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Please undo the Guardian Staff Nerf

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Posted by: Grogba.6204

Grogba.6204

If Staff 1 is such a huge nuisance in PvP and WvW why not split the skill, then? Staff is a great support weapon for these two modes already but in open world PvE it’s just too weak (outside of the lootstick niche)

Absolutely dislike the new fractal.

in Fractals, Dungeons & Raids

Posted by: Grogba.6204

Grogba.6204

If you run this fractal with pugs, just make sure you have a competent magi druid.

You have to do some colossal screw up like missing bombs/beach balls/eating Ark’s summoned balls to really die.

.

Outside of people stacking in the “fire fields” you can outheal all of the other screw ups, too.

Only thing annoying me (CM speaking) is the random patterns of the tiles mechanics post 40%. Some patterns are just much, much easier to deal with than others when you combine them with Arkk’s attacks. Doesn’t help that certain patterns make melee/ground casted abilities impossible to use.

Absolutely dislike the new fractal.

in Fractals, Dungeons & Raids

Posted by: Grogba.6204

Grogba.6204


Even yesterday I had some “interesting” pug experience again, staff necro at Cliffside with <500 dps during the final boss fight – 0 tankiness + 0 blood magic support.

I’ve seen my fair share of players like this with “Arch-Designer” or “Left No Hero Behind” enabled.

So at least a few guilds are cashing in on the new CM. ¯\(?)

DPS meter really?

in Guild Wars 2 Discussion

Posted by: Grogba.6204

Grogba.6204

Time effectiveness is exploiting now? Are you serious?

Absolutely dislike the new fractal.

in Fractals, Dungeons & Raids

Posted by: Grogba.6204

Grogba.6204

I love the random guy projecting so he could get on a soapbox.

You can take those pea"qok" (the censors on this site are almost as ridiculous as your antics) feathers somewhere else where someone might care about this posturing.

But players refusing to learn mechanics and not even trying to fix mistakes in their playstyle are the problem.

(I pug fractals a lot, usually as a druid and when I pug I always use magi gear unless the group I join states they want me to do dmg or I get the impression they can do with fewer heals. Main reason for this is that the majority of players play like they expect a magi druid in the first place, taking uneccesary amounts of dmg you can’t outheal otherwise. And I am speaking about CM99+T4 runs mind you)

Shattered Observatory was daily yesterday, let me just give you a rundown on things:

> I was the only person to turn away when Arkk used his fear. Everyone else ate the spike dmg + fear
> Three bombs exploded because the player with the skull didn’t move into the dome, spiking the group
> During solar blossoms phases, I cleared two pillars everytime yet we still got spiked by Arkk because my party members were to busy pushing blossoms into the edges
> Every single CC phase after blossoms failed because one Druid cannot solo break the boss
> three players died near the very end because they didn’t look out for Arkk’s “ball of doom” and killed each other with three stacked fields

Every single one of these mistakes would spell “WIPE” in100cm or make it at least very hard to recover from for the average group. The fact that the party failed every mechanic and still beat Arkk first try tells volumes about the “difficulty” of the fight post patch. If anything, players might just get the impression “get a better healer” rather than deal with the mechanics the proper way.

Anyne did 100 cm after the bug change to it?

in Fractals, Dungeons & Raids

Posted by: Grogba.6204

Grogba.6204

And I do hope this is a bug as trying to “time” nova launch with higher ping is impossible to do. I am not a fan of trivializing fights by ignoring most mechanics with the press of a button.
Yes, I do VG with distorting greens and it is vastly easier, faster and safer to do this way but I am still not a fan.

Thanks for Shattered Observatory Changes

in Fractals, Dungeons & Raids

Posted by: Grogba.6204

Grogba.6204

Arkk randomly turns invisible for some of my party members now…

Absolutely dislike the new fractal.

in Fractals, Dungeons & Raids

Posted by: Grogba.6204

Grogba.6204

I can just as well assume that the majority of players who “cleared” the content were abusing said bugs shrug.

Or you know, we just aren’t kitten poor at learning mechanics….

But sure clearly everyone who completes content you can’t is either a Cheater or has no life. It’s like the Golden Rule of videogames.

Oh, did I hit a nerve? ¯\(?)

Or are you really saying that having the disappearing tiles appear at 10% or not at all rather than 40% has absolutely no impact on the fight? So what is the point of “hard content” when you can just cheese it by exploiting Arkk into not attacking at all (fixed within two days) or RNG’ing your way to victory (Arkk not doing certain mechanics the intended way).

At this point it just turns into a battle of endurance. Not impressive.

Absolutely dislike the new fractal.

in Fractals, Dungeons & Raids

Posted by: Grogba.6204

Grogba.6204

Considering that it was possible to bug Arkk for the first two days and seeing that the random nature of the tiles disappearing is not intended

https://www.reddit.com/r/Guildwars2/comments/6pw5yp/arkk_breaking_platforms_at_40/dksyq8v/?sh=234b46fc&st=J5O37LPU

I can just as well assume that the majority of players who “cleared” the content were abusing said bugs shrug.

WTF did you do to fractals?

in Fractals, Dungeons & Raids

Posted by: Grogba.6204

Grogba.6204

There are two achievements.

Completing 100CM

Completing 100CM without anyone dying in the whole fractal (downed is fine afaik)

New 100CM: Final Boss - Pillar Orbs

in Fractals, Dungeons & Raids

Posted by: Grogba.6204

Grogba.6204

Solar Blossoms appear at 80%, 50% and 25%. Hitting these values makes Arkk invulnerable until after they have been dealt with.

However, slow DPS can have them appear before that, for whatever reason. During a try yesterday we had them appear at 84% due to very bad DPS and had to deal with them while Arkk attacks continued. Another set of Solar Blossoms then appeared at 80% yet they didn’t do anything.

Kudos to the people who already defeated him (Especially those with the secret title!) but the fight just seems incredible buggy atm.

New CM Feedback

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Posted by: Grogba.6204

Grogba.6204

That is my biggest gripe so far as well. People I played with agreed that the visual clutter is really getting to you as the fight progresses. Ensyloss merely kittens with your vision, only danger at that point in the fight are the charging nightmares and killing yourself with Social Awkwardness.

Arkk however spams you with potential lethal attacks. Avoiding the Gaze while jumping the gravity well, avoiding landing on a disappearing tile while simultaneously doing the bomb mechanic, not standing in his horizon slam, not getting crisped by his agony fields AND having the solar blossoms appear really takes a toll on your ability to follow the fight.

New CM Feedback

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Posted by: Grogba.6204

Grogba.6204

As far as we could tell, Orbs aggro on the closest player. But we had the same “bug” with the double greens, not sure what to make of it. We treated them as just another green.

New CM Feedback

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Posted by: Grogba.6204

Grogba.6204

To add to my OP.

One thing I particularly dislike about the final boss in the new CM is how utterly melee hating he becomes as the fight progresses. I know people said the same about Ensyloss (and look where we are now) but Arkk is much, much worse. While we hit 15% only a few times (best try 12%) I questioned myself at the time how any melee build could deal with all the mechanics making melee either overly difficult or outright impossible.

