Showing Posts For Shiri.6728:
@Lemon, you don’t need that gate on path 3. The breakage was probably created by an attempt to FIX use of that waypoint from path 3/4, since it’s off-path.
Uh…the time window is really the same for everyone. You don’t have to wait for the lasers to take down the shield – you can move as soon as the bar is full and the laser STARTS to come out.
The people at the top don’t need to stay there. The DPS you gain is way more than the time it takes for them to get back on the laser.
It wasn’t deliberate; it was probably part of an attempt to block paths 3 and 4 from using that waypoint (it randomly unlocked buggily after the underwater segment) and getting faster runback to GL.
Hmm? I got a DE from pure trebbing a wall a couple days ago. Was only silver though, and I’d been at it a while.
It’s exploiting their weak AI not to follow normal group aggro rules. That’s…just what it is. It doesn’t have to be a bannable offence, or even a ban-deserving offence, it’s not a prescriptive statement, just an accurate description of the tactic.
On the topic of avoiding it, one thing that ties into what StevieMJH said that he didn’t cover is that for some mobs like knights, crippling/chilling actually wrecks their leap range too, since it’s apparently coded as a sprint or something (likewise I would expect them to get stuck on ele staff air 5, but didn’t test.) So that helps a LOT, quite apart from the CDR reduction and kiting ability.
Your plan is just STOOPID and won’t work. We should go to the ARMOURY.
Yeah, sometimes he bugs out, sometimes he doesn’t.
If any of them said anything in chat you can report them from that, though I don’t think it’ll get you anywhere since the categories are kind of vague.
One of the main things mana did in GW1 was to basically shred the actual number of viable builds you could take, because the best builds were capable of casting all their spells when they needed them, which would simply not be possible with a differently-constructed one. It also transpires that cooldowns do basically all the needed work of forcing you to not spam the same ability over and over, so the real job is just to make it such that wasting a cooldown actually hurts so you think about when to cast things. GW2 failed at this to some extent, but the partial success is still better than what they would have had with mana involved.
Number 1 way to make EEEEEEEEEEEVERYONE transfer to the winning WvW servers. Even people who wouldn’t really be interested in WvW.
Just reading some of these responses. Its no wonder people say the boss mechanics are boring. Just reading the Op tells me most people would rather find exploits or ways to bug the boss than try to do them as intended.
Lets take the gorilla boss for example. People are pulling it out of his room to avoid resurrection of his adds. I can not WAIT till the devs put an end to pulling bosses out of their rooms. In the gorilla room there is a staff. The ability of the staff is a trap that stuns the gorilla. Guess what? You actually use the staff to prevent him from ressing his adds.
If people would do the bosses like they are designed to be done instead of trying to exploit them, you would have a much better and more fun time.
Oh btw, if the 4 people who stand on the Spouts of the tar elemental boss, continue to stand on the spouts, they dont spit out more adds. burning him with the alcohol also turns the boss’s adds into lava founts. All in all, other than the 1st initial pull, you shouldnt get adds at all. When the boss goes underground, have 1 person step off a spout just long enough to cause him to reappear.
I honestly cant wait till the make giganticus room doors close so you cant pull him out.
Wow, I never even noticed that staff, and I run around with “show all enemy nameplates” on all the time. I thought we were doing the correct thing by kiting the gorillas away from him after he rezzes the first batch, since he DOES seem to need the corpses. Thanks for the headsup, might be more fun to do it that way if we ever go in again.
I think it’s based on character level, so if you started an alt and got the cheevos on em, you’ll get less silver. Don’t know if they reset or not but that might answer what I’m guessing is the source of your question.
Yes, you can get precursors from monsters. I got the dagger one (Spark) from either Aldus Stormbringer (Butcher route HotW minion spawning ice mage) or the chest that dropped after him, not sure which. It’s the only exotic I’ve ever gotten after several hundred hours.
Yeah, it gets pretty annoying at the start of explorable too.
The gorilla boss is really not that bad. We had one wipe because I got confused about the leader’s explanation, but even if he rezzes gorillas, you just have to coordinate so the person with aggro drags him away from them (or vice versa). The boss himself only has a single important attack and it lets you handle his position so provide you take a stunbreaker in case you kitten out, it’s manageable. Only the vast amount of HP is a problem as with most bosses.
The reason for the Frozen players sometimes being able to continue to fight seems to be linked to if you have tight enough timing/consistent enough ping to dodge the final tick of the petrification flashy eyes debuff (or just use mistform or something.) Your skin turns grey and the game has no idea what to do with the debuff so all kinds of weird kitten happens. I usually kept trying to trigger it anyway because it seemed to help more than hurt, though.
I was really hoping the bug was that it only worked on downed members half the time. When a skill is WORSE than using a normal action that everyone has you have a major problem.
