Showing Posts For Ayochak.8293:

Mushroom Queen HP

in Guild Wars 2: Heart of Thorns

Posted by: Ayochak.8293

Ayochak.8293

The problem is not the mob, even tho she’s overpowered, it’s the spot.
Putting a mob that does destructive and LASTING area of effect attacks in a confined small space is silly.
Even well timed dodges can’t avoid it.
It’s not just too hard, it’s also very bad implementation.

Champion Risen Drake Broodmother

in Community Creations

Posted by: Ayochak.8293

Ayochak.8293

If you make a video link of a recorded fight you get moved to “Community creations”?
This is wrong, it’s just a technical post about how to solo a difficult PvE champion, it’s not a “creation”.

Congrats Miku, it’s very impressive to do it on zerk.

Broodmother is a trivial kill for me but with a toughness/healing/condition thief that enables mistakes, so I don’t need as much skills.
Anyway I must have killed it a few thousand times and wanted to post a tip for people who want to try it: Kite away in circle, once the Broodmother charges attack it for 5-6 second then resume kiting in circle.
Since the charge reuse is timed and it charges in a straight line with some practice you will be able to avoid most charges without any evasions.
Some speed enhancement will help with learning the kiting.
You won’t kill it as fast as Miku but it’s safer.

Enemies hit way too hard

in Living World

Posted by: Ayochak.8293

Ayochak.8293

Thaddeus mobs hitting harder are just one kind of many possible difficulty increases, what I’m saying is that it’s not a good one in itself.
You can make things difficult but also more balanced and more interesting.

For instance troll insect attack is around 1K DPS per swarm, it’s a lot since you get several swarms, and the best way to deal with it is… killing the troll very fast.
Now if the swarms were dealing half that damage but with larger area of effect, impairing conditions and blocking ranged attacks I think they would be more difficult and more interesting to fight.

Enemies hit way too hard

in Living World

Posted by: Ayochak.8293

Ayochak.8293

I enjoy difficult mobs but there are several issues I can see with trash mobs hitting that hard.

It’s inconsistent with the rest of the game.
It’s not consistent to have trash mobs hitting harder than most champions or harder to kill than half a dozen of Orrians.
I usually enjoy when I can fight a pack of 12-15 trash mobs and I die more often when fighting half that many modrems.
I recently took 16K DPS from a trio of them (with 3K armor).

It may seems paradoxical but having trash hitting too hard does indeed penalises defensive builds and therefore reinforce the already dominant offensive builds.
You need to kill these mobs before doing a fatal mistake, and the best way is killing them very fast.
It’s not really useful to have high toughness, vitality and healing when the enemies are hitting too hard.

The addition of (ridiculous) healing mobs (the troll model suits them well I guess) and healing mechanism make it even more penalising for defensive builds.

The areas generating damage over time or the Husks models are the only things I saw that tend to favour more defensive builds.

Open PvE needs more models with high toughness, immunity to critical hits, retaliation, ripostes, adds, Pulls, resistances to range damage, resistances to AoE damage, scaling up, etc.

Mobs hitting for high values only reinforce the berserker zerg.
“Nuke em from orbit from the bus” should not be the systematic best solution.

The Lich from Mad King’s Labyrinth that generate adds who are using Retaliation is a formidable example of something that does kill the berserker zerg but can be soloed.
The game needs more stuff like that.

Mordrems are nice, but their DPS is slightly too high, and their capacity to counter high adverse DPS is lacking.

Labyrinthine Horror, engi solo

in Guild Wars 2 Discussion

Posted by: Ayochak.8293

Ayochak.8293

The horror transfers conditions with the same effect that gives 2 stacks of confusion.
It is quite impossible to dodge
If you try to solo horror it’s easier on a non condition build.
Any champion takes me around 5mn with my condition build but this one keeps giving me back my stacks of bleeds, making it very tedious to fight, I have to hide & use stealth.

I recorded a fight end where you can see the condition transfers very well: http://www.youtube.com/watch?v=4H9tS7-9VOo

So TIRED of being a rag-doll!

in Guild Wars 2 Discussion

Posted by: Ayochak.8293

Ayochak.8293

Chain CC is annoying mostly BECAUSE the mobs are NOT challenging.