> No reaction time towards the shockware for the knockback
> Gravity well circle beginning at melee range and later getting so fast that even anticipating it becomes a challenge
> half the arena missing all the time later into the fight
> still keeping an eye out for the fear/bomb/green circle mechanic

and last but not least the superlaser attack, coupled with the remaining mechanics, just allows for a couple of hits in melee range while ranged players can continue to attack him with impunity.

New CM Feedback

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Posted by: Grogba.6204

Grogba.6204

After spending the better part of 4 hours trying to finish the new fractal on CM the Patch killed our attempts but we were getting tired, too.

Let me begin by saying that I really enjoyed the fractal and the mechanics in CM so far, sadly we didn’t kill the final boss (best try was 12%) but that was mostly due to our group changing too much. Only three of us stayed from beginning to the end so we had to “relearn” the fight again and again with the new players joining us.

But enough of this.

First Boss:

Pretty straightforward, similar to his normal mode until after the first split at 66% when he gets a new attack and later roids out below 33%. I have a small complaint about his arena coverage attack that while it is telegraphed is sometimes hard to make out where he creates the save pizza slice.

We didn’t figure out what his phantoms do as he died pretty quickly. The “Xera-tower-phase” proved most deadly in the fight with people getting kicked off. (Shrug)

Second Boss:

Fight starts of rather intense which caught us off-guard the first time. I really like the soft-enrage added to the fight. I believe we encountered a bug during the splitphases because her clones created “marbles/orbs” that we could bounce alright but even when we did not do that we neither took dmg nor seemingly failed any mechanics. Not sure what was supposed to happen there.

Final Boss:

Where to begin? The fight is enjoyable but the RNG elements are too many or the fight is bugged in some way. We managed until 12% as stated but even then our attempts were riddled with weird things like:

- not starting to destroy plattforms until certain HP thresholds, other times as soon as the second split was done.

- Anomaly spawning without a bomb/green circle and the shield disappearing before the bomb/green circle appear. Othertimes the shield lingering for a good 20-30 seconds after such a phase.

- His Gaze behaving weirdly as far as I can tell. Sometimes players can look right at him and not get feared – No EftS, stability, distort on anyone -. On another occasion I turned around and still got feared.

- Orbs getting stuck on the sides of the Arena when overzealous players pushed them with no way for them to reset, leading to a wipe.

- Jumping his attacks yet still getting hit by them. I want to blame connection on this one though. At times I was on my descend after jumping and had a 50/50 chance of avoiding his next attack or not.

Worst one imo mechanics stacking: As far as we figured the fight consists of 6 phases 80/70/50/40/xx/15% of which two are “hard” switches as they despawn any mechanic currently in action.
The other phases become a hassle, surprisingly because of DPS reasons. If the group DPS is high enough you can likely hit 80% + orbs without spawning the third bomb, if your DPS is low_ish_ you will hit it after the third bomb. Problematic is the point where you get the orb phase while spawning a bomb/green at the same time.
Worse: We had tries where we ran into the problem that the boss remained active long into the orb phase leading to fun situations as:

> having to deal with the anomaly for the bomb
> dealing with the green circle
> pushing orbs/time limit due to boss %
> boss starting his fearing gaze at the same time
> boss covering part of the plattform with his [horizon slam] or agony/fire fields

all at the same time while other times he would just turn invulnerable and don’t do anything. This behavior only gets worse later into the fight where you can add “gravity-well-circle” and “disappearing plattforms” to the mix.
Controlled DPS might be the best solution here but that is weird compared to prior boss design. At times there is just so much kitten going on that Matthias looks like a walk in the park next to this guy.

But still an enjoyable fight.

(edited by Grogba.6204)

Another Demonic Heart thread

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Posted by: Grogba.6204

Grogba.6204

Like others before, our kiter for the Deimos fight didn’t receive credit on his Demonic Heart, most likely because he didn’t tag the boss/dealt enough dmg to it.

Hilariously though, our maintank in the fight died at 40% (kicked off by deimos after a failed roll), so our second-highest toughness player – aka, our kite rev – had to take up the role of tank for the remainder of the fight while our heal-ele kited. (Back-up)

As it turns out, a tank-rev used for kiting does not deal enough dmg to proc participation for the demonic heart post 40%. While everyone else in the squad with access to the heart finished the achievement (outside of our tank, ofc) our kite-then-tank Rev didn’t get credit for it.

His tickets have been ineffective so far, too. Saying he should make sure to tag Deimos and that A-net is “working on a fix”.

If kiting is not the intended strategy (considering that you – somehow – need to tag the boss to get credit) why is Deimos even designed in a way that makes kiting the only logical step?

Player furthest away spawns hands? check
Hands deal ludicrous damage? check
Deimos stepping on hands provide a permanent dmg buff to the boss? check
Hands are consumed by homing in to Deimos after every Saul? check

So what is this kitten?

Blocking dps meters

in Guild Wars 2 Discussion

Posted by: Grogba.6204

Grogba.6204

… The meters used, while called “DPS” meters, are usually far more robust and can track buff uptime, damage taken, healing done/received. They do track a reasonably impressive amount of data, so in that, they get a nod of respect.

Which, especially in the games context, is very important to note. Great DPS in Guild Wars 2 is only possible with great buff coverage. This doesn’t mean, that other games don’t utilize buffs or proper buff appliance but in Guild Wars, the difference between no buffs and “realistic” buffs makes a huge difference. A (bad) tempest will surpass a great one (on certain weapons, looking at you scepter) just because buffs are such a big part of a classes possible damage output.

Blocking dps meters

in Guild Wars 2 Discussion

Posted by: Grogba.6204

Grogba.6204

I honestly should start to run a diary on all the toxic groups i encountered that used dps tools for toxicity and enforcing selfish gameplay (don’t rez ppl otherwise you lose dps/buff uptime etc.) This is getting worse and worse with every week.
Just another lovely monday today with raid leader moaning about alacrity uptime when 5 ppl are downed so i have to decide whether i run my golem rotation or actually rez ppl, the hell am i supposed to do? I am honestly getting tired of this crap and feel like quiting raiding all together. I have enough crap to deal with at work, i don’t need this kind of bs in game as well.

Tbf, it’s easy enough to know about alacrity uptime with simple observation, a dps meter isn’t required.

The bigger thing you listed was that half the raid was downed, that group has issues that can cause frustration and toxicity, not even a DPS meter could be blamed for that.

Yeah but instead of telling people to stop dying, the raid leader attacks chronos in the group….

Then the Raidleader is an kitten .

Chronos do have unique was to mitigrate incoming damage and mechanics like utilizing disortion from sigils to negate distributed magic (green circles) at Vale Guardian or players killing themselves against Gorseval.

Well of Precognition is another powerful tool but I am drifting off. Like the poster before already mentioned: If five players go down to mechanics there is little fault on the chrono(s). Basing success on the amount of received alacrity to clear (not speedclear!) any encounter says more about the leader than about the group. When the squad can deal with the mechanics properly, the boss will go down. DPS is not an issue.

(Unless you want to do Gorse No-updraft, avoid happy fun times at KC or want to avoid mechanics… then DPS as hard as you can)

Edit: I should note that we are a static group and most of us are using BDGM and two others using Arc. The Information we get out of the tools have helped us tremendously in improving our playstyle, strategies and ability to successfully clear the encounters. As such I am biased about DPS-meters as they are very helpful tools.

