(edited by Newman.6847)
Showing Posts For Newman.6847:
I didn’t seem to have any lag at the time (or at all recently), but maybe I guess..
Nope, health was just fine and nothing was killing me. I also had several guildies report the same thing, as well as another person in that instance’s map chat.
Got to the end, jumped inside the giant gift, got ported to the beginning. No reward, no daily achievement, nothing. Trying to report this but apparently there is no category for JP’s under “general PVE and environment” and the category “living story” appears to have mysteriously disappeared from the bug reporting drop down menu (I was sure it was there before). Why that is I won’t comment on but I’m sure most people will have a pretty good idea..
I’ve talked to a few friends about this and they’ve all noted a sharp increase in whisps from gold sellers. I know a few friends isn’t exactly a big sample size, but it is a bit concerning. Spammers are annoying.
I used to get a whisp from the odd gold seller like once a month or so. I would report, block, and move on. Nowadays, I get whisps from obviously temporary accounts (weird random usernames) like every day, always advertising the same gold selling website (do not wish to advertise them so I won’t say the address). I actually got two whisps about the same site in the space of 20 minutes. I always report these but it seems I’m getting spammed more and more.
Would some policy that you can’t whisp people not on your friends list if your account is less than 10 days old be possible? Something to help cut down on this, it’s getting annoying.
Let us buy 100 normal relics for one pristine and I’m happy. Grinding capacitors for alts is boring, and ANet is being quite stingy with relic drops per level.
Thing is, I have yet to meet a WvW player who actually likes these toxic events, particularly in WvW. Forcing them to clear this is not the way to make people enjoy new content. Dolys didn’t exactly get free runs before this was added, either.
Nice trolling thread op. I refuse to believe this is a legit question.
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Do you have a before and after screen of how the dye looked
Yup, here it is. No dyes were changed, I checked that the setup remained the same. Sylvari cultural armor used to have unique gradients and it took me some time to find a dye combo that worked for me. Now the best I can do is find something that isn’t a complete eyesore, but no combo I tried even puts me close to the old combo that I liked.
Before I could put in some red in the t3 medium coat, and it would be red at the ends and gradient towards a green/yellow hue that worked perfectly with the rest of the armor. Now it seems I can’t have gradients at all. If this was unintentional, fair enough, hoping for a quick fix, if not, bad decision imo. That armor had some unique possibilities regarding the colors that have been lost with this update. The flip side was that it was hard for some to find a good looking dye combo, but when you did it was worth it.. Now almost every red I try, even if it looks good on the preview, turns out being pink when applied.
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I was really happy with my look, after the patch my character looks really bad with the same dye setup. Was the way dyes work on this armor type changed intentionally, is this a bug? I’d really prefer if it was reverted to the way it was.
You want Scarlet to just “up and die” and be done with. But you probably don’t even know her story.
Perhaps he doesn’t. Because all he has seen in the game is a generic Harley Quinn – ripoff villain with a bunch of standard, boring, non-skippable villain monologue. If it’s not in the game, it doesn’t exist is an opinion that I suspect is shared by the majority of the player base. The stories they published outside of the game may well be interesting, but what we actually see of her in the game certainly isn’t.
For me I’ve never gotten the daily participation credit for it until the very end when it starts announcing the winners. So no bugs for me.
But I will say it’s a bit daft that you have to stay through so many runs to get credit, unless you get lucky and get put in a map that’s just about to reset.
That’s how it worked for me too, before. I know you have to wait for the round to finish, and I did, only today, no achievement popped.
Surprised about the ToT bags. It’s a “PvP” area, you shouldn’t be able to open most (if not all) of PvE bags in there. I’m pretty sure you can’t even “open” unidentified dye in a PvP area. That sounds like another bug.
Yea I was surprised I was able to open them too.. but if you do they don’t count towards the achievement. Probably best if they just disallow opening them in a pvp area in the first place. Agreed it sounds like a bug.
This was introduced with the patch on Friday, and was discovered then. You get no sympathy for trying to find people to fix it on a Sunday. Play your own kitten game.
