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Deimos and Tank Teleportation

in Fractals, Dungeons & Raids

Posted by: Deathtrix.5921

Deathtrix.5921

Here’s how I did it.
flakker selected for teleport – Druid stays out (one that heals flakker)
Druid selected for teleport – Other druid stays out
Oil kiter selected for teleport – Druid takes over role temporarily

Now for when he does the slam, inform your whole party to not dodge and instead get hit by the knockback AoE. That way, all of you get teleported. This is my assumption that you are tanking the boss on the edge and not near the center.

For kiting the hands, make sure the flakker kites in “one” quadrant (even if it get close to the center, until the 75, 50, 25% phases, then you (the tank) move the boss to the side and the flak shouldn’t touch the center. Always try to call out when the flak is at the center or not so the druids can heal through them during bubble phase when they get back.

Note, if he becomes immobilized and doesn’t follow tank, just tell all your dps (since they’re all ranged) to stay near center while you and the oil kiter just kite left, right, front or back and repeat. You yourself don’t have to engage in the boss so he doesn’t do his auto-attack, just his AoE and bubble. He might occasionally bug out of the bug and move again, so just make sure you’re standing to the edge and a bit closer to the boss. (Oil kiter shouldn’t get targetted so he’s fine)

We ran again today, this time tanking on the south side of the platform. No issues moving him. There is clearly a problem with the Nav on the west side that was never tested. Since our condi rangers could now get in bonfire range without touching Tar pits we had an increase in dps, which meant less Flak. We’re using 3 healers so everyone is now trained to take over roles as necessary. Basically what you’re saying you do as well. The 2 druids are interchangeable with the Tank and Kiter.

The benefit to having struggled this much is that our team can basically react to most situations now very quickly, and we expect to get him down much easier in future.

Edit: I did wonder about videos with flak being kept to one section, it makes far more sense that way. Since one of the issues we had was getting combo’d by the Ward and the hands as they came back. We may have to use that method as well, but it means getting our flakers to relearn a few things. Definitely more to consider.

(edited by Deathtrix.5921)

Deimos and Tank Teleportation

in Fractals, Dungeons & Raids

Posted by: Deathtrix.5921

Deathtrix.5921

I suggest the tank should have about 2,000 toughness as in the last two weeks since the update came out, I spent about 4-5 of those days tanking Deimos. Not once have I ever been selected to teleport.

I suggest having a kiting auramancer with decent toughness and two good magi druids, one focused on the kiter and tank/oil kiter and the other going down to buff/heal the teleported group.

If you’re encountering fatigue from fighting this boss, I suggest trying finding a tank, a kiting auramancer, an oil kiter and two magi druids pre-squad and just replace the PS or dps as they can be easily replaceable and have a minimum influence towards your overall group composition. Here’s a picture of what I did with my squad. Spoilers – we did not get the kill but after a few more attempts we did. So keep trying!

(P.S. I hope my post doesn’t get removed for spoiling the content)

I’m running Minstrels/Nomad with 2388 Toughness, and in very rare circumstances I have been teleported outside of the pre-event.

We’ve done reworks and our final strategy is to use 1 Temp Flaker, 2 magi druids 1 minstrel chronotank, 1 zerk/commanders chrono 3 condi rangers and 2 condi pswars.

We’re leaving 1 magi druid up on the platform to take over flak and kite black circles and keep prides entangled or delayed long enough for the dps group to get back.

Our main thing is just trying to remove the mechanical overlaps that cause the wipes we experience. For instance when Demi smashes the ground during a teleport phase.

We’re planning on testing an engie flaker and tanking him in different section of the platform. Where I tank him currently he bugs and it becomes impossible to move off black circles.

Deimos and Tank Teleportation

in Fractals, Dungeons & Raids

Posted by: Deathtrix.5921

Deathtrix.5921

The issue is the area in which you tank him. Certain parts of the platform bug him out. Try the opposite side.

I’ll give that a try when we attempt him tomorrow. I’ve been watching some videos and everyone seems to tank him opposite where you start, whereas I tank him near the stairs.

[bug] deimos hands aggro bug

in Fractals, Dungeons & Raids

Posted by: Deathtrix.5921

Deathtrix.5921

I noticed this today after about 2 hours of pulls. A single hand was spawning directly under him, and he was eating it. But nobody was standing there..

Deimos and Tank Teleportation

in Fractals, Dungeons & Raids

Posted by: Deathtrix.5921

Deathtrix.5921

My team has spent countless hours bashing our heads against demi because of this. We have most of our good attempts in the first hour, and then the next 4 hours is us getting more and more burnt out, cycling through replacements who come and go, and ultimately hitting a wall at around 10-40%

Although it could be argued “working as intended”

One thing that is not working as intended though is tanking as a whole. I struggle to move Demios, and often he gets stuck inside phantasms and the NPC. It’s a nightmare for my alacrity uptime to have to shatter all my avengers just to get the boss to move 300 units…

[Suggestion] Evolved Jungle Worm.

in Guild Wars 2 Discussion

Posted by: Deathtrix.5921

Deathtrix.5921

I understand where OP is coming from. In the sense that I understand that you’ve discovered Triple Trouble the way most of the player base does.

Currently every world boss in the game except Triple Trouble has a well functioning Pug meta. And by that I mean any number of complete randoms can show up, and it is very rare that the event will fail, mostly because of the actions of the experienced player base.

So most players have learned to just join the world bosses off of the world boss timer 3-5 minutes before the event is listed to start. I myself did this when I first started playing again mid 2015. And as expected, I rocked up at the listed waypoint with 40 other people and just followed the largest group. The end result? The wurm site became so locked down with adds that everyone gave up even trying to reclaim it, we were unable to achieve even 1 burn.

This is because Triple Trouble is misunderstood, and the fight was the closest thing the game had to raids before actual raids happened. And this is why you only ever see the event completed by actual guilds or community groups with dedicated players who have an enormous amount of experience with the fight.

That being said if Anet ever felt the need to give Triple Trouble a polishing I can only suggest the follow:
-Fix the issues with server lag causing attacks to fall out of sync with their animations (Sometimes by 2 full seconds)
-Fix the despawn timers on the kegs at cobalt, which do not vanish after 20 kegs have been successfully placed. This issue causes future kegs to despawn 1 second after placement.

Those 2 points are really the only issues mechanically with the fight. The rest comes down to the fact the community just has not developed the raw understanding for 120 strangers to show up and beat the event. Even Dragonstand, Tangled depths and Tarir took a few weeks before enough experienced players surfaced. And in every one of these events a commander will usually explain the mechanics of these events on principle.

So if you want truly want Triple Trouble to get easier, convince more people to participate in it, and step up to key roles.

Placeables breaking game mechanics.

in Guild Wars 2 Discussion

Posted by: Deathtrix.5921

Deathtrix.5921

Because certain placeables take priority over the “Press F to interact” function, people have always been able to use merchants, boxes of fun, bobblehead factories mess the community a bit. Usually by placing one over a world boss chest, or in SW chest trains someone might place one at every chest.

But then this happens: http://imgur.com/NFrBkzR
The image is of one of three keg spawn locations for the cobalt wurm at Triple Trouble. In placing a merchant down 1 person was able to destroy the final keg run during the syncronized Decap. this is just one of many ways that Triple Trouble can be destroyed by this.
Now the people who place items in these locations, usually never do this with this intention in mind, so it really falls down to a mechanical issue.
Placeable items should not take priority over event functions or chests.
I wouldn’t say this is an urgent fix, but it really needs to be looked into, especially in the case of Triple Trouble, since more groups are doing the event now, attracting all players of all types.