(edited by Grogba.6204)

Blocking dps meters

in Guild Wars 2 Discussion

Posted by: Grogba.6204

Grogba.6204

+1 to OP

Just other week i had to defend our chrono tank because one of those dps zombies was complaining about not having 100% alacrity uptime – well no flying kitty watson, maybe stand in wells for once? When this guy became really annoying i told him to go play a tank for us and show us how to keep 100% alacrity on everyone in real raid environment – he shut his hole finally. I don’t want to deal with this kind of crap but i am forced to because Anet gave their blessing to this harassment tool.

How much alacrity did the player have?
How much alacrity did you have?
How much alacrity did the Chronomancer produce?
How much alacrity did the group/supgroup have?

How much quickness did the player have?
How much quickness did you have?
How much quickness did the Chronomancer produce?
How much quickness did the group/subgroup have?

You present evidence against dps-meters while your example lacks crucial infomation and does nothing to help prove your point. Players do not need dps-meters to evaluate quickness/alacrity uptime. The Game shows that already in form of boons in your buffbar.

We do not know if the players in question was wrong or right. It is just as likely that the Chronomancer in your squad did a worse role than your average chrono. This is very important because there is no reason to take a chronotank at all if the player cannot uphold at least a certain percentage of quickness/alacrity uptime for your group. Before you disregard this information as elitists though, just a little reminder:

If it weren’t for dps-testing, buff evaluating and composition theory crafting by top-guilds like qT, SC, DnT and similar groups your chronotank would not be a thing because, as hilarious as it sounds, the class can boost other classes damage by a lot while the class itself, even with damage oriented gear, is rather lackluster.

Concerning this players ability to read his/yours/the chronos buff uptime:

Tools like BDGM do not need to see your dps in order to read your boons. The game already does that. BDGM in this case just makes it easier to read and interprete. You might just as well capture your tries with a recording tool, watch it frame by frame and count the seconds in which you had alacrity/quickness on you. BDGM only accelarates the process and makes it more userfriendly.

Regarding the topic as a whole I’m more concerned about the presented picture that A-Net should return to their earlier stance because players in this thread “feel”, “fear”, “believe” or (in short) “have the opinion” that dps-meters are bad rather than providing actual evidence – besides cynz – to prove the increased toxicity within the community.

What 3 Fractals would you like to see?

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Posted by: Grogba.6204

Grogba.6204

Even though I am not particular a fan of those we haven’t had a defensive fractal so far.

Basically, you and your group (rather than progressing through the fractal normally) would defend a position (maybe even with siege equipment?) against advancing foes + a “siegebreaker” esque Boss at the end.

Think the Battle of Helms Deep from Lord of the Rings. Ideas:

Defending a Koda Sanctuary against Icebrood
Reverse Ascalon, this time as Humans against the Charr onslaught
etc.

Enrage in raid is not punishful enough

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Posted by: Grogba.6204

Grogba.6204

Instead of, you know, asking A-Net to fix the ways that allow soloing bosses like Slothasor poison affecting stealthed targets OR have the arena perma reveal (Thiefs rejoice)…

nah, just punish everyone worse than me so I can feel better about myself. Its not like as if the majority of bosses:

Vale Guardian
Gorseval
Sabetha

Keep Construct
Xera

Mursaat Overseer
Samarog
Deimos

already have basically instawipe/extremely punishing enrages (i.E. VG/Samarog being able to one-shot players past enrage, Gorseval, Xera, Mursaat Overseer wiping the raid)

Solely the bosses of Wing 2 and Cairn (normal mode) have lenient enrage conditions but then again Sloth and Matthias are mechanic heavy and should your reflects die at the latter then you are screwed either way.

Whats the point of this Thread?

(edited by Grogba.6204)

LFOpinions - This Time on Burn Guardians

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Posted by: Grogba.6204

Grogba.6204

I played around with the second build you mentioned but with some changes.

Fiery Wrath instead of Zealous Scepter (Zeal)
Right-Hand Strength instead of Inner Fire (Radiance)

A question I have regarding this build is the usage of Rare Veggie Pizza for the increased condi duration. Runes, Traits, Sigil and Sharpening Stone provide 95% Burning duration, wasting 15% condi duration of the food buff.

I would suggest Seaweed Salad instead as the build allows to move around freely to make use of the 10% dmg increase. However, I don’t know if Seaweed Salad improves condition dmg, too.

I changed off-hand and boots to vipers to hit 100% burning duration (0,4% wasted, might be a better way to calculate).

Similarly, I switched to a sword instead of a greatsword on weapon swap to maintain Right-Hand Strenght and utilize sword auto.

http://gw2skills.net/editor/?vVAQRArf8flsAhmhY5QwSIQQEHxDVNA2y61uBvwjmHjXcGB-TRiAQBXT5HAeSBRTXTNVCCQtCVT9DodSFgoKIwY/huBEADCCCChQYtWr1qhQIECSBMwyK-e

Other Food ideas:

Plate of Fire Flank Steak (100 Power, 70 Condition dmg)
Bowl of Veggie Chili (20% chance to burn on critical hit during the day)

With spotter, BiD, fury and Right-Hand Strength you hit around 97,17% crit chance.

(edited by Grogba.6204)

Keep Construct core pushing bug?

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Posted by: Grogba.6204

Grogba.6204

While pushing the core around I (Druid) normally utilize quickdraw + LB4 to quickly push the core through the second and third rift and having our mesmer(s) finish via curtain pull into the fifth one.

This, for whatever reason, did not work yesterday. I could push the core around normally via Staff 1 but switching to longbow resulted in one of two cases:

- LB4 would not move the core at all
- LB4 would move the core roughly as far as a Staff/LB auto would have done

This odd behaviour caught me and my raid off guard. While I did “fine” pushing the core around it was a LOT more stressful than I was used to prior.

Considering the already odd behaviour of KC’s core for the most part (i.e. icd on movement) I have to wonder whether or not this is actually intended or yet another bug with the fight.

O.T.: thanks for fixing the door.

Edit: Before someone asks: I traited for “Lead the Wind” for piercing arrows.

(edited by Grogba.6204)

Raid-Bosses are buggy as hell since patch

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Posted by: Grogba.6204

Grogba.6204

Problems we noticed:

VG + KC: Fight begins as soon as someone enters the arena as in, the timer starts immediately and any players outside of the arena the second the boss runs towards the group die

VG + KC: Same as above? Successful readycheck starts bossfight too, leading to the same problem

VG: After tank goes into downed state VG completely ignores aggro mechanic, spazzing out

KC: Orbs during 66% and 33% phase are not destroyed upon collision with correctly attuned players. I noticed four red orbs passing through me even though I had red attunement.

Didn’t notice anything to stange at Gorse though. Perhaps other bosses have similar problems.

Especially the instant death bug is incredible annoying. Having to restart the boss four times because someone died due to latency is terrible.

Weekly Raid-rewards

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Posted by: Grogba.6204

Grogba.6204

With the addition of Bastion of the Penitent we now have 13 Bosses rewarding magnetite shards plus a handful of events in each of the three wings of the forsaken thicket.

https://wiki.guildwars2.com/wiki/Magnetite_Shard

According to the wiki, A full clear of the first Raid will bring you to the maximum of 150 Shards you may earn per week meaning that every boss in the second raid only has its normal loot as possible reward.