I solo everything in the Labyrinth, including bosses, and chain CC from some of the trash is just painfully tiresome.
The L2P litany reflex needs to stop, this is not an universal answer to complains and it makes you look like trolls.

Freaking CHAMPS man

in Battle for Lion’s Arch - Aftermath

Posted by: Ayochak.8293

Ayochak.8293

Warlock is fine, look at the thief video who solo it.
I’ve done it several times.

Spider is possible if perma crippled but need to find the best ground to avoid getting exploding plants while in cocoon, this killing combo will get you killed.

Shaman is ok but the protector adds are boring as hell (AoE invulnerability was a bad idea to start with, but stacking them….).

Aetherblade Cannoneer is utterly ridiculous with his weird shielding system.

Molten Munitions Specialist has too many dangerous adds that can’t be split, and this mob model has one of the most awful attack in the game: instant cast danse step awful animation with huge knockback.
You’ll often get the silly attacks from the sky at the event spot, so with the knockback champion abilities, the adds’s knockback abilities, you get the worst knockback fest that can be found in the zone (but there are others!).

The champions events of this living story are rather bad.
And I fought solo quite all the champions in the game.

Apothecary Build Wanted

in Thief

Posted by: Ayochak.8293

Ayochak.8293

I’m using a 0/0/20/30/20, mixed equipment (Apothecary / Settler / Dire), with some cheap Shaman jewellery to get around 18k health.
A lot of toughness is good but imo after a while some vitality is better than even more toughness since it has diminishing returns.

Imho Assassin’s reward is better than Shadow’s rejuvenation if you are in a zerg or grouped (or soloing PvE) because you will heal more by spamming Death blossom’s than moving around in stealth. (One use of Death’s Blossom’s will heal more than 1 second of stealth.) For solo WvW or for situations where you can’t use Death blossoms (ex: where you could fall) and will switch to P/D, Shadow’s rejuvenation is probably better as you will want to stealth more often.

Even with with the recent Initiative recovery rate upgrade I keep Quick recovery (+1 intit. per 10s.); along with Rolling for initiative with reuse timer boosted by Trickster that will also apply for the reuse timer of Caltrops which is THE ultimate skill for an healing + condition thief.

Rolling for initiative also fits perfectly in the middle of a Death Blossom + dodges routine spam.

As it been said, Signet of Malice is the best choice of healing skill for this type of build (Caltrops, Death’s blossoms, Uncatchable, Dagger storm).

Also it may not be your favourite style of play but with these builds you can own hordes of mobs in solo PvE.
I was clearing the tower of Nightmare on any level and it was not because of my leet player skills but because that’s the sort of thing a good healing thief build enables you to do.

(edited by Ayochak.8293)

Mobs reset on evasive attacks

in Bugs: Game, Forum, Website

Posted by: Ayochak.8293

Ayochak.8293

After dozen of kills I finally figured why the Veterans priests in Straits of devastation are chain resetting on spot during fight.

I mostly soloing on my condition thief and I chain Death blossom, which have an evasive component, and I guess some position data based on XYZ axis.
When I death blossom the mob AI consider me out of range and automatically resets, resulting in instant regeneration.

This is particularly notable on the Vet risen priest of Grenth.
I can land 25 stacks of bleed on it all day by spamming Death blossom and the priest perma regens.
(Since I have a heal build, it could last forever).

I finally found out how to kill it, I just remain in auto attack, with caltrops to speed up a few.


This mob reset issue is another example of something I’ve always complained about: The procedure used by mobs AI to decide if they should reset needs some serious tuning.

As a soloer of champions, I find it particularly frustrating to get mob resets for no reasons other than a shadowstep or an evasive skill.

I would strongly suggest a few more checks from the mob AI to LIMIT mob regeneration while remaining dissuasive enough to prevent whatever exploits you want to prevent.

A wounded mob standing on its spawn point with tons of condition on itself could maybe check TWICE before deciding that there are no opponent left around and regen ultra fast…

Most Difficult Champions

in Guild Wars 2 Discussion

Posted by: Ayochak.8293

Ayochak.8293

Just killed Champion Krait Hypnoss – I fell into the water a dozen time, the champion instantly regen up ofc. And it summons veterans that push you out! Very annoying fight.

