Q:
Twilight Arbor Path Forward Up
Now I am not agreeing with what anet has done, in fact i actually agree with you b/c this and CoF p3 are the worst, but at least CoF p3 its near the beginning, not the final boss.
But most Dungeons do have one difficult path, and every time someone has found an Exploit on this particular boss, anet has fixed it rather quickly. This is one of the major reasons why i disagree with their policy of fixing exploits first, because their may not be a way for 5 random ppl to run in and finish it otherwise. So instead of fixing the problems, they fix the solution to at least be able to complete it, especially when you have come so far already
I’ve done CoF P3 too and it’s much easier than TA fw up tbh… It’s hard, but if you have a party that has some experience in doing dungeons and can hold their own it’s perfectly doable.
I don’t know if Arenanet can see statistics on how many dungeons were completed lately? I would love to see the numbers on TA fw up for the last months and see how many people actually finished it.
Last boss is virtually impossible.
TA fwd up is indeed hard. You can do it one of three ways, two which are extremely team based, the 3rd which requires a particular class. First way – Full on face tanking with 2 guards and 3 zerker wars – it works as long as the NPC dies first, but will not work after a wipe. Second way – running clock or counter clock and dodging on animation – it can always work but you will need to clear the adds on fail (usually you fail with not many spiders). Third way (will probably be nerfed but still doable) – getting a ranger, or two, or three to 1600+ range the boss – 1500 range trait + peircing can give you upwards of 1700 total range, need at least 2 front liners (preferably guards) who “tank” the aggro of the tree, they will be in the range of the tree’s spider spawn ranged attack, and they will be the ones dodging, the rangers are out of range of the spawn attack but will still get hit by massive range from time to time.
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Anyone from Arena Net has anything to say about this? I kinda feel ignored…
CoF p3 hard? Have I missed something? o.O
btt: fw/up is definitly hard, but I like it mroe than a boss like in up… I don’t like brain afk killing :/
It is very possible to do. There is still the limit of spiders on the field. If you dodge the spawn they become too many to respawn. Many players don’t know how it works, so lemme explain
1. Simply pull some spiders, kill them, do it again, up to the moment when there are no more spiders between you (at entrance) and the boss.
2. (also during 1. !) Dodge his AoE. He sometimes shakes his body, then eggs will fall down at you, causing damage, vulnerability and spawning spiders. If you dodge, they won’t spawn next to you. So they spawn somewhere around the boss. If you do this multiple time, while doing 1. you will be able to get to the limit where no spiders spawn anymore, not even when hit by the AoE.
3. Now this is the unfair part, since this way is just another dungeon exploit. You need a ranger or an engineer, maybe mesmer works too. ranger and engineer have 1500 range and mesmer GS bugs around and gets more than 1200 range somehow :P → you won’t pull aggro (not sure about mesmer). If you do it right, you can push the spiders so far back, that you even can attack at 1200 range.
I wish they would make the spiders less, and weaker, but unavoidable. I wan’t a FIGHT, not some exploid kitten … again
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Third way (will probably be nerfed but still doable) – getting a ranger, or two, or three to 1600+ range the boss – 1500 range trait + peircing can give you upwards of 1700 total range, need at least 2 front liners (preferably guards) who “tank” the aggro of the tree, they will be in the range of the tree’s spider spawn ranged attack, and they will be the ones dodging, the rangers are out of range of the spawn attack but will still get hit by massive range from time to time.
Can confirm this way works. 2 rangers, 1 longbow warrior, 2 guardians. Stand in entrance way, there’s some branches on the right side that stick out a little bit that mark where you should stand. The rangers and I (the warrior) all traited for longer range. I used warbanner and shouts to buff us with might and fury as we shot the tree down; guardians used staff and shouts for extra might. The guardians nuked the spiders that came near us. However, we had next to no spiders near us until the very end because A. we made sure Morrigu was dead, and B. the tree telegraphed his shaking very well. Watch for him to pound ground with fist then wait 2 seconds and dodge to left or right. Bring condi removal as if you don’t dodge you get insta 25 stacks of vulnerability on you. It took about 10 minutes to kill the tree but it worked very well and I was happy as a clam since I needed to finish the path.
But yet. The fact that in order to proceed with the path the NPC MUST be dead is broken. I also agree that the spiders refusing to despawn is also very much broken.
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