Now, I don’t know how many guilds/pugs clear all wings per week so I can only speak for my group but with the addition of the new raid all of us easily cap out on shards (Wipes against bosses we still learn, kitten ups, DCs, you name it).

As you may only loot boss chests once a week too it is at the very least “unrewarding” to help out other players (Guilds, Friends, etc) defeating raid encounters. Not saying I need loot but It feels like a waste of time..

I don’t want more LI but the four champ bags we receive right now are a joke.

Things to consider:
- Increase of the weekly shard cap
- Another go at the boss chest minus LI (tweaking?)
- Chance to get boss equipment as skin-unlocks

[Feedback] 100 Challenge Mote

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Posted by: Grogba.6204

Grogba.6204

There are already instabilities and agony serving a similar purpose. Enrage timers would destroy fractals as group content.

(All Mobs on Fractal lvl 100 – normal and challenge – have a 20 second enrage once their Hp drops below 10% already)

Try healing through the agony debuff, Stacking prohibited. (Fractals are not raids folks)

Everything Wrong With PvP Beta Maps

in PvP

Posted by: Grogba.6204

Grogba.6204

Achievement Hunter chiming here and therefore biased:

Normal Queue with all maps and voting system and a second Queue only for the Beta-Map . There done. Would be this easy.

If thats not possible just remove the Achievements linked to the map, then only PvP players will deal with the map.

They are not playing anything else but Kyhlo? Maybe fix the other maps or spent actual work on meaningful PvP changes.

Take my anger with salt because I sure am salty as hell. Today was one of the few days where I can actually spent some time PvPing. Result? I had 12 Games, 7 of them on Colosseum yet I gained nothing. Why? Because none of them where wins and only two out of seven Colosseum games were actually fun and not blow-outs because players:

- Never connected
- Left after a bad fight in mid
- Did not try
- got completely outskilled/outclassed by the opponent

Sure, L2P issues are involved because I am not great at GW2 PvP but kitten , I “only” need 14 more wins to finish this kittening achievement yet I only wasted my time.

I won the five non-colosseum games, ironically enough because of the same reasons (AFK, leavers, etc.. But these wins are just worthless to me as they did not increase the Achievement.
To add Insult to Injury? Two of these “wins” had the amazing map voting system going for the 1/10 probability for the odd map rather than the 9/10 vote for colosseum.

And you expect players to stay calm and “enjoy” this waste of ressources?

Necro needs more utility - some ideas

in Necromancer

Posted by: Grogba.6204

Grogba.6204

Corruption skills:

An interesting concept proposed by a friend was to change the way Corruptions work: Instead of applying conditions to the Necro Corruptions would drain health/lifeforce to apply their effects. This would introduce a risk for the Necromancer while also allowing for increased rewards when using them.

You’ll probably notice that this mechanic is similar to Warriors Adrenaline. My friend wanted to give Necros another way to play with Lifeforce outside of shroud. Basically making the Necro choose between shroud and all its pros/cons and utilizing LF without shroud.

Epidemic
Costs xx% of Health/yy% of Lifeforce 30 cd (increased by 50%)

Spread 75% + 1 stacks of all conditions on a target foe to all nearby foes. The same target cannot be afflicted by more than one Epidemic for 20 seconds.

I like Epidemic bouncing as a mechanic but I fear A-Net WILL cut the cheese at some point in the future. Imo, a change like this would allow better tweaking of the skill.

- The big problems with epidemic right now are:
1. Applying 25 stacks of all conditions freezes the skills powerbudget.
2. Multiple Necromancers can “cheese” the game via Epidemic bouncing

The Idea here is to increase OOMPH factor when using epidemic correctly while also adding a kind of diminishing return for bouncing epidemic with more than two necros. In terms of casts on different mobs the basic Idea is:

First Epidemic is stronger
Second Epidemic is as strong as ingame/ a tiny bit weaker
Third Epidemic is weaker.

Corrosive Poison Cloud
Costs xx% of Health/yy% of Lifeforce 30 cd (unchanged)

Damage and uptime depend on Necros lifeforce.
Lifeforce below Threshold: Increased dmg/Uptime 5 seconds (-37,5% Nerf)
Lifeforce near Threshold: Current values
Lifeforce above Threshold: Lower dmg/Uptime 12 Seconds +(50% buff)

If Lifeforce is used to cast Corrosive Poison Cloud the skills effects are based on lifeforce on cast, not after consumption.

The general Idea here is higher reward (more dmg with CPC) with low lifeforce and increased risk while increasing utility with high lifeforce.

Blood is Power

This is where it gets interesting and also the point were I gave up adding “balanced” numbers. Basically what we had visioned was a skill that increases in power subsequent casts:

1. Cast: 1 Bleed
2. Cast: 1 Bleed + refresh(2 Bleed)
3. Cast: 1 Bleed, 1 Torment + refresh (3 Bleed, 1 Torment)
4. Cast: 2 Bleed, 1 Torment + refresh (5 Bleed, 2 Torment)
5. Cast: 2 Bleed, 1 Torment + refresh (7 Bleed, 3 Torment)

(Might stacking working similar)

Our goal here is to significantly reduce BiP’s cooldown to allow Necros – albeit weird – to stack might (Similar to Warriors) while at the same time allowing more dmg with subsequent casts.

Problem: Increasing the skills power with repeated usage is cool but balancing the utility (Might stacking) is difficult. Necros should be able to maintain a sufficient amount of stacks with the help of a Mesmer while not singlehandly buffing 25 stacks to the group. Additionally, reworked Blood is Power should be woven into the skill rotation and not turn into a “use when up” skill.

Corrupt Boon
Costs xx% of Health/yy% of Lifeforce

Unchanged; a raid member had the idea to add a debuff preventing boons from being applied to the target based on Necros LF (Less LF = longer duration etc.).

Kinda pointless in PvE and broken in PvP/WvW. Not sure what to think about this one.

no ideas for Plague and CC.


TL;DR:
- Necromancer is too tanky and safe to allow high dps
- Necromancers utility needs buffs
- Idea: Add Aura similar to Spotter/Empower Allies/Assassins Presence but for Conditions
-Reworking Corruptions to higher risk/higher reward skills

Goal:
Necromancers compete with Warriors in Condition groups, allowing raid clears in compareable time to power comps with condition comps.

Necro needs more utility - some ideas

in Necromancer

Posted by: Grogba.6204

Grogba.6204

Disclaimer: Author was kinda drunk =)
TL:DR at the end of the second post

First and foremost: Most of the things I am going to mention in this thread are just some thought experiments members of my raiding guild and myself had in the past few weeks to help out the Necromancer class as a whole.

FYI: All of the Ideas you are going to read are centered around PvE and Raids. I know for sure that some of these would be utterly broken or completely useless in PvP/WvW so please take them with a grain of salt. They are just ideas.
______________

The last major balance patch left Necromancers in a weird spot. They are not terrible but most if not all of the things a Necro can do other Condition builds can do better in the sense that they deal more dmg and/or offer more utility than the Necro.

This is mostly due to two things:

- Necros tie with Warriors for the class with the most base HP at lvl 80 while also having access to shroud which basically functions like an easily refillable second HP bar.