Risen baron and risen mage down.

Also soloed the priest of Grenth.
But then the champion spider root with the swarm of adds got me.

Southcove Sun next I guess.
I will never try the Blood witch as I don’t hunt underwater.


I prefer Broodmother to knight because as a PvE condition-heal thief with caltrops/malice, I’m healing from crappy adds.
Also I’m using one sigil of Restoration, I recommend it for people who want to solo events with a lot of mobs.

Also the knight is sometimes aiming its attack while invisible in flight, even if I’m in stealth (!) ands that killed me several times. I guess its a bug.


Always looking for challenging champions to solo.

But they have to much health, the fights are too long, so I usually ask for help when engaging one now.

I wish there was more challenging solo “adventuring” PvE content in this game.

Most Difficult Champions

in Guild Wars 2 Discussion

Posted by: Ayochak.8293

Ayochak.8293

I soloed the Champion Ogotl Priestess after a few tries.
So it’s doable. Hide & seek ftw!

Most Difficult Champions

in Guild Wars 2 Discussion

Posted by: Ayochak.8293

Ayochak.8293

Soloing champions is what I do most in GW2.

The difficulty varies greatly with your class, play style and weapons.
(As a D/D bleeder thief I often switch to P/D so solo champions, and play hide & seek)

From my few tries I don’t think I can do karka champion.
However for example Eye of Zaithan is a trivial kill for me.
I also often kill Broodmothers and Giants.
Broodmothers take really too long tho.

I fail to kill Risen Baron (Noble model) and Risen Archmage (mage model).
I may try again some day if given any tips.

My most challenging fight is the Risen Knight in Malchor’s Leap.
I killed it several times but I’m never sure to win.
Also it reset very easily, from charge & “fly away” abilities, it can be quite frustrating.

My favorite trivial kill is the Risen Abomination.
It’s a very easy fight when you know it, and near impossible if you don’t.
Sometimes I let other players interfere and ruin my fight without saying anything, then, often, I watch them die.
Sometimes I try to teach them how to kill it, but after a few insults or absence of reply, I usually don’t bother anymore.

The Mark golem event in Malchor is a fun solo fight…

Can’t think of others atm.

I’m looking forward to learn about fun challenging champions in this thread!

Soloing the Champion Risen Abomination.

in Dynamic Events

Posted by: Ayochak.8293

Ayochak.8293

GG Nilkemia

But no need to use ranged attacks, you can melee it, it’s not very hard.

I made a post to encourage players to kill it:
https://forum-en.gw2archive.eu/forum/game/players/You-can-solo-champion-abominations/first#post2228190

Everybody should learn to kill this mob.
Go give it a few tries.

Veteran Risen Acolyte of Melandru regens up

in Bugs: Game, Forum, Website

Posted by: Ayochak.8293

Ayochak.8293

The veteran Risen Acolyte of Melandru in the Dynamic Event in Straits of Devastation: “Kill the veteran Risen Acolyte of Melandru” on Gandara server is bugged and regenerates up all the time.

I tried to move it, I tried to kill it on spot, keeping over twenty stacks of bleeding on it all the time but it won’t die.
The model says “It’s done” and goes out of combat a few seconds to regen up.
Melandru was not contested so that wasn’t some sort of mega divine buff.

On a personal note I always radically despised and critiqued this instant regen system that mobs have in GW2.
The mobs AI are not going through proper checks to verify if they are REALLY out of combat or not.
And as a soloer of events and champions this mechanism regularly heals the mobs I’m fighting.
This flawed mechanism also cause real bugs such as this one.

Champion Events

in Dynamic Events

Posted by: Ayochak.8293

Ayochak.8293

I’m not a great player, I’m a clicker, and I don’t do any form of PvP.
I’m soloing broodmother, abomination, eye, knight, and many more.

These champions can be very hard, I’d say you need a build rather specific to stand a real chance, and the learning curve will cost you many deaths.

I agree that some of these events are way too hard.
And also way too long because champions have too much health.
And I’ve been told that if you bring a zerg, they will scale up and become more powerful.