Monday now, still bugged
Not only do you not get rewards for the chest after you get up there once, I just completed it to get the daily activity participation – I find the clocktower fun, so I figured let’s do that. It used to count, now it doesn’t. Is this another bug or someone’s bright idea of training strictness? If a bug, congrats, that’s a lot of new bugs just for the clocktower. At the moment, after you’ve done it and you’re all over the personal satisfaction of beating it, there’s literally no point at all in doing it. None. Not even a single achievement point.
Everyone who’s doing it for daily activity participation, go do something else, it won’t give you the achievement. ANet, you guys had this thing all done a year ago, focus please.
Also, another funny one, one of today’s dailys is the one that has you open trick or treat bags. If you are in the clocktower lobby, opening those bags doesn’t count
Edit: just figured out that my lunatic inquisition achievement reset as well, I had more games done than it says (I think it’s called Lunatic Inquisition regular). A guildie also reported his reset to 0. Seriously, focus guys, this is getting ridiculous.
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I think the approach that they took with SAB would be the most logical one. Which was, bring it back with added content (world 2 new zones in SAB’s case), but also with old content still there and all achievements tied to it (world 1 in SAB’s case).
We’re all new to this but I would go ahead and assume not. There will probably be an all new category of achieves though!
Every piece of temporary content that has made a comeback so far (granted, not many yet) had redoable achievements from last time. We’ll see if Halloween follows that pattern, but I think there’s a good chance it will.
Can just carry around a stack of Grandmaster Trait Books with you instead of buying this.
A stack of those manuals costs 500 gold Also, I do believe they made it so it no longer resets your traits after used the first time, change introduced with the introduction of this new gem store item.
Even if you were right about exp and loot sharing – and you are not – you basically elected to earn less exp and loot in order to avoid sharing, as most content that rewards well relies on groups or zerg.
So person A could just participate in everything and have several 80’s, full cutural and a legendary in a few months of normal gameplay. Meanwhile, person B goes full conspiracy theorist, doesn’t do any of those things to prevent exp and loot loss, and has crap gear and no level 80’s after months of gameplay.
I should think the results speak for themselves.
I only run guild parties as a rule and even then this is an issue. Not because someone’s a jerk, but because someone dc’s. With the large number of dc’s knocking people out these past days — boy was yesterday’s Teq fight on TC given extra adrenaline by wondering who would get to stay in the fight the whole time — the nicest instance host in the world with the best connection could still get booted by the game and wreck everyone’s run.
No, he couldn’t, as that is not how it works. The one who hosted can dc all he wants, as long as he doesn’t leave the party and the others are still online, the instance will be preserved and nobody will be kicked. The only thing you can’t do when you host is physically leave the party. So when you pug, keep track of who entered / if not you / and remind that person what will happen if they leave.
Also, Tequatl is not an instanced event, and has nothing to do with the subject at hand.
Bugged here too, we did a run against him last night and, although it was messy, we didn’t do any worse than some of the posters here who have been successful. Foreman died leaving a group of adds in the far corner which we mopped up after the fight but no achievement.
I think most of the mobs must still be alive to get the achievement. I was in two runs that did this successfully – first time I got it, second time some friends did who weren’t present on the run I got the achievement previously.
That first run we managed without a wipe. We killed that steam watcher and a few adds. Then we pulled Spur behind that pipe and killed him there without killing anyone else. Then we cleaned the mobs and the achievement popped.
Second run when others got it, we did the same but wiped on the first attempt. Second attempt was much the same but successful, after we cleaned the mobs afterwards achievement popped for those who didn’t have it already.
What these two tries had in common is that both times a vast majority of the mobs was still alive when Spur died. I think that is the condition and the achievement is just worded poorly. I do not know if it is supposed to work with a wipe included, but I have seen it work after a wipe with my own eyes. Bugged? No idea, but if you kill him without killing the majority of the mobs you should be able to get it. If you manage perfectly clean, wipeless attempt where you only kill like 5-6 of the adds, then Spur, then the rest, and still no achievement, then you should probably file a support ticket.
The ooze bit is fine. I’ve seen people I run this with get better with it every run, to the point we get this done rather quickly. If anything, this should teach people how to kite and use cc skills effectively, and that’s a good thing.
Also got the slick pack living story reward from getting a lot of achievements in one run. Will probably never do this path again since it is not rewarding for the effort put in.
