My explorable mode video guides: http://bit.ly/RrL2jj
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My explorable mode video guides: http://bit.ly/RrL2jj
So…is there a point to max level?
At 80 you unlock the last three explorable mode dungeons. In terms of PvE, if you enjoy dungeons, there’s your answer. If you’d prefer challenging large-scale PvE (read “raids”) then no, there’s no point.
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You are conflating “challenging PvE content that involves more than five people” with “boring grind.” It is possible to have one without the other.
My explorable mode video guides: http://bit.ly/RrL2jj
Hi, Lambros. It’d help us help you if you could be more specific about what exactly is causing your party problems. Which enemies, exactly, are oneshotting you? Is it keeping the party as a whole from progressing, or is your frustration that you keep dying?
If it would help, I recently finished a CM explorable video guide – the forum thread is linked in my sig. I’d be happy to answer questions, too. 99% of my dungeon runs are with pugs, so don’t worry – if I can do it, you probably can too. It’s just a matter of knowing how to handle the instance.
It’s possible you’re being oneshot by the “Bandit Rifleman” enemies. They have a sniping attack where they kneel, take aim at you, pause for a second or so, and then shoot, dealing massive damage (and likely oneshotting you) IF you’re moving when the shot connects. You can tell when you’re being targeted by Snipe because a flashing red reticle will show up at your feet.
My explorable mode video guides: http://bit.ly/RrL2jj
Instead of telling me to play better (you don’t even know me or how we tried this part so many times), tell me how YOU do it. If you want to help.
I do very much want to help.
https://forum-en.gw2archive.eu/forum/game/dungeons/Explorable-Mode-Video-Guides-Wiping-is-Overrated/
That’s a link to my guide thread, which includes a 45 minute in-depth video guide to Ascalonian Catacombs explorable. Take a look, and if you still have questions, I’d be happy to answer them.
Other posters have already covered the most likely cause of being being “twoshot” by “some gravelings” (Graveling Scavengers’ pounce-and-chew; slot stability) and missing burrows (this is definitely a bug that should be fixed, but keeping your character moving will fix the problem 90% of the time).
It’d help to know exactly where your party is breaking down and having trouble progressing, though.
Edit: I accidentally a word
My explorable mode video guides: http://bit.ly/RrL2jj
I cover the door event pretty thoroughly in my video guide:
https://forum-en.gw2archive.eu/forum/game/dungeons/Explorable-Mode-Video-Guides-Wiping-is-Overrated/
Quick summary:
- You can have your entire party grab kegs without aggro’ing the bandits, before you actually dash to the door. That’ll save you 2-3 seconds, and time is critical.
- If you simply have everyone run straight for the door, even if you all make the run safely, bandits will be on you 1-2 seconds after you arrive. Instead, have one player drop a keg ~20ft from the farthest-out bandit as everyone else starts running, and then pick up a replacement keg along the way. All of the bandits will run to where you dropped the keg before pursuing, meaning you have 5-6 seconds at the door instead of 1-2.
- The Guardian skill Sanctuary can give you six free seconds at the door, which is kind of a big deal. Another game-changing ability is the Ranger elite Entangle, which can root all of the bandits for 20 seconds.
- The circles are very finicky about whether a barrel is “inside” them or not. Be sure to stand directly in the center before dropping your keg.
- If you screw up somehow, it’s probably best to just run out and reset the event.
Hope that helps.
My explorable mode video guides: http://bit.ly/RrL2jj
Regarding the door event on CM exp, Seraph path: a Ranger friend pointed out the Ranger elite Entangle, which can root all the bandits for 20 seconds. If you have a Ranger in your party, the event should be trivial.
My explorable mode video guides: http://bit.ly/RrL2jj
Hi folks. A couple weeks ago I released an Ascalonian Catacombs video guide that was well received. I just finished the next one, covering Caudecus’s Manor, and I’ll be doing an entire series covering all eight dungeons.