Since there is a scaling up mechanism the base event should be easier.
This way solo players could attempt them more often.
Nowadays players roaming maps just don’t do them.

Some champions like Rottbeard or Ooze are easy and killed more often.
But knight and broodmother are overpowered atm.

However, if you really want to kill them it’s doable.
Just takes a lot of time to learn.
If you need any advice on any I can try to explain.

Zho'qafa Catacombs - Why the Abom change?

in Dynamic Events

Posted by: Ayochak.8293

Ayochak.8293

I soloed this chain of events once (and only needed help for the eye at the end because I couldn’t interrupt its healing enough).

Geekfox is right about abominations.
I made a post in players helping players to explain that they are rather easy to kill.
You just need to avoid the frenzy stacking.

Let the escort NPC die and the abomination reset.
Don’t use any pet or clones.
If you are in a group, the person who will get aggro will have to tank and never get hit.
With a few tries you will make it easy.

Does building toughness punish you?

in Players Helping Players

Posted by: Ayochak.8293

Ayochak.8293

In some games aggro is a science, in GW2 it’s a mess.

Logically we should be able to “build” aggro on a mob: the more you damage it, the more it hates you.

Well I just soloed an Eye of Zhaitan, it’s a very long fight, I dealt all the damage to it. At about 2% of its life two players passed by and attacked it; one of them got instantly the aggro and died.
I was there, attacking the eye and it preferred to aggro the newcomer.
That’s a typical GW2 aggro mess.

Does building toughness punish you?

in Players Helping Players

Posted by: Ayochak.8293

Ayochak.8293

-Does building toughness punish you?

-Yes the default aggro system is really terrible.
The wiki data is just wrong.

Not only berserker is OP but this system makes sure that it’s safe.
The game would be much more balanced and interesting if aggro was solely based on damage dealt (and conditions).

However I like the different aggro systems specific to some mobs.
That’s a very good idea.

You can solo champion abominations

in Players Helping Players

Posted by: Ayochak.8293

Ayochak.8293

Excellent.

Question: What just killed me in this screen?

in Dynamic Events

Posted by: Ayochak.8293

Ayochak.8293

Risen Plague Carriers do not generate red circles, however they do have an animation where they stop, stand straight and look up before exploding.
Of course in mass events they are difficult or even impossible (culling, spell effects) to see.

Risen Broodmother - design failure

in Dynamic Events

Posted by: Ayochak.8293

Ayochak.8293

Hello, soloing challenging PvE content is my playstyle, so when they modified Orr champions I posted about the Broodmother like the more normal players posted about temple events issues.

I can’t find it back but there’s a post somewhere saying that it took 40mn to a zerg to kill it because it scales up. From ANET answers we can understand that this change was done to create some scaling. It seems it’s a fail because the base model is too powerful, it scales too much, and there are no reward to these events made more powerful.

About my various solo attempts, I took it myself to around 50% twice, I never managed to do better. I die a lot, but I don’t care, the worst is when it regenerates up in the middle of the fight.
It may regenerates up after a charge attack but it also can regenerate near you in the middle of the spot where you fought for the last 20mn.
It’s not as much as a bug as a design flaw in some of the core mechanisms GW2 gave to the mobs.

I noticed that they gave the main powerful broodmother attack to the risen knight too: NO ANIMATION (so zero warning), a devastating charge with CC component leaving AoE circles in its path, so even if you block or dodge it you have a chance to get massive damage and condition damage (poison for broodmother, fire for the knight) from the trail.

The supplementary difficulty with broodmother is that broodlings shield it quite efficiently against ranged attacks (unless you have piercing traits, as a thief I don’t).
That’s why I never managed to kill it.

Nobody cares because there is no reward.
Since it’s not worth the trouble, players are just ignoring these events.
If it had a bonus chest mob, we would get threads of several pages talking about it.
So in a sense, the lack of decent reward for events that hard is the main balance issue.

(edited by Ayochak.8293)

You can solo champion abominations

in Players Helping Players

Posted by: Ayochak.8293

Ayochak.8293

I just verified the wiki and the Cursed shore abomination is indeed the end of the Plinx DE chain.
It means that while the abomination remains up the Plinx events are locked.