30-45 mins with a competent team for 2g plus drops seems just fine to me. Yes, there is content that is rewarded better – AC for example – but also content that is rewarded far worse. FotM, I’m looking at you.
Sorry! I just do not agree. This was a revamp of an existing dungeon that no one was doing and in a few days it will be just as empty. All the dungeons are empty and you can put all the spin on them you want but it won’t make them any fuller.
Good of you to let us know. You see, when I do my daily bunch of dungeon runs with a bunch of other people, we never noticed that nobody was actually doing dungeons. I guess all those people on the lfg tool are non existent too? And yes, my daily dungeon runs do include the old TA paths as well, and I miss the fw up path too. If you stand in front of the dungeon entrance and lfg in map chat, well, of course you’ll think they are empty..
BUT please, don’t make it in such a way it can take up to 4 hours to complete it
30-45 min with a reasonably capable team. Anything in this game will take hours with bad ones. People always complain that this or that is hard with pugs.. but those same people don’t seem to be willing to put in the time and effort to make some friends for future runs. Yes, when you pug, some groups will be terrible. But every so often you will run into capable, normal, friendly people you click with. Don’t just leave party when that happens, talk to them, ask if they’re ok with adding to friend list and doing more runs in the future. Do this often and your friends list will soon be full of reliable people you can take into dungeons. If you don’t want to put in an effort into finding reliable people for runs, you can’t complain that you don’t know any..
This dungeon is permanent. This alone renders your complaints invalid. In addition, if you are unable to level your character to 80 in less than a few months, I predict you will have serious difficulties with this path even when at 80.
BTW this game throws xp in your face no matter what you do. I personally think it would be a challenge to play for months and not have at least one level 80.. they should add an achievement for that Don’t know what else to tell you, if you have at least 500-1000 ap or more you probably got some exp boosters, wait for one of those scarlet’s invasions, pop one, and go level.. Or find some friends willing to take on people below 80 on easy dungeon paths, like CoF p1, SE p1, AC, and so on..
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Not if you’re a well-payed professional who makes $45+ an hour, or even $22.5/hour under certain circumstances.
Just.. no. I do all right, money wise. But I don’t part with it because someone decided to cut out game features that should have been implemented in the first place, then wants to charge me for a rather bad solution for it. Having to reset traits every time manually, remembering them exactly and not having an option to undo misclicks is bad gui design, plain and simple; not to mention the item that allows this takes up inventory space and is rather expensive for a single use. You might find it cheap for real money, but.. if an option is useful I’d like to be able to use it often. Run different things every day and use several of these items every day would build up quickly. Which is exactly what they were aiming for, I guess.. But seriously, what’s next? 10 cents every time I want to use an AoE heal? I already paid for the game. Want me to pay for an expansion, fine. But don’t pretend it’s subscription-free and then have a thousand micro transactions that fill up gaps in missing features.
I wouldn’t be bothered by this item, normally. I mean I found those portable crafting stations useless so I never bought them, end of story. The difference here is that the existence of this item precludes ever having the ability to save build templates, and that is a shame.
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Apart from the fact it’s way too expensive to be useful, it’s also bad design to accommodate gem sales.
Good design = option to have several preset builds we can swap out when ooc, perhaps for a small fee if they insist.
Bad design = 1 use consumable item that we have to buy, and then manually reset traits that we have to remember every time, while our dungeon party patiently waits.
I hope not many people buy these, maybe that’ll force them to implement a proper way of resetting traits on the fly.
The way we did it when I got this one was, we went behind the pipe under that ramp that leads up. Pulled the steam watcher and one group, killed, pulled boss, fought him behind the pipe, killed him without wipe. After that we cleaned the rest of the mobs, and when the last of them died the achievement popped for the whole group. I think most of the mobs need to be alive when the boss dies.
I think if they do put back the forward/up path then it probably will end up in fractals. There will be some heavy modification so it can fit into the fractals line up. That is only if there is a high end demand for them to do it. I could just imagine they put out a vote system for the next set of fractals (after the next fractal set we get). One of the proposition would bring back and revitalize TA forward/up path. Or for them to create a fully new fractal.