These aren’t just recorded dungeon runs with accompanying voice chatter. These are edited, narrated strategy guides that lay out for you how the dungeon works and how you can best defeat it, and many (many!) hours go into each one. I know how frustrating it can be when a dungeon party just isn’t working out, and making sure you have the knowledge you need to succeed and have fun is the entire reason I’m making these. I hope you find them useful.
Ascalonian Catacombs (full video)
Hodgins’s Path (link)
- The six burrows in the first event on this path are not equivalent; they form two spawn chains of three burrows each. By killing the correct three burrows first, you can get down to one active burrow, and cut down the graveling spawns, earlier.
Detha’s Path (link)
- Do not revive Detha mid-combat during the waves of Ascalonian ghosts. A new wave spawns whenever Detha starts or resumes repairs on a mortar; revive her with a wave up and you could be facing a double spawn.
Tzark’s Path (link)
- Unlike the Howling King, Colossus Rumblus has a fixed order to his abilities. He alternates between the rockfall and his scream, and will use at most two abilities before burrowing. Use this to know when you can move about freely and when you need to focus on staying behind him.
Caudecus’s Manor (full video)
Asura Path (link)
- For Gunpowder Morgan, have four party members dash across the barn and up to where the adds spawn while a fifth stays in the cutscene. When his cutscene ends, you’re already in melee and can kill them before the ranged damage becomes an issue.
Seraph Path (link)
- For the door event, have the party grab kegs without aggro’ing, then stack right outside aggro range and count down + pop Swiftness. One player drops their keg (which makes all the bandits run to where the keg was dropped), grabs a new keg, and runs to the door. The other four simply dash to the door and place their kegs. Area knockbacks and Guardian wards+Sanctuary can buy you more time.
Butler Path (link)
- The traps in the corridor after Wahlen don’t activate until Wahlen dies, and they’re deactivated by getting far enough into the next room, not killing the bandit trio there. Just park a guy next to the door before Wahlen dies, then have him cancel the cutscene, dodge/Aegis/Blind the bandits, jump onto the rock face, and run ten feet along the ramp to disable the traps.
A Twilight Arbor guide is next on my agenda. Safe travels in Tyria.
My explorable mode video guides: http://bit.ly/RrL2jj
Wolfgang, I’d encourage you to check out the AC explorable guide in my sig. Most of the “guides” so far are just people recording and uploading their full dungeon run; I’ve actually edited together a strategy guide that will tell you the bosses’ abilities, show you strategies to defeat them, etc. I hope you find it useful.
I’m currently about 60% done with the Caudecus’s Manor guide; it should be up in a couple days.
My explorable mode video guides: http://bit.ly/RrL2jj
Ehhhhh… yeah, if you’re saying AC is harder than Arah/CoF I’m guessing this is probably a troll post too. In case you’re serious and you’re really having trouble with AC explorable, then you’d almost certainly benefit from taking a look at a guide video – you’re probably having problems that are common/serious enough that they’re covered. (May I humbly suggest the one in my sig?)
If you’re still having trouble, or if it doesn’t answer your problem, post again – with SPECIFIC things that are going wrong, or specific points at which the group seems to break down – and we can help.
Either way, best of luck to you.
My explorable mode video guides: http://bit.ly/RrL2jj
Are cross-server groups supposed to be able to do dungeons together? I’ve had a couple people from offserver ask to join groups. /invite and /join work just fine, as does party chat, but when the party zones into a dungeon anyone not from my server ends up in a different instance.
After ~five minutes googling I can’t find anything authoritative – the wiki doesn’t seem to specify whether this functionality exists, and the only relevant Google hit is this post that goes unanswered, the rest being chatter about a possible cross-server LFG channel (so I’m guessing cross-server groups are supposed to work, but with free transfers that’s not a given).
TLDR:
1) Are cross-server dungeon groups supposed to work?
2) If so, are they actually working?
3) If they’re bugged, do we know anything about the status of a fix?
4) If they’re bugged, do we know any workarounds?
Thanks.
My explorable mode video guides: http://bit.ly/RrL2jj
If one of the paths in AC explorable is really you/your group more than an hour, then you’d almost certainly benefit from taking a look at a guide video – you’re probably having problems that are common/serious enough that they’re covered. (May I humbly suggest the one in my sig?)