You can just run past them, they’re unlikely to change target from the guy that’s been holding them there. Running through them is easy.
Why doesn’t the person in the lava just die to it, waypoint, then run back? (and also, try to stand perpendicular to the boss if possible, such that punts send you forwards or backwards instead of sideways into lava.)
Yeah, the earth one also has the ice graphic, but it’s not “forming”, it starts already there. I’m guessing it’s bugged and the ice graphic should only be on the ice spike, the earth one would just be normal circles. That would make this less painful (died like 6 times trying to figure it out, normally I just dodge every single one.)
(edited by Shiri.6728)
The coat preview seems to be bugged, it auto-removes the trousers/skirt part too on my character (female norn).
We found this one fun but challenging (we didn’t wipe on it but we were always kinda strained.) If I had to pick 2 bits of advice, it would be to kill the smoke guys first as that blind is excruciatingly annoying, and use your AoE CCs on the shadowblade guys since they will maul you if they get half a chance.
It’s the sheer length. I intended to do Arah enough to get the shoulders and the bifrost (680 tokens) but after finishing all the non-mursaat routes, they just take TOO KITTEN LONG to drag my friends though all the time, let alone pubs who are just going to fail and make me solo GL.
Going to do the mursaat route today if I can for the cheevo, then I’m done till Anet tunes it a LOT.
Oh, huh. I guess it must have just bugged out favourably for us then, because the same thing happened for us (slime randomly spazzed into the wall with some stray spider adds) but the dungeon continued after killing the “main” one. And the add died/waypoint disappeared when we triggered the detonator on the aeroplane after the crystal bosses.
Is it me or are most of the armour-type skills like mesmer staff 4, water dagger 4, fire focus 5, and so on really underwhelming? I never even like them when I get them from combo finishers (usually when I blast someone’s ice field instead of water it’s a “ kitten #8221; moment.) They require you to get hit, which you should be avoiding most of the time, and they just add conditions at a length no different to applying them normally. Plus, for a lot of them (fire shield, chaos armour) you can’t really tell what they’re doing even if they do work, so it feels even weaker than it already is.
You don’t have to kill the lesser ones to progress.
The Simin fight text was fine, since I got a PM about this too, I just got confused as to what happened at the end of the entire route.
Yeah, if you can kill the grubs fast enough it stuns him, and then immediately after coming out of it he tends to do another one, which you can focus and kill THAT.
I think you may have gotten confused and posted in the wrong topic. That or you’re misunderstanding the fight. The fight does not take 3 minutes when she disappears like she is currently set to do. It’s easy to be smug if she bugs out (or rather, “doesn’t bug out”, I have no idea which version anet wanted to happen.) I’ve seen youtube of that too. My post was about what to do when she does her disappear thing all the time. Even if she doesn’t regen that much it still takes a while to dps her down, and the spark aggro is so buggy it’s way easier to do that part with 2 people than 5.
Also, it was a pug, and GL has nothing to do with anything I said (though he wasn’t really a major issue, he bugged out and reset once despite me being in the arena unstealthed and available for attack AND not near the walls, but that’s it.)
Just did it with 1 acquaintance I’ve done a few dungeons with before, and 3 pubs. Got the torch puzzle first try. You just need someone who knows what they’re doing to take control of the situation so everyone kills/activates at the correct time.
Btw, thanks for having waypoints at all the bosses in this route, it’s just depressing not having them in the other routes and facing gigantic runbacks. Especially GL.
http://imgur.com/Zt2HK (unkittened swearing)
Given how absolutely disgusting this boss was (2+ hours alone of the 5 hours that route took us) I wanted to post to A) complain, and beg anet to nerf it, and 2) tell people how we did it.
Basically, after ages of pulling her all the way out near the oozes, or fighting her in the cavern like you would think you’re supposed to, what worked for us was firstly, picking up like 50 tears and dumping them around the outside of the cave. Put a tonne by the sparks and then even more further out.
Secondly, have two people inside the cave. One stays at the back, one stays near the entrance where you dumped the tears (no matter how many you put there there probably won’t be enough.)
Thirdly, drag the boss outside the cave – far enough into the weird coral things or whatever that the remaining 3 people won’t aggro the sparks or anything, but close enough that the person by the mouth of the cave can throw tears to cure frozos.
Fourthly, begin DPS. We had a mesmer at the cave mouth so I think greatsword 4 did some work, and also she was able to timewarp us once, but mostly we just had me (ele) fire/earth nuking her with the rolls and using heals to deal with the kitten storms, a mesmer doing time warp and uh, some other stuff mesmers do I guess, whatever. Also, we had a thief with D/X and bow spamming poison.