Please, no more voting. As for fractals, I don’t think putting all past content into fractals is the answer. When I want to run fw up, let me run fw up instead of having to endure an unlucky dredge roll instead in a pug.
I am a good player, and I ran this dungeon with a good group. I am disappointed that eight hours of good effort was not enough to succeed. We got through everything pretty fast untiI we got to the end boss, Clockwork, where we spent the bulk of our time.
I am left wondering, did we fail the fight because we’re mere good players, not great ones, or is the boss not working as intended. If I knew for a fact, the boss was bugged, I could just come back later when he’s fixed. Without some official word on the matter however, I can only wonder if perhaps the game is going in a direction that is not fun for merely good players like myself.
If this dungeon was designed to seriously challenge great players, ANet may have succeeded. For me however, all I got was a case of buyer’s remorse for all the gems I bought this month.
Sorry to burst your bubble, but 7+ hours on the end boss (allowing that extra hour to get to it) does not constitute a good group in any way, shape or form. I ran this path every day since it came out with various groups – one day twice, second time just to get that last, finicky foreman achievement that was annoying me greatly (got it, yay). All of them consisted of friends, but each time the groups varied as the friends would sometimes bring their own friends / guild mates of varying degrees of skill / experience. So sometimes the group was weaker and took longer, sometimes not. I really don’t feel like we had the most elite aetherpath clearing team on most of these runs, plenty of first timers, people dying etc, and the worst end boss fight attempt I’ve seen was 3 wipes, first run ever. After that first run we still usually get people getting downed / defeated, but we were always able to recover / rez and kill it without a full wipe. Spending 7 hours on that.. did you guys figure out how to do it? You have to kite those holograms close to it and kill them there, so they remove his invulnerability buff. Without that you can do it for 16 hours to no effect..
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I am still holding on to hope ANet will bring this one back. At first, I thought they were going to use the physical location of fw/up, fill it with other things and call it the new path, so that’s why it went. But that’s not what they did at all – the new path is entirely new. This means that nothing was gained by removing it.
The path itself I found the most interesting and fun of all the TA paths. It used to be perfectly fine before they made the spiders never stop coming at the end boss. Even with that, if they made them reset after a wipe so people could try again if they fail the first time without running the dungeon, it would have largely fixed it. I sometimes ran this when the group was good enough and it was always a ton of fun.
I am honestly perplexed by this decision to remove perfectly fine / easily fixable content. OK, maybe it was the least run TA path, and even one of the least run dungeon paths in the game, but it did have it’s audience, and those people, myself included, can’t run it anymore because it was removed for the sake of removing it. Nothing was gained by this, as nothing would be lost by adding it back. Please, reconsider this rather strange decision and bring this path back. There are some dungeon runners who still like to run something that’s not skip-stack-skip-stack-skip-omg stack you noobs-kill boss-10 mins later ty bye.
Everyone who wants this added back should post their opinion on why this is the case. If there’s enough people maybe they reverse this horrible, ill thought decision.
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Just came to the boards to see the first “this is too hard” thread after beating it for the first time. lol
Same OP, you can’t even gauge if it’s too hard or not on the first day of it’s release. People haven’t figured out the best strategies to beat it yet, so it will seem harder and longer than it really is. Give it a few days and good dungeon teams will be making smooth fast runs of the place no problem.
I mean, if someone asked me if Teq was too difficult on the first day it was released I’d probably have said yes. Guess what, it’s not. I think anet did a nice job on this one. Visually, it’s the most beautiful dungeon to date, TA’s looking like it should have from the start now. Gameplay wise, it’s nice and diverse, none of the mechanics are too difficult once figured out but all together it’s not bad. Yes, it’s long and difficult on the first run but that was true for the Aetherblade Retreat as well, and it turned into 20 min speed runs a few days after release..
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This sounds like lazyness to me. Let’s not actually remodel TA so there’s a new physical path. Let’s remove fw/up instead, since a lot have been complaining about it, and place new content in it’s physical location. This is a weird decision. Fw up was thoroughly enjoyable, and the only fault the end boss had were the endless spiders. I’d also like to note that they weren’t always endless, I seem to recall you were able to kill incoming mobs at the room entrance until they stopped coming, until they changed it for whatever reason. The only thing this path needed was to make the mobs reset in case of a wipe. Removing this is a shame.