I hope that some players will try to fight it and realize after a few tries that it is not so hard to kill.
Lots of other champions are way more harder than this one.

Be a local hero, unlock the Plinx events!

Malchor's champion knight event

in Dynamic Events

Posted by: Ayochak.8293

Ayochak.8293

I didn’t even realized that it was a veteran before.
I just checked the wiki and it’s not updated, it states that the mob is a vet:
http://wiki.guildwars2.com/wiki/Kill_the_Risen_knight_that_stalks_the_path_through_the_ruins

So maybe making it a champion was just an error?
If it was a decision I wonder what the person had in mind since it was done with the patch that made Orr champions way more powerful.
So why changing the vet to a new overpowered champion?
It just doesn’t make any sense.

You can solo champion abominations

in Players Helping Players

Posted by: Ayochak.8293

Ayochak.8293

Hum Tequatl is not a champion, it’s a world boss and it gives a bonus chest with a yellow item, so not sure what you are talking about. Maybe give some details unless it was a random trolling attempt.

On the other hand abomination is often left by players in Cursed shore because it’s too hard with no reward but it also blocks the Plinx chain (I think) so killing it is actually useful.

Malchor's champion knight event

in Dynamic Events

Posted by: Ayochak.8293

Ayochak.8293

I finally managed to solo this event.
(After like maybe 20 deaths total.)

I think it now gives me enough credibility when I say that this event is way too hard.

Also in long fights like this the mob often regenerates up.

In my various attempts all the players who passed by and came to help died quite fast.
When they survive more than 20 seconds they are good players.
But they all die.

One champion events like this one either:
-Need better rewards, like a bonus chest or something.
-Need to be possible to do by small groups of players, or even single good players (not after 20 deaths).

WHY making events this hard with no reward?!
This is not a dungeon boss, this is open world maps.
Look at you logs ANET, count the kills, and adjust your game.

You can solo champion abominations

in Players Helping Players

Posted by: Ayochak.8293

Ayochak.8293

In particular the Cursed shore event one.
Provided you don’t lag.

The abomination animations are very slow, but it gains a stack of frenzy each time it hits anything.
Frenzy makes it faster, after 5+ stacks (up to 25) it becomes too difficult to handle.

What you need to do is learn its slow attack routines and avoid them all.
I’m using evasive attacks and dodges as a thief but positioning is sufficient.
In options, pick the possibility to walk throw mobs that you are targeting, this way you can go behind mobs faster.

It will sometimes gain a stack of Frenzy from some of its AE attacks, charges, or failed moves from you.
Don’t worry, there is an occasional reset of the frenzy stacks when they are low.
What a relief from the increasing tension! It’s quite funny.

It will sometimes use its silly charge and go very far away.
Let it come back, don’t move.
And pick a spot with no adds. Like near wall.

Be warned that players passing by and coming to help you will often ruin your attempts!
They will get hit, abomination will gain stacks of frenzy and eventually kill everybody.
Try to warn them to not melee. (Pets and clones will ruin your fight very fast.)
If you see too many stacks of frenzy, just go away, let them die, you will solo it another day, no need to increase your frustration by dying too.

I think this fight is a very good example of the best content GW2 has to offer.
The mob seems too hard but is actually just a challenging tactical puzzle.
It can also be a challenge in communication with other players!

Good luck.

Loot Bags

in Suggestions

Posted by: Ayochak.8293

Ayochak.8293

I just asked for loot bags on the ground myself, because loot on corpses is poofing way too fast and we lose a lot during long events or if we die.
Just make small bags on ground like in WvW.
Make them remain long enough, maybe 10-15mn.
OP is not asking for loot to appear directly in inventory.

Plz prolong the loot timer

in Suggestions

Posted by: Ayochak.8293

Ayochak.8293

There is absolutely no justification to make loot disappearing from the ground after like 2mn. (Unless sadism is a justification ofc)
I’m fed up of missing drops because I’m fighting or dead.
Sometimes the events are long and you have to fight continuously, or the other players can’t rez you because they are busy (or don’t care).
Loot timer should be more like 10mn.
Just remove the corpses after a while and make small bags like in WvW.
That’s very easy, simple, obvious and would benefit everyone.