If you’re still having trouble, or if it doesn’t answer your problem, post again – with SPECIFIC things that are going wrong, or specific points at which the group seems to break down – and we can help.
Either way, best of luck to you.
My explorable mode video guides: http://bit.ly/RrL2jj
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What exactly (which skills, what cooldowns) do eles bring in terms of area control?
Crippled in particular is one condition I’ve had to essentially relearn. After several of my early AC explorable groups couldn’t cripple/immobilize Kohler for beans, I assumed that Crippled was a really valuable and expensive condition to apply – something like slot a utility skill with a minute cooldown for 3s cripple.
Surprise, it was just inexperienced players. e.g. Warriors have several weapon skills that cripple with ~50% uptime.
My explorable mode video guides: http://bit.ly/RrL2jj
Just a heads up: there’s been so much construction near where I live that it’s been hard to record decent audio. The Caudecus’s Manor video is mostly done and just needs voiceover work; expect it within a couple days. I’m confident a lot of folks will find it helpful.
Highlights:
- On the Butler route, instead of trying to navigate the trap corridor from start to finish with Riflemen oneshotting you, park a party member (ideally someone with self-swiftness and some kind of projectile reflection) by the door as the boss in that room gets low. When he dies and the door opens, that person can make their way up the rock face, then ramp, on their right, disabling the traps.
- On the Asura route, the Sure-Shot Seamus fight can be frustrating because of the enclosed corridor. You can skip it by running in with Traffa alive, tagging the last asuran artifact, running through the door and into the western yard, and group-stealthing with the Mesmer or Thief abilities or an Area Stealth combo. Just don’t wipe before Bloody Victoria dies, spawning the waypoint in the barn.
- On the Seraph route, the easiest way by far to handle the door-blasting event is to run in as a group, grab a keg each, run to preassigned keg-dropoff circles, and drop them together. Guardians are great for this (group swiftness, group regeneration, group stability, two group Aegis’s).
My explorable mode video guides: http://bit.ly/RrL2jj
His scream is a roughly 180 degree arc centered at his midline.
Yes, you are immune while dodging. I’m not aware of any attacks that hit dodging players other than environmental dungeon traps.
The best advice I can give is that he alternates between his channeled rockfall ability and his scream, and he stops turning for 1 – 1.5 seconds prior to his scream. When he finishes his rockfall – or starting as soon as he unburrows, if he used rockfall immediately prior to burrowing – pay attention, stay in melee range, and be ready to dodge behind him. Executed correctly it is possible to dodge 100% of his screams.
My explorable mode video guides: http://bit.ly/RrL2jj
(edited by Kethas.7103)
A lot of misinformation here.
Each time Detha initiates repairs on a mortar – either from starting on a new one, or resuming repairs after being downed – a wave of four ghosts will spawn.
I believe – but am not positive – that if you revive Detha while you’re currently in combat with a wave and her current mortar isn’t fully repaired, she’ll resume repairs, spawning an additional four ghosts. I’ve been in okittenup where, again, I believe but am not 100% positive this happened. It sounds like the OP’s group did something similar.
Edit: Apparently the obscenity filter doesn’t like “1 group.” This results in everyone reading this post having that word on their mind… self-defeating much.
My explorable mode video guides: http://bit.ly/RrL2jj
(edited by Kethas.7103)
Hi folks. After watching more than my share of pickup groups have trouble trying to learn instances as they go (with Lieutenant Kohler being Exhibit A), I decided the best way to help as many people as possible have an enjoyable dungeon experience was to bite the bullet and make a video guide. Several days later, here it is!
I hope you enjoy it, and I hope it helps you avoid some frustration and have a smoother time in Ascalonian Catacombs. A Caudecus’s Manor Explorable Mode guide is next up, so stay tuned.
Stay safe in Tyria. Remember, the pointy end goes TOWARDS the bad guys.
My explorable mode video guides: http://bit.ly/RrL2jj
(edited by Kethas.7103)