When she disappears, KEEP MAULING WHERE SHE’S STANDING. The people inside the cave will go to deal with the sparks without the sparks getting distracted all the time. I’m told you can’t pull all 3 of the front ones at once so that’s something to be aware of, but the person with the poison and probably the other 2 need to stay outside and wail on the thing and un-frozos each other with the spare tears. Remember to wait for the purple debuff to go or it’ll just refreeze them (she likes to spam it even on people that are already petrified, which is especially dumb since IT ALREADY DOES THAT if you don’t cure it.) After about half an hour of this, even though she kept spamming the heal, there was enough of an interval between each vanish that we could eventually whittle her down.
Hope that helps.
EDIT: Apparently you can get all 3 at the entrance actually, just got to be fast enough or something.
EDIT:
Ok, another thing. When we beat this route, the guy just vanished into thin air with no text or any explanation of what just happened. Is that meant to be that way or did it bug out for us? If the latter, can someone please PM me with what is supposed to happen if they remember?
(edited by Shiri.6728)
By the way, on the original topic, I think they have been actually making dungeons easier for reals, it’s not just a case of people improving. Those graveling mounds went down so much faster than the last time I tried – that doesn’t happen just from getting better, that comes from their HP being halved (and it was the HP, since they still didn’t fix the bug that stopped me hitting the kitten things half the time.) I think they may have slowly started working on nerfing the kitten HP of some of the mobs too.
Now, please give the same treatment to every. single. mob – and boss – in the zealot and plunderer routes of Honour of the Waves. Please!
I’m pretty sure Swagman was just trying to lead the other guy to the correct conclusion that dungeons do require skill (regardless of whether it’s a little or a lot) by using absurd examples using the same wording. There’s really no need to try and address them as real claims about musicians and golfers.
Yeah, I made a thread about this, it’s pretty excruciating. It’s part of a whole bundle of exploits of the GW2 mob AI, along with a bunch regarding boss leashing and areas they will and won’t target. (I use the word exploits in the traditional sense, not the “this should get you banned” sense; it’s just something that the devs should patch up somehow.)
Just tried this guy now. Very demoralising. We had 2 elementalists, 2 warriors and a thief. The thief was keeping poison up pretty reliably but we couldn’t figure out how to read his multiple stuns, the crystals respawned faster than even 5 people could clear them and naturally he outregenned us. Is there a practical way for this comp to do it? (although they were pubs so I’m not gonna be playing with them again, but I’m just wondering if we could have done anything.)
There actually is karma in dungeons, but it’s extremely rare. Basically, we were promised dynamic events in different routes of explorable dungeons. For some reason that didn’t really pan out, but the sole exception I’ve run into is explorable Honour of the Waves, where three random dragon totems show up to give you karma and xp and money basically for free. I’d be happy with karma just for beating dungeons, but more of these would be great too.
I think you can skip the first two mobs (there’s a big path up the side, it’s not like you have to run through them and abuse leashing…seems intended.) Then you kill the last ones by the exit and that gets you the chest.
Ok, so correct me if I’m wrong, but the way defiant interacts with blindness is that blindness gets applied like normal, but then the mob just ignores it 9 times out of 10. This seems kind of bad because it makes it completely impractical to use blind at all to negate anything (in fact because of the infrequent and random nature, I’ve been unable to detect a single time blindness did anything to a defiant mob.) Consequently players are forced to play as though blindness doesn’t exist – there’s no clever “saving up” of CC stacks to lock down a mob at the most crucial time in its rotation or to stop it gibbing a downed member who got unlucky. This is unfun.
I realise you don’t want mobs getting permablinded given the prevalence of that condition with some classes (thief field + ranger), but the way you dealt with every other CC condition is much better. Of course, trying to apply the same standards to blind comes with its own problems, like the fact that harder CC is generally staggered out so each class only has 1 or 2 per long 50s rotation or something, whereas blind is much more common.
One solution that occured to me was that rather than leaving the debuff futilely on the mob feeling like it does nothing, blind should have a 10% chance of being applied in the first place, then work normal (or, potentially even better, a 15-20% chance but then at half duration like vulnerability – most blinds last longer than they need to without fine timing.) That way people can at least plan around whether they’re going to be hit by the next smack or not – for example, whether to waste a dodge or something.
Holding Dreaming Bay against an EBay force twice our size with Maguuma not even on the map for like 4 hours was pretty satisfying, apparently we lost it as soon as I switched to Eternal though
FWIW, the larger rings of Alpha’s ice circles seem to be pointless – they don’t seem to hit you. Only the inner circle and a slight area outside the inner circle does.