And no, I don’t want this in fractals instead. I want to select this when I want to play it and then play it, and not deal with an hour long dredge run in a pug first because the rng gods weren’t feeling merciful that day.
Any casual who knows how to guest and follow instructions can complete this event, as long as it’s run by competent commanders. I just completed a successful teq raid over on Baruch Bay, Teq was killed in record time, the commanders knew their stuff, and any casual in that zerg would have found it easy to complete this. It’s just a matter of finding out where it’s being organized.
It’s bad? Darn I’ve spent 20+hrs in SAB having fun when this entire time it was bad?!?! Noooo, I must have been imagining enjoying myself!!
Next thing you’ll tell me astounding, hard to believe theories that different people had different tastes! I too thought I had a ton of fun with SAB, but now I know I was mistaken.
Seriously though, the only things wrong with it are bugs causing people to get stuck with no means of suicide, and anet’s inability to prevent progress loss on a long level if dc-ed due to “technical reasons”, whatever that means, probably that they can’t be bothered to code this feature in for a month’s long event. Other than those I find SAB a lot of fun.
I have finished everything on all modes, including tribulation, with all achievements, solo. Content heavily based on jumping is best done solo, imo, because in a party of 5 you are very likely to keep waiting for that one guy who keeps missing jumps, and that’s boring. If, however, you will be adding people to your party, be sure those people are going to stay because if they leave at any point during the run you will be kicked out as well, even if you created the instance.
There’s a relatively safe and easy way to complete fw up, but you need a specific party composition: ideally, 2 guardians, a mesmer, and 2 dps. The idea is that there is always some kind of a barrier up protecting the team from spiders as they dps the tree down at melee range. Guardians use walls, shield of the avenger and sanctuary, in that order and one after the other, the mesmer can fill any gaps with feedback and help out dps it in time with TW. I’ve seen it succeed a lot of times with this setup, but this fight should be tweaked a bit, yes, not sure why they’d add even more spiders here (used to be less at some point..)
I finished tribulation modes on both worlds with all achievements two days ago. Overall, I’d say tribulation mode was a good idea, with a few things I think could use another look.
- The traps that are completely invisible and you have no way of knowing where they are unless you get killed by them or look u a guide… I’d prefer it if the traps were hidden well but visible to the trained eye. This would teach the player to observe the environment carefully. Those who don’t can still fall back on the old trial and error method, but nobody would be forced to.
- Fearing a disconnect during the run is not a pleasant experience. This happened to me in the middle of a w2z2 run.
- During w2z3, I had someone mistakenly invite me to party, and I automatically clicked the green check mark. When the party was dissolved I was kicked out. Instance owners should really be able to stay in these cases.
Other than that, good job. Overall, I would say w1 in tribulation mode had the largest difficulty spike because world 1 is already fairly easy, an tribulation mode makes it much, much harder. World 2 zone 1 was also pretty easy, and zones 2 and 3 were tough but they’re already much harder than world 1 on normal mode, so there isn’t such a huge difficulty spike like before.
Still, overall I enjoyed this content and am looking forward to worlds 3 and 4. Till then I’ll enjoy my yellow gs skin, and still have to figure out which green one to get with the king toad coins
I wish we would get a title for completing tribulation mode. Come on ANet, we deserve one!
Edit: I hate these forums, every normal word gets censored…that´s what I mean instead of kittene : http://wiki.guildwars2.com/wiki/Title
Keep in mind there are two worlds incoming. Once all worlds are done, I think it’s fair to expect to get a nice title for having done them all on TM.
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Party dissolved in SAB, you get kicked, why?!
in Super Adventure Box: Back to School
Posted by: Newman.6847
I happen to like those longer levels. They should just find ways of preventing progress loss due to short dc’s, none of that “technical reasons” that doesn’t mean anything stuff
As for multi or not, SAB can be done with a party or solo, those preferring parties can organize and do it. Forcing people who prefer it solo to run it in groups isn’t the answer, SAB is fine the way it is in that respect imo. And I have nothing against group content and run dungeons every day.. it’s just that SAB is a different thing alltogether, and I like it that way.