- Almost all weapons (except GS and mainhand Dagger) are ranged, making it extremely easy to avoid incoming dmg when dpsing.

The recent nerf to Lich Form and the miniscule buffs to power necros also make it clear that A-Net hesitates to buff Necros dmg, likely because of the aforementioned reasons.

Our/My idea(s) aim to make Necromancers compete with Warriors as supporters in raids but in different ways:Warriors improve power based builds, Necro should improve Condi based builds. The goal would be to make raids doable with condi comps in compareable time without making power comps weaker/less desireable. (Muh Build diversity)
______________________________________

  • Plaque Aura:
    Up to 5 allies receive +xx% condition duration and + xx condition damage. Does not stack with Lingering Curse and other Necros Plaque Aura’s.

- The Idea here was to provide necromancers with better group utility. The buff in question would work like [Spotter] or[Empower Allies] and would increase the dmg of a condi group. Especially burn builds (Guardians, Warriors, Engineers, Rangers) would benefit from taking more Sinister gear. We didn’t decide on numbers yet but my initial idea would be:

+10% Condition duration
+100 Condition damage

At the very least, it allows tweaking if it is underpowered/overpowered.

The biggest offender on this trait would be the fact that it combines Spotter, Empower Allies and Assassins Presence in one Aura. I thought about splitting the effect between Necro and Engi (giving them the same synergy as Warrior and Ranger).

Vampiric Aura:
Triple the heal + dmg, give the effect an internal cooldown per target (1-2 seconds).

- Not entirely sure on that one to be honest. Leeching is a dangerous mechanic since it basically combines dps and self heals in one package. Currently the trait feels underwhelming but increasing the healing and/or dmg aspect of it without balancing it out elsewhere would just break it.

Corruption Skills in second post:

Build option in Special Forces Training Area

in Fractals, Dungeons & Raids

Posted by: Grogba.6204

Grogba.6204

An option to practice orb pushing (KC core) and similar “special mechanics” under realistic conditions:

- Pushable Core
- Core retrievers
- “rifts”
- failure mechanic

KC for itself is not that difficult but two of our Druids would love to be able to practice this part of the fight without holding back the rest of the Raid.

Fractals - "Burn-Share" Guardian

in Fractals, Dungeons & Raids

Posted by: Grogba.6204

Grogba.6204

Another reaper/PS is much better choice for that comp. Also running virtues in high level fractals is a bad idea.

Of course, Reaper/PS would be better for an optimal group I guess it wasn’t clear from my OP so let me rephrase the question:

In this specific comp, would it be better for the Guardian to help the Reapers spread stronger Conditions (Add Burning) or to continue with one of the usual Builds (Hammer-Support, Scepter/Torch, etc.)

The Mightstacks are miniscule but this Set-up generates little might to begin with (Guardian crits and Blood is Power and Ranger Elite) and Retaliation is quickly stripped by the reapers.
There would be the option to utilize blast finishers in combination with firefields, though.

Fractals - "Burn-Share" Guardian

in Fractals, Dungeons & Raids

Posted by: Grogba.6204

Grogba.6204

I guess the idea would be to stack a lot of burn on one enemy and then let the reapers “share” and bounce them around with epidemic.
Something like this (just thrown together in a few seconds):
http://gw2skills.net/editor/?vVAQRAsf7fnsABddilCBGCBEEhF/hSO8H/43KAqg6M7BnwME-TxhAQBA4kAIgnAgO2f4aK/qpSQAqfAiq/QKg80VB-e

Things I don’t understand yet:
- why can’t one use DH with it? with Zeal and Virtues only 2 out of 3 trait lines are set
- why would one consider Inspired Virtues a great source of party Might when it only gives 3 stacks for 5 seconds
- why make a build that looses a lot of viability in single target/boss fights and only shines vs. trash which usually gets mawed away anyway

Not claiming it is viable, It is for the most part not.

It was just a thought-experiment of mine, considering that Guardians have the ability to do so and Reapers can utilize Burning for a nice dmg increase.

Outside of that, yes. It loses quite a lot.

Fractals - "Burn-Share" Guardian

in Fractals, Dungeons & Raids

Posted by: Grogba.6204

Grogba.6204

Would a Guard Build utilizing Renewed Justice [Radiance] and Inspired Virtue [Virtues] be an improvement for the groups DPS or not, considering a group setup like this:

Reaper
Reaper
Reaper
Druid
Guardian

Outside of low-enemy number Fractals (Mai Trin, Molten Boss, Uncategorized, Chaos) where one cannot maintain the F1 Spam.

Pros:
+ Might stacks (Combine with Boon-Duration food/gear?)
+ AoE Blindness
+ Shorter Virtues CD
+ Adding Burning to Reapers DPS

Cons:
- Forgo many DPS Traits
- No DH Virtues
- No Traps
- loses effectiveness as the number of mobs declines

Are raids good or bad for MMOs

in Guild Wars 2 Discussion

Posted by: Grogba.6204

Grogba.6204

But raids always create kitten flinging contests where one side has the craving to always feel superior (I’m Elite because I raid) and the other side continueosly belittles the first group as a bunch of no-lifes.

Why is this an issue? Thought this game was rated at least Teen. Pretty sure by that point in life people should have developed coping mechanisms. If not well pick up a single player game.

^ Proving the point

Because these kind of threads drown out any proper discussion we could have instead.

Are raids good or bad for MMOs

in Guild Wars 2 Discussion

Posted by: Grogba.6204

Grogba.6204

Most problems concerning raids are community created though. Having content for 10 players where these players have to cooperate in order to beat it is not the problem.

But raids always create kitten flinging contests where one side has the craving to always feel superior (I’m Elite because I raid) and the other side continueosly belittles the first group as a bunch of no-lifes.

In the, end you basically have two groups telling each other how they have to enjoy the game to have fun, kitten it!


In my opinion, mostof the hate the raid gets stems for the fact that there is not much to do for players who enjoy harder content but cannot muster groups of 10 players to raid (or dislike scheduled content in general).

Either you raid or you farm HoT forever. Not exactly engaging.

Fallen Masks ever going to be changed?

in Guild Wars 2: Heart of Thorns

Posted by: Grogba.6204

Grogba.6204

The Floor of Lava becomes incredible annoying with lag or input delay, however. You have to do it almost perfectly in order to get gold which honestly is pretty bad. I’d say even an extra five seconds would do the trick.

Fallen Masks ever going to be changed?

in Guild Wars 2: Heart of Thorns

Posted by: Grogba.6204

Grogba.6204

The three worst offenders are by far Fallen Masks, The Floor is Lava? and Shooting Range. Two of them mostly to RNG and all three because of the short timer involved.

Yeah, you should put an effort into doing them but these three are just terrible.

HOPE III - A fungus among us proximity test

in Guild Wars 2: Heart of Thorns

Posted by: Grogba.6204

Grogba.6204

Day four, still having the problem. Not sure what else I can do while waiting for a response to my ticket.

How would you balance classes in PvE?

in Guild Wars 2 Discussion

Posted by: Grogba.6204

Grogba.6204

My only complaint, and likely feeding the powercreep issue, is the design discrepancy of the specializations.