I hate 1-shots. I hate dying to invis mobs.

in Last Stand at Southsun

Posted by: Ayochak.8293

Ayochak.8293

High toughness aggro, lag and culling are the only issue I can agree with.

I actually enjoy fighting large quantities of mobs, there are a lot of tactics, skills and builds that can help you.

High toughness aggro is a terrible mistake in this game and should be removed.
It would be much more interesting to get an aggro system purely based on damage dealt.

Karka Queen event frustration

in Last Stand at Southsun

Posted by: Ayochak.8293

Ayochak.8293

The main issue here is the event near queen happening at the same time.
The solution is very simple.
When Queen is up all the events related to her (4 camps) should lock down.
Since queen need the 4 camps free to spawn, it will not interrupt any ongoing event.

Ty for the easy events with chests

in Last Stand at Southsun

Posted by: Ayochak.8293

Ayochak.8293

Oh I don’t do things with other to die less (but It’s ok if you need to, I understand).
I do things with others to: kill mobs faster on the easiest fastest content with the best rewards.
There is easy content with extra reward, and hard content with no extra reward.
Some content become so easy that you can literally go away from keyboard to farm it.
Some content is so hard that nobody is doing it.

I don’t see any slippery slope or any point to make valid.
I would really enjoy having all easy events in the same place.
And larger chests.

Ty for the easy events with chests

in Last Stand at Southsun

Posted by: Ayochak.8293

Ayochak.8293

Hey I’m with the swarm doing the easy events in karka land.
We just move from one “Defeat the riot-instigating settlers” to another, and once there I autofire and I even go away from keyboard often. (I have a weapon that remove conditions on critical so I don’t die from burn)
And we get chests each time for that!
That’s awesome!

There are a lot of really hard events with no chest in this game.
I feel so bad for the developers that created events that are too hard and have no reward!
Players prefer easy events with good rewards!

Ok we hate the few mobs around that are actually challenging, but we usually avoid them.
A single karka veteran is harder than these events.
There’s an event with a karka champion at a wp that nobody is doing, it’s too hard and there is no chest.
The chests are better for the easy events.
All the players are at the same place doing the same things over & over because it’s the most efficient way to spend their time.

But we have to move from one point to another and I must admit that it’s annoying.
Maybe put all the easy events with chests at the same spot.
This way we can all hit auto-attack with ranged weapon and go away from keyboard.
And please make larger chests.
Thank you again!

Champion risen broodmother

in Dynamic Events

Posted by: Ayochak.8293

Ayochak.8293

I just soloed Cursed Shore’s one to about 50% then it suddenly regenerated up.
In a spot where we fought for about the last 15mn.
It was not too far or anything.
I was not too far or out of reach either.
It just happened: BOOM 100% life!

I wanted to see if it was changed in patch.
It hasn’t.

Ultra-hard events with no rewards and even coding making them impossible.
No wonder everybody is swarm farming.

(edited by Ayochak.8293)

Riot-instigating settler burning

in Bugs: Game, Forum, Website

Posted by: Ayochak.8293

Ayochak.8293

The burning created during the events “Defeat the riot-instigating settler” in Southsun Cove is unaffected by Quick Breathing (warrior warhorn trait enabling to convert a condition into a boon. In the case of burning it should be aegis).

I tested this several times.

The burning is still affected by some skills like “Shake It Off!”.
The Quick Breathing issue may be the only one (or not).

An option to disable right click targeting

in Suggestions

Posted by: Ayochak.8293

Ayochak.8293

+1

Incredible how this became a thread about how ANET is ignoring his players and simple and obvious game issues.

Converted to Zerker: A story

in Guild Wars 2 Discussion

Posted by: Ayochak.8293

Ayochak.8293

Aggro system needs to be based on damage and conditions inflicted and not toughness of your gear.
This would be a first step in fixing the ridiculous and outrageous advantage of zerker gear in PvE.