Same problem, Frostgorge sound, last scale (the one underwater near HotW) won’t activate.
For some reason, the last dragon scale (the one nearest to HotW entrance, the one under water) won’t activate for me and the achievement is stuck at 90%.
When I try to press F to any other scale I already activated, my character plays the “no no” animation of some kind indicating there’s nothing to do here. Pressing “F” at the final one doesn’t do anything, however.
Steps I tried:
- Swim around the scale and try from all angles for no result.
- Run to all scales again and press “F” just to make sure it’s not one of them.
- Guest to another server and try there, no dice.
I did report this, does anyone else have this problem with any of the Hunt the Dragon achievements?
Party dissolved in SAB, you get kicked, why?!
in Super Adventure Box: Back to School
Posted by: Newman.6847
Well, the second time around it took me about half an hour to get 2/3 through w2z3 and make up for lost time, and that time I finished it. What I just don’t understand why you get booted if you’re the instance owner and other people leave / are removed from party. Especially those who never entered the instance in the first place.
Having finished tribulation mode, I can say it was fine, even fun, and overall a good thing to add, there was just one really bad thing about the whole experience; knowing that it only takes one short router / server issue and you’ll have to redo it all. Since SAB is soloable, and imo best done that way, ANet should really look into a way of preserving those instances or letting us get back to any checkpoint we visited in the last 30 mins, or something.
Party dissolved in SAB, you get kicked, why?!
in Super Adventure Box: Back to School
Posted by: Newman.6847
What happened:
- I play w2z3 on tribulation. I get some 2/3 through.
- a guildie random invites me to party, I auto accept without kicking.
- turns out the guildie thought I was doing something else.
- party is dissolved.
- I get kicked out of SAB, losing hours of progress.
Now, granted, it was my fault for accepting invite. But seriously, I created the instance, why on earth do I get kicked out if anyone leaves / is kicked? Thanks for this “feature”, now please fix it, tribulation mode is hard enough without your bugs, “features”, and inability to compensate for temporary router / server troubles so the whole run you’re on needles on whether or not the gods of rng will let you finish this content or will you get disconnected / kitten ed in some other way.
Just had a dc half way through w2z2 on tribulation mode. Why ANet can’t implement some kind of an instance grace period in case of a dc, maybe just for tribulation mode, is beyond me. Now I have to do all that again with no guarantee their servers or my router / ISP will actually let me finish.
ANet, I know you had a million requests for this feature, consider this a millionth and first. Seriously annoyed players is a bad way to do business. Next time implement some basic features to prevent things out of the player’s control from ruining hours of progress.
Ah well new Golem and Fire Elemental are also fun. Maybe I do them too.
Yes Golem was quite fun. We did it with only ten people and others were dying quite hilariously while I was able to maintain my 25 stacks of bloodlust through the entire fight. ^.^
But we did it with 10 people.
Tried to get to Fire Ele but did not make it.
Did it with 4. 2 of which kept dying in the electrical field and wp-ing back. As long as you can figure out where not to stand and keep dps-ing it’s not hard, it’s just long.
My question to the complaint is, “Whyyyy?”.
If you don’t like the event, don’t participate….by your own admission you are loosing nothing by NOT doing it.
Erm,
We went from being able to get several rares from Teq a day, to guaranteed nothing.
By his own admission he’s losing guaranteed rares. The whole “don’t like it, don’t play it” argument is getting a tad old. This isn’t some very specific temporary content aimed at the hardcore players. This is general PvE stuff anyone should be able to enjoy.
I agree with the OP. And don’t think I don’t enjoy a challenge, as I proudly turn on my Liadri mini or show off my green / yellow SAB skins during dungeon runs/whathaveyou. My problem here is two-fold; one, for this event to succeed you need coordination on a rather large scale. I as a player – singular unit – don’t feel challenged by this. Whether or not this event fails or succeeds will depend entirely on whether or not we have enough people, and whether or not enough of those present understand what to do.