One one hand, you have classes that only gain from their elite-spec:
- Warrior F2
- Thief Dodge role
- Elementalist overloading attunements
- Mesmer F5
- Revenant F2
- Engineer Gyro (distance rally/stomp)

while the other two (Dragonhunter and Reaper) trade existing power.

- Necromancer gets whole new shroud, not two different/exchangeable shrouds like the Guardian gets new Virtues but cannot exchange for the old ones (While the new ones, in some cases, are much better though).

HOPE III - A fungus among us proximity test

in Guild Wars 2: Heart of Thorns

Posted by: Grogba.6204

Grogba.6204

Third day, still not working.

I submitted a request in the support section yesterday but I am still waiting for a response.

Tried it with just getting bronze, then silver, then another gold, nothing.

I despise this adventure, however, I am getting fairly good at it -.-.

Edit: Some players suggested changing the clients language, not so sure about that (Using the German Client)

(edited by Grogba.6204)

HOPE III - A fungus among us proximity test

in Guild Wars 2: Heart of Thorns

Posted by: Grogba.6204

Grogba.6204

Just finished it on gold (after getting silver shortly after reset) and tried clicking again as soon as the Chest popped and the result screen showed up.

Still nothing and I have no idea what else I can do now besides /bugging it.

HOPE III - A fungus among us proximity test

in Guild Wars 2: Heart of Thorns

Posted by: Grogba.6204

Grogba.6204

You have to use the “Synergetic Reactor” after finishing the Adventure “A Fungus Among Us” with a silver rank.

This part of the collection appears to be bugged, however.

Yesterday I got gold rank in this adventure and another silver rank just now after daily reset.

In both cases I clicked like a mad man on my “Synergetic Reactor” but It never progressed my Precursor collection.

What I did:
- Using the Reactor directly after finishing the Adventure
- Claming the silver/gold chest and clicking on it
- Opening the respective chest and clicking it
- Running around and clicking it
- Returning to start and clicking it
- Doing the Adventure a second time, repeating the former steps
- Clicking on it at various locations of the Adventure Path

Outside of a few easy to obtain things, HOPE III and IV are the only things I have yet to do. Not being able to finish the Collection because the Game is not responding is irritating.

My Suggestion: Drop the whole “Use the Item after doing a specific thing” and change into “just do the thing”. Using the Gloominator for Dusk was fun as you only had to be in the area. Using the Synergetic Reactor is tiresome as you have to be at the right place, at the right time under the right conditions.

Frustrated.

So Glint layed some eggs...

in Lore

Posted by: Grogba.6204

Grogba.6204

Consider the Pale Tree: It was one of Mordremoth champions before Ventari taught it through his tablet, too. The Sylvari are, in a certain may, very similar to Glint’s egg.

The major difference between Sylvari and the hatchling would be their “rank”, so to say. Much like queens in insect colonies produce workers and young queens alike, the Sylvari would be the workers of the Pale Tree who, under extreme circumstances, would possibly be able to move its avatar to a more secure area to take root again. (If we were to burn down the Grove)

So I would say that dragon champions can create their own minions without the help of their master.

"The world is full" - Wintersday Annoyances

in Guild Wars 2 Discussion

Posted by: Grogba.6204

Grogba.6204

(This Thread is NOT about the Collection or its requirements! Click here if you want to write your opinion about it )

To make this short I will just list my complaints:

- Being unable to enter both the Jumping Puzzle and the Bell Choir because the game will not open any more instances for these activities. It makes farming Presents unnecessary difficult.

- Not changing other players characters into wisps or more festive entities on your end in the Wintersday JP like you did for the Halloween JP. Having huge Charr/Norn blocking out your own Character is a huge nuisance. Reducing the visual clutter would also reduce the lag some players experience.

- Graphic bugs which turn certain objects in ALL activities invisible. Ranging from invisible notes in bell choir games (minor problem) to invisible platforms/giant snowballs in the jp (big problem).

- JP specific: Random despawn of the presents in the second part of the JP, leading to strange occurances where the easiest to reach red present will despawn the second it spawns. Considering that the blue presents only spawn after a short time if NO player jumps, waiting is not feasible.

If I encounter other problems or you have some more, feel free to add them.

Bring back gold in dungeons!

in Fractals, Dungeons & Raids

Posted by: Grogba.6204

Grogba.6204

Figured that these numbers would be to high while writing the post. It managed to get my point across, though. (Again, just taking my Arah suggestion into account would flood the economy with 30-45 Vials of Powerful Blood per group. Say – again – 100 groups do this dungeon per day and suddenly 3,000 – 4,500 Vials flood the marked each day)

As it stands though, Dungeons need an incentive to become attractive again while being less “toxic” for the ingame economy simultaneously. Either via tradeable rewards (my suggestion) or via increased token reward (your suggestion).

Bring back gold in dungeons!

in Fractals, Dungeons & Raids

Posted by: Grogba.6204

Grogba.6204

Why not cut the Gold reward entirely or leave it as it is and instead reward players with T5 and T6 fine/rare crafting materials? (explanation further down)

As I see it (and as was explained by Cyninja.2954 above) to much liquid gold entered the game. Just a little calculation already proves this:

//note: Gold reward may vary depending on the dungeon (Arah 4)

g = gold reward at the end of a dungeon
p = number of paths
t = number of players
x = amount of liquid gold generated

g * p * t = x

Lets just take CoF and we get:

1.2 * 3 * 5 = 18g

Thats 18g generated out of thin air for just one group of players. Assuming 100 groups had done this daily we already have

1800g per day or
12600g per week

for just ONE Dungeon! (People farmed CoE, TA, AC and CM, too)


It should be no surprise that liquid gold was unsustainable for the game’s economy. But A-Net could simulntaneously throw the dungeon community a bone without inflating the economy while helping all players in the long run by adding crafting materials as reward.

Why do players accumulate gold? So that they can buy the things they have no interest in farming or which are to hard to come by.
What happens to these things? They are consumed or transformed into more valuable items.

T5 and T6 fine materials (totems, blood, claws, fangs, etc.) and rare materials (cores and lodestones) are required in large quantities for a multitude of things (legendary weapons, rare skins, armor sets, etc.) meaning that demand > supply.

To counter the scarcity of said goods and give the playerbase reasons to play dungeons again I would change it like this:

Ascalonian Catacombs
- Increased dropchance for Pile of Vile/Putrid Essence
- Increased dropchance for Large/Vicious Claw

Caudecus Manor
- Increased dropchance for Charged Core/Lodestone
- Increased dropchance for Intricate/Elaborate Totem

Twilight Arbor
- Increased dropchance for Onyx Core/Lodestone
- Increased dropchance for Potent/Powerful Venom Sac

Sorrow’s Embrace
- Increased dropchance for Destroyer Core/Lodestone
- Increased dropchance for Large/Ancient Bone

Crucible of Eternity
- Increased dropchance for Crystal Core/Lodestone
- Increased dropchance for Large/Vicious Fang

Citadel of Flames
- Increased dropchance for Molten Core/Lodestone
- Increased dropchance for Large/Armored Scale

Honor of the Waves
- Increased dropchance for Glacial Core/Lodestone
- Increased dropchance for Pile of Incandescent/Crystalline Dust

The Ruined City of Arah
- Increased dropchance for Corrupted Core/Lodestone
- Increased dropchance for Vial of Potent/Powerful Blood

Final Rewards:
- Small amount of liquid Gold (Similar to current state)
- Dungeon tokens (Same or more as current state)
- 1-3 dungeon specific cores OR 1 dungeon specific Lodestone
- 4-6 T5 fine material OR 2-3 T6 fine material

Using the same calculation as before, just the final rewards would net us:

(group of five, three paths)
15 – 27 cores
15 lodestones (maybe to high)
60-90 T5 fine material
30-45 T6 fine material

//all of the changes/ideas I made are just this. If someone has an even better idea than me I would love to read it.