Champion risen broodmother

in Dynamic Events

Posted by: Ayochak.8293

Ayochak.8293

Funny thing is to compare for instance with Southsun Cove Reef drake Broodmother.
I could solo kill a dozen of them in the time needed to kill the new risen broodmother.
And the Southsun Cove one HAS A CHEST.
Well ok it’s a crappy chest, but anyway the idea is there.

Not only these solo champions events need to be fixed but they also need chests.

Champion risen broodmother

in Dynamic Events

Posted by: Ayochak.8293

Ayochak.8293

I tried to solo it.
Again.
It regenerates up. Again, and again.

Same goes for Malchor’s or Cursed Shore’s.
They regenerate up, sooner or later.
Impossible to solo.

Also they are incredibly hard.

It’s too hard and bugged for no reward, nobody is killing it.

You need to turn it into something that can be done by small units.

WHY are you turning events into ultra-hard fights with NO reward?!

Well anyway maybe fix the regen and a few weird players like me will kill it.
Until then I’ll do like everyone & just won’t do it.

I’ll just join a zerg, click autofire & go afk, I’ll get more rewards this way.

Drake confusion application

in Last Stand at Southsun

Posted by: Ayochak.8293

Ayochak.8293

Ty Zaraxes for this precise analysis of their attacks.

Reef drakes are the worst trash mobs in the game.
I made a post about this a few months ago.

Half of the veterans and champions are easier to fight than a normal reef drake.
(They have more hp but they are easier.)
I find the champion reef drake itself (broodmother) is somehow “easier” to fight than a normal reef drake, I can read its attacks more easily.

Reef drakes attacks are invisible, heatseeking, and their worst attack (retreat) is used instantly.
Their routines are very difficult to read and avoid (it’s possible tho).
They deal devastating damage plus applications of the worst condition in the game.

Well they have low hp so I guess it’s all about nuking them from orbit very fast.
But they are really awful.

How many nodes? Blooming passiflora

in Last Stand at Southsun

Posted by: Ayochak.8293

Ayochak.8293

Account bound nodes, they finally did it.

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in Guild Wars 2 Discussion

Posted by: Ayochak.8293

Ayochak.8293

GAME OVER

INSERT COINS

Locked on by mob even after aggro reset

in Dynamic Events

Posted by: Ayochak.8293

Ayochak.8293

GW2 aggro system sucks big time, this is not an issue specific to events.
Players should complain more about it, it’s really awful.
Your testimony adds another example.

Champion risen Covington captain

in Dynamic Events

Posted by: Ayochak.8293

Ayochak.8293

This encounter is harder than 90% of Orr events.

-Close quarters, awful with GW2 camera system.
-Tons of adds.
-The champion have a nasty AoE with no downtime, heavy damage and a CC component that knocks you down for a few seconds.

It’s a level 51 area.
The only chance to beat this event is to bring a solid group of fully geared lvl 80 veterans.
Maybe even a zerg.

It’s totally impossible that a PuG of lvl 50+ doing the maps could beat this encounter.
So WHY is it so hard? For WHO?

Eyes of Zhaitan are easy compared to this.
(And players rarely kill them).

Simple fix: Remove the knockdown component from its AoE and make it a Cripple.

Not saying mob density is too high, but

in Dynamic Events

Posted by: Ayochak.8293

Ayochak.8293

It’s not that the mob density is too high it’s that there is no real pulling in this game.
I think the only pulling worth something in a MMO was in Everquest, where it’s an art to get a mob single from a crowd.

However, as you are a thief you may want to try Scorpion’s wire.
It’s buggy but it can work as a pulling tool.

Temples/Orrian events/scaling

in Dynamic Events

Posted by: Ayochak.8293

Ayochak.8293

With the broodmother it just scaled, not sure why it took that long either but it did, higher numbers of people=higher scaling. And yes, champions in Orr should be our new Meta events instead of Claw or Tequatl

Ah yes, ofc, it’s the scaling, I forgot about it. (Because I mostly solo)

It is the main change they think they did with these models.
(The real main change is that they are stupidly hard to start with).
The mistake have been acknowledged by a dev already, but they said nothing about these new models being OP anyway.

So FYI it took me around the same time to solo Broodmother to 50% (then receive help from a great guardian to finish it, thank you mysterious ally) than it took you with 41 players to kill it.

That’s how scaling “works”.

