “oh wait, this character isn’t part of this Order, let’s not send him there, since he can’t use the Gate there.” and rather direct me to the HQ of the Order I am a part of, so I can use that Gate.

I appreciate trying to assist, but what you’re saying is clouding up the issue, and it’s not true. The quest sent me to the wrong place, and I had to backtrack, period; since, again, the Order HQ I was sent to wasn’t one I was a member of, and thus could not access the Gate there. I have no idea how this could be interpreted as “working as intended.”

(edited by Osric Rhys Dafyyd.1354)