Opinions?

Proposal: Adventures

in Guild Wars 2: Heart of Thorns

Posted by: Grogba.6204

Grogba.6204

Right now, as the various threads and ingame complains show, HoT’s Adventures are for the most part hit & miss.

Some of them are fair, some to easy and quite a few are ridiculous hard for the wrong reasons (Ping, Skills not executing, close timer).

While they have a fanbase it has become apparent that many players struggle with them, often failing for the aforementioned reasons.

A proposal I would like to make would be a slight nerf in difficulty for the harder ones (Looking at you shooting gallery) while adding a reward for the dedicated players in form of the already established Leaderboard (say top 50 or top 100, depending on the Adventure) with a hard reset every month or quartal.

Make it so, that, in order to be eligible for this new reward tier, you have to beat the current gold-tier AND be part of the top [number] at the end of the reward cycle in order to be rewarded.

What kind of reward? Eh, really depends on what A-Net deems “fair” for the amount of work involved. Maybe mats, rare skins, map-currency, … etc.

This way, we could remove part of the frustration players have with Adventures (Being unable to beat them) while retaining an incentive for skilled players to continue doing them and competing with others.

Discuss.

Dev Question: Inspiration for the Chak?

in Guild Wars 2: Heart of Thorns

Posted by: Grogba.6204

Grogba.6204

At first I thought the Chak were some kind of land-based cousin to the Karka.

Verdant Brink - A Beginners Guide

in Guild Wars 2: Heart of Thorns

Posted by: Grogba.6204

Grogba.6204

First and foremost, English is not my first language, so bear with me here :P

Introduction:
This guide is intended to provide players new to HoT or players struggling with the content of Verdant Brink with basic knowledge about the Meta-Chain. I don’t claim to know everything about the map nor do I believe that my strategies are the best. They are ,however, effective for what they are intended for. I may not update this guide and have no intention to do similar guides for the other maps. If you have critique or if my guide helped you, feel free to reply. :-)

Verdant Brink

Table of Content:

  • Masteries
  • Verdant Brink Meta-Event
  • During the Day
  • During the Night
  • The Bosses of Verdant Brink
  • My thoughts on Verdant Brink

Masteries

Guild Wars 2 – Heart of Thorns has introduced a new way for character progression. Masteries are certain skills you will unlock during your time in the jungle, providing you with new abilities and skills as well as helpful services.

In Order to increase your Masteries you will need experience. Lots of experience. While there are many ways to increase your experience gain the easiest way to earn experience in HoT is to stick to the map’s meta chain and do the various events.
It WILL be a grind for the most part but events (as well as skill challenges and mini-games) will provide you with the much needed experience.

While you can freely decide which Masteries you want to level I heavily recommend to level these first:

Glider Track

  • Glider Basics (You are forced to level this one)
  • Updraft Use

Itzel Lore Track

  • Bouncing Mushrooms

Nuhoch Lore Track

  • Nuhoch Hunting (You need this one for the next)
  • Nuhoch Wallows

These four (five with Nuhoch Hunting) will make traversing the maps much, much easier to the point you can actually enjoy it! You will still need a total of 3.556.000 experience points but once you have these, you are good to go.


Verdant Brink Meta-Event

Verdant Brink is the first map of HoT. As you finish your story mission you can already see the extent of Mordremoth’ ambush. It is time to rally what is left of the Pact and prepare for the inevitable Mordrem assault!

The Verdant Brink Meta-Event revolves around the day-night cycle. Many things you can do during the day are unavailable during the night as Mordrem activities increase by a lot. Travelling around the map might be confusing at first but the ingame map is actually pretty accurate. Some parts of the map like the bosses and certain challenges are found in the canopy or the roots but the main action happens on the ground level. Masteries allow you to use shortcuts and reduce total travel time but are not needed to do the events (But lack of certain Masteries can make some events painful to complete!).

Like the Cursed Shore, Verdant Brink is full of dangerous wildlife and terrifying foes. While you can traverse the map solo and avoid fights a lack of defensive gear (I look at you zerker boys) or poor skill usage can lead to quick defeat. The new enemy types use a combination of unavoidable or very fast attacks, skills with durations that exceed dodge invulnerability or the new defiance bar which needs to be broken via crowd control before you can do anything about the mob. As such, it is generally advisable to travel in groups or at least with a second player. As I said, you don’t need to but it makes things much easier.

Verdant Brink offers a total of seven Waypoints but only two of them can be accessed at any time. All others are blocked by the corresponding outpost’s event chain. Try to follow the Pale Reavers’ or Jaka Itzel Event Chain first as they are both nearby from where you start from (But you can start anywhere you want).


During the Day

In general, every outpost tries to salvage what is salvageable during the day. Helping any outpost provides you with access to the corresponding waypoint, merchants or Minigames. Your success during the day has impact on what happens during the night like the aforementioned access to the waypoint or the general power of the camp. More importantly however, is the effect on the Map Reward which naturally increases the more you helped out during the day. :-)

Events, again, scale with the number of players and because of this may become a nuisance to complete. As a general rule 3-10 players are more than enough to complete events in Verdant Brink so don’t lose hope if there just a few players around! You will quickly get a hang for each outpost’s event chain and they are in my opinion actually pretty fun.

If they don’t bug out <.<.


During the Night

Verdant Brink changes drastically during the night. As soon as the timer starts ticking Mordrem will spawn around the map to attack Outposts and smaller Pact rally points. You can either protect established Pact rally points or reclaim lost ones. There are four Rally points per Outpost and the Number of Mordrem scales with the number of defenders.

Additionally, you can collect Pact supplies to improve Rally points around the map to the maximum level of five. Pact suppliers will spawn randomly around the map and head for the nearest rally point. Defend them as they will instantly level up a rally point and provide you with sweet experience. You may also find wrecked copters which again can be salvaged for supply crates.
After the third Mordrem Assault or with roughly 20 minutes remaining you will enter the final part of the Verdant Brink Meta-chain:

The Bosses


The Bosses of Verdant Brink

Note: To reach almost all of the bosses you will need to have the Glider Basics mastery of the Glider Track unlocked. I will address any other necessary mastery at the corresponding boss, however.

The Wyvern Patriarch – Pale Reavers’ Outpost Boss

IMPORTANT NOTE: The Updraft Use mastery of the Glider Track is necessary to reach this boss outside of using a friendly Mesmer’s portal. Even then I highly advise to have this mastery as the fight heavily revolves around using the updrafts around the battlefield.

  • Set-up: Melee weapon + ranged weapon, stability, stun-breaker, reflection

The Wyvern Patriarch is a giant Wyvern of legendary status. Unlike the other bosses in the Verdant Brink he does not have a defiance bar so CC is wasted on him. The fight consists of two distinct phases which I will call the burn phase and the shield phase. The Patriarch will always enter the shield phase after losing one quarter of his health.