Champions reset during solo

in Guild Wars 2 Discussion

Posted by: Ayochak.8293

Ayochak.8293

It seems that soloing a champion, some models only, generate a specificity here:
The reset will happen each time, at each attempt.

So it is not a thing that may happen but a mechanism that just makes these champions impossible to solo.

It may happen on other mobs. It happened to us all on various occasions.
It’s possible that these models won’t reset if you solo them on their spot instead of running around. But I don’t think anybody can fight these models without moving around.

So ANET created mobs with an anti-soloing mechanism.
You just CAN’T solo these mobs.

(edited by Ayochak.8293)

Temples/Orrian events/scaling

in Dynamic Events

Posted by: Ayochak.8293

Ayochak.8293

I’m happy to read that some people actually kill Broodmother.
(Ofc it’s not worth it.)
But 35 minutes to kill with a group of 41 players seems really long.
I wonder what happened. You got too many people dying?
Hatchings drakes swarm do protect it a lot from ranged weapons, but still…

Champions reset during solo

in Guild Wars 2 Discussion

Posted by: Ayochak.8293

Ayochak.8293

From weapon range estimation I would say maybe from 1200 to 1500 range max.
But as I said before the fights can go on for a very long time, fighting at the same place, before the mob finally decide to reset.
Soloing a champion takes time, imagine how many times I’m kiting through the same spots again, and again and again.
Then the mob finally decide it lasted enough and resets.
Like maybe it FAILS its distance check.
“Oho, I’m way too far, time to reset”.
Nooo you stupid mob, we have been at the SAME place for the last 30mn.
It didn’t change! C’mon!

Anyway I killed it and it dropped a blue item.
I wonder why nobody cares about these events, it’s so worth the trouble.
I only died a dozen times.

Champions reset during solo

in Guild Wars 2 Discussion

Posted by: Ayochak.8293

Ayochak.8293

Fighting Cursed shore’s Broodmother atm.
I tried a different spot for its convenience.
But no, around 70% life it decided it was fed up, ran back and did its kitten reset.
Thing is this time it doesn’t even respond to my attacks anymore.
It stands here, as I’m writing I’m on autofire on it, I’m hearing the gunshots.
I will kill it this way, to take revenge for all its buggy resets it had on me.
Now maybe THIS will attract the dev attention.
We can beat the mob, after some SILLY reset it doesn’t even move anymore.
Fix it?
Bugwars.

Champions reset during solo

in Guild Wars 2 Discussion

Posted by: Ayochak.8293

Ayochak.8293

So you upgraded some Orr champions models…
Players are complaining about temples, etc.

You also updated some of the events where you must kill one champion.
Some of these events have the new models, making them very hard.
These events were not popular, now they are just ignored by players.
Too dangerous, too long, not enough rewards.
But hard is fine with me, and I keep trying.

But here is the thing, the hardest ones I’m trying to kill (the knight and broodmothers) are regenerating up during my attempts. It happened maybe a dozen of times now.
(I also got a warp away once)

Somewhere during the long fight they will go too far from me, or I will stand on a part of the ground that they can reach, or whatever, and then BAM:
“Dzzzzzt can’t attack target character, initiate instant reset protocol”
=> IMMEDIATE and TOTAL health regeneration!!!

You think maybe it could wait a tad, looking for the opponent?
No, it resets.

It could become invulnerable for a few seconds to give the player a chance to say “hello I’m there you idiot mob c’mon”.
No, it resets.

So, I know.
We all should be in a group, and the mob AI protocol would find the other target and this will not happen.
If you are a grouper, farming in the zerg, this quite never happens to you.
But since some of us may WANT to solo hard content It would be nice to have mobs that are not reseting in the middle of very long fights.

When it takes 30mn to take a mob to 50%, seeing it regen to full in 2 seconds in front of you is really frustrating.

And don’t tell me to stop kiting. Go facetank these models we’ll talk after.
And no I’m not kiting too far, we’re talking about resets happening on places where the fight can goes on for very long periods without issues.

Anyway this regen things have been one of the major flaw of GW2 from the start.
This is not a bug, it was created that way to prevent some exploits from players.
It’s just awful.