Secondly, like I said, this is general PvE stuff. In my opinion it should be doable by newbies as well as the vets; those longer with the game will repeat it enough times so the event stops being fun for them (provided they ever found it fun in the first place). Basically, people get bored of stuff they repeat enough times, but if it’s short and easy they tolerate it because they get a reward. A long event that can fail without them necessarily being able to do anything about that? I predict the general outcome of Tequatl events will be quite similar to the usual outcome of Scarlet’s invasions; failed, because nobody bothers to win it. With invasions, people still participate because of the champ boxes, with Teq, once people have gotten their achievements from him I very much doubt many will return. And then you’ll be left with a magic circle; an event nobody does so it always fails, and an event that always fails because nobody does it.
Oh and btw, killing Golem mk2 for 10 minutes instead of 2 isn’t challenging, it’s boring. Yes, most world bosses were boring anyway, but they were painless and quick for the most part. Now they’re not just boring, they’re much longer to boot. I don’t think this was a good idea. Want a challenge, go do Liadri / Tribulation mode / whatever the current LS is offering for hardcore players.
Imo SAB is fine in groups for the first few runs. On your daily bauble bubble farm run, or tribulation mode runs, you really don’t want those runs to take 3x longer than necessary because you spend most of the time watching someone not making a particular jump. Had those runs too and they were decidedly not fun. I also don’t see the point about qq-ing because it’s soloable, since there’s so much content you can do that demands groups, and the fact you can’t get a group for SAB isn’t exactly ANet’s fault – they made it soloable but also doable in a group, what do you want from them? Mandatory grouped jumping puzzle like content isn’t a great idea. In a dungeon run you can always tell pugs to stack, dodge roll into corner at alpha, equip those utils, etc, in order to get things moving. You can’t make them have jumping skills by using chat. If doing this in a 5 man group was necessary, doing it with pugs would be a terrible experience a lot of the time. SAB is fine exactly the way it is.
(edited by Newman.6847)
Have you perhaps died after killing the boss (killed by a trap?) and then weren’t near the chest when the timer went out? Apparently you need to be close to the chest when the timer runs out in order to get the achievement. I knew this when doing my run of world 1 in tribulation mode so I pretty much stood perfectly still after looting the chest, and got the achievement..
I think the plan that would make most sense would be to take it down for now, which is what they’ll do anyway, bring back in a few months with world 3, then a few months later bring it back with all 4 worlds and keeping it permanent. This content is loved by a large portion of the player base and having all that work done and then take it down forever would make no sense.
Ranger, 30/30/10/0/0
IV, VIII, X in marksmanship for max DPS,
II, IX, X in skirmishing, and
VI in wilderness survival.
Full zerker armor with ruby orbs, zerker longbow I had from before I got kudzu (PVT stats just weren’t doing it), axe + torch which I didn’t really use.
At first, I tried full condition build and equipment, the theory being you just keep conditions on her and evade. Didn’t work for me, so I decided to simplify and go full power, took about 10 attempts with that build.
Strategy..
In p1, it’s pretty standard. I used lonbow barrage (#5) to take down rifts. 1 sec of it is enough to take a rift down, then you move out. The sequence that worked for me was take out rift, kite 2 visions and throw two orbs, take down another rift, kite so that two visions are further than one and throw last orb.
Phase 2, I basically moved in a circular pattern, after a while I got a feeling for the safe zones – where and when they will be, so I moved backwards, longbowing her to death. Long range shot and rapid fire were primary sources of dps, with point blank shot to send her across the room when she got too close. Barrage for rifts, of course.
Utilities:
Signet of the wild – regen in passive mode. No matter what you do, you will take damage from her in both phases, and this was a good way to mitigate that.
Signet of stone – toughness in passive mode, with the “Signet of the beastmaster” trait it gives both pet and you temp invulnerability when activated. I kept this for the last few seconds, because when I’d see Liadri almost dead I’d go shaky hands and having this active can really save you.
Signet of the hunt – because you need to be fast enough to stay out of the AoEs.
Food: Orrian truffle thing for extra endurance regen, and a master tuning crystal cause I had some on me, and hey it’s some extra dps that doesn’t replace the food effect.
Boosters: none, cause I spent all of them on failed condition damage attempts.
Sigils: Superior sigil of earth on the bow, because it was there from before and I didn’t bother replacing. Force would have worked better, so if you go this route it’s something to consider.
(edited by Newman.6847)