Burn Phase:
During this phase you fight the Wyvern on the foothold he rests upon. As you fight him, he will spit fire in a cone in front of him and create highly damaging burning terrain, reducing your ability to successfully melee him this way. He may also spit small globs of fire further away but you can reflect those if you have the means to do so. The Patriarch’s most devastating move is his flapping: In a roughly 200° cone in front of him he will knock back everyone not under the effect of stability, potentially knocking you into a fire or off the foothold. Additionally, he may attack with both his claws and his head in melee range.

Shield Phase:
Once the Patriarch becomes untargetable he will launch one final swooping attack on the foothold before activating his shield. However, you can jump down as soon as he becomes untargetable to begin with phase two. During this phase your goal is to collect Wyvern eggs from around the lower parts of the foothold and to use the updrafts to commit bombing runs on the Patriarch with said eggs (You need to target the Patriarch in order to use Skill #1).
Meanwhile, multiple lesser airborne wyvern will attack you while you try to destroy the shield. You can avoid them entirely as long as you move fast enough. They don’t have much health though, so a small group of players should be enough to deal with them if you need them dead.

Cotoni & Huetzi – Jaka Itzel Outpost Bosses

IMPORTANT NOTE: The Bouncing Mushrooms mastery of the Itzel Lore Track is necessary in order to deal with the bosses healing ability. It is possible to defeat them without it, however.

  • Set-up: Two Melee Weapons, stun-breaker, condition removal, crowd control

The Zintl Hylek Cotoni and Huetzi are both Hylek of Champion status. Huetzi is a Nuhoch Hylek and will mainly use melee attacks. Cotoni is a Itzel Hylek and will mainly use ranged attacks.

These two act and fight like their weaker counterparts in the jungle below. Huetzi will use his giant weapon to smash players in front of him as well as bounce to knock you around. Cotoni may evade ranged attacks and uses stealth to frequently change position as well as leaving poison fields.
Once they reach approximately 1/3 of their health they will jump high into the air to a hard to reach healing spring. You can use the jumping mushrooms around the battlefield to chase after them. At the top, you will notice that their defiance bars has unlocked and to prevent further healing you have to interrupt them with lots of cc. Either way, they will eventually return to the battlefield below.

The Wyvern Matriarch – Pact Encampment Outpost Boss

  • Set-up: Two melee weapons/Melee weapon + ranged weapon, crowd control, stun-breaker

The Wyvern Matriarch is another legendary Wyvern. Like the Patriarch she will spit fire in a cone in front of her, spit smaller globs further away and slash and bite at you in melee range. Additionally, she will cower just before charging across the platform, knocking you out of the way and potentially into fire.

Once every minute the Matriarch’s defiance bar will unlock as she will try to lift off. Successfully preventing her lift off allows you to continue your attack. Should she lift off, she will launch two swooping attacks on the battlefield which can one-hit down you if you are unlucky or lack defense. While airborne the Matriarch is completely immune to harm and even conditions cannot hurt her.
During the fight multiple lesser wyvern will spawn around the battlefield which can be used to rally downed players. Near the end, a second Matriarch will infrequently swoop down on you but will not enter direct combat with your group. Try to avoid it as often as possible and focus on the main Matriarch.

Axemaster Gwyllion – Noble Crash Site Outpost Boss

IMPORTANT NOTE: The Nuhoch Stealth Detection mastery of the Nuhoch Lore track is necessary to deal with this boss efficiently.

  • Set-up: Two Melee Weapons/Melee weapon + ranged weapon, stun-breaker, blocks, crowd control

Axemaster Gwyllion is a Mordrem of Champion status. He uses deadly melee and stealth based attacks. The latter is especially notable as you cannot see him unless you have unlocked the Nuhoch Stealth Detection mastery. While stealthed, Axemaster Gwyllion will mark random players for death, putting a countdown on them noticeable via a target symbol above the affected player’s head as well as smoke emerging from said player. If Gwyllion is not revealed before the timer ticks to zero all affected players not under the effect of invulnerability will enter downed mode.

The Mordrem Tetrad – Ordnance Corp Outpost Boss

IMPORTANT NOTE: The Bouncing Mushrooms Mastery of the Itzel Lore Track is necessary to reach the boss.

  • Set-up: Two Melee Weapons, stun-breaker, crowd control, blocks

The Mordrem Tetrad are Mordrem of Champion status. You will have to fight Hammermaster Morthwyl, Blademaster Cadogg and Stavemaster Anwir simultaneously. The battlefield consists of a circle surrounded by pillars.

As their titles suggest they use different movesets: Morthwyl is the most sluggish of them but deals the most dmg, Cadogg is the fastest and is hard to avoid while Anwir will cast spells like expanding rings of fire or use ranged attacks.

After you have dealt with them, Spellmaster Macsen, a Legendary Mordrem, will join the fray while reducing the battlefield to the area surrounded by the pillars as strong currents will push you off the battlefield should you pass them.

While fighting Macsen he will continuesly attack in melee range before rampaging off the battlefield and jumping back to the middle. Jump over the shockwave or dodge through it to avoid it. He will knock down any player in his way and can knock you off the battlefield as well. In order to stop his rampage you need to break his defiance bar.


My thoughts on Verdant Brink

At first I really disliked the map as I thought it was way to chaotic (This was before I explored Tangled Depths which take the cake of absurd map design). After playing it for a while it is actually really fun, especially after you have unlocked some of the mentioned masteries.

However, it is a terrible first map for an Addon considering that you get no Introduction or tutorial for all the new stuff happening around you. The map is heavily gated behind Masteries (just look at the bosses) and just feels terrible to play if you don’t have access to them. Combine this with frequent crashes over the weekend aswell as events bugging out and you create a volatile environment.

As a second or maybe third map, with access to masteries in mind, Verdant Bring would be perfect.

The Problems with this map become especially clear once you reach Auric Basin which feels so much better to travel around in and even Dragons Stand, the final Map, feels better than Verdant Brink.

It is, however, a really interesting concept considering the whole day/night cycle and the overarching story is really cool once you compare it to older maps like Cursed Shore or Fireheart Rise.

(edited by Grogba.6204)

What is a "Mordrem" and other ED stuff

in Lore

Posted by: Grogba.6204

Grogba.6204

-It’s too early to tell, and it might be intended to be a mystery, but… maybe the Mordrem are of Mordremoth’s body, either directly in case of the tendrils and the Vinewrath, or, by way of seeds or spores, descended from Mordremoth’s physical body. …

Would make the most sense to me with the Sylvari being born from the Pale Tree which is in return a seed/champion/supplier of Mordremoth cleansed by Ronan and Ventari. Additionally, the Beta stress-test revealed humanoid enemies called Mordrem Court, showing that there is at least one “normal/corrupted” Pale Tree out there.

Then again, the husks, thrasher and wolves fit into the whole “part of a bigger being” context but trolls and griffs look more corrupted to me. Again, this doesn’t have to mean a thing since the typical Dragon Champions and some other higher ups are disconnected parts of their respective Dragon aswell. (Mouth of Zhaitan, Tequatl,…)