Other tips: when he’s doing his ice circles, just keep running, then if he’s facing you, dodge the stalagmites. If you can’t focus down the crystal, some invincibility-type skills will protect you from at least one thing. And if you’re downed inside the crystal, being rezzed frees you from it. Mesmers aren’t the only ones that can protect themselves in the crystal either – guardian aegis works, our thief houdini’d out of it a few times, and an elementalist with S/F or D/F can switch to earth and use obsidian flesh to dodge an attack. Lastly, try and lower some of the tendrils’ hp. Then even if you get one shot, you can potentially rally off them.
The destroyer boss doesn’t regenerate any damage and his health pool is small compared to most bosses, so he’s really not that bad. (Would be pretty disgusting if he did though.) I quite enjoyed this route, although I was complaining the entire time, ha.
Death zerging doesn’t even matter on this boss because he doesn’t regenerate (correctly; it would be way less fun if he did given the ginormous failure rate of jump puzzles in the FPS that dungeon gives you.)
1. Hmm. I tried that when the others were on the log at one point, but it just made all the small ones spit that undodgeable unreflectable extremely painful tar at me constantly. The big one behaved himself, though.
2. Rubbish having too much HP is a really big problem not unique to the parts people skip through. It needs fixing as a separate issue.
3. She kind of can fight back, she just sucks at it. The problem is that her gimmick is that you’re supposed to have to kite her aoe and potentially run into the spider eggs, otherwise she’s completely unthreatening.
4. Oh, so that’s what happened with the mortar. I guess that’s what happened with the spiders too, there were a kittenload way in the back of the room. Oddly enough though, I remember fighting the tree from right under him during the spider boss and he never actually attacked me per se, just billions of adds. Does he actually have attacks in that route?
I’m not on EU sadly, I play on the global servers since I have a bunch of American and Singaporean friends who play there.
Heh, I sympathise with the fear, but when players are leashing trash mobs out of fear of dying (rather than out of hatred for their immense walls of hp) there’s still a problem.
To be honest I found the difficulty for TA U and F/U (haven’t done F/F yet) to be extremely frontloaded. The kitten exploding plants and the wurm boss, if not exploited, are way harder than any of the remaining mobs or bosses.
So I’m trying to do the Twilight Arbour explorables. There are some cool encounters in there. The wurms are pretty vicious for some reason, but those paralysis spiders are fun, the toxic blossoms are cool when I can actually hit the kittens, the last bosses seem like they WOULD be cool, etc. etc.
HOWEVER, the kitten groups I keep getting grouped up with insist on doing these dungeons in the most boring possible ways, by standing in spots where the mobs can’t really hit them and autoattacking them down, or abusing this game’s suspicious pull logic to only fight one guy at a time, or just straight up running through and ignoring everything. (I want to do it with guildies but they are in full rage mode about the volatile blossoms, which I can’t blame them for since being unable to hit them iskitten )
Issue 1:
Leash range too short. Make it much larger so you can’t just skip most of the dungeon by not even fighting the mobs.
Issue 2:
Leashing is not consistent. In the U route, there are some nightmare duelists/knights/etc. You can just pull these and then lay some condition damage or something on the duelist (I think this is how it works) so only one stays and the rest all leave you alone. As a rule, if one mob is aggroed they ALL should be from a group.
Issue 3:
Nightmare vines can be “kited” by hiding behind the big log thing up the ridge to the left. Most of their attacks miss you from there and you can keep going back to heal. This one actually might be intended but it’s pretty kitten boring, and I suspect you’re meant to keep walking into melee to bait them into faceslamming you since that’s so much easier to deal with than the tar. I would be the least annoyed to see this one not fixed though.
Issue 4:
Fyonna can be dragged into the start of the tunnel, where she will do basically nothing forever and you can just dps rotation. Boring.
Issue 5:
Nightmare tree (both f/u and u) can be trashed by just standing in front of his lair and autoattacking indefinitely. BORING.
I have no doubt someone is gonna complain about how dungeons are too unfair as it is and punish blah blah tokens or whatever, but seriously, no. Just remove this stuff so groups will have to actually do the dungeon. I can accept that one route is always gonna be picked above the others for any fractional difference in easiness (unless you limit rewards totally to one route per day, that would be awesome) but this is just too much.
P.S I realise the leash coding for the normals is probably pretty ingrained and hard to fix, but you can at least give the bosses some kind of absurd attack that will gib anyone trying this without nailing the people actually engaging in their gimmick.
Don’t mind my tone btw, just irritated after a particularly boring run where an attempt to run a less experienced elementalist through spiders instead of just fighting them took about 45 minutes that my team would simply not give up on, followed by 2 excruciatingly boring bosses.
EDIT: Also, feel free to chip in with similar bullkitten from other dungeons so Anet knows what to target.
(edited by Shiri.6728)
Agreed with all the people saying MF% should be removed. Kal’s post in particular summed it up perfectly. It’s a mental trap that people feel bad using and feel bad not using if it’s around. Just convert all existing gear to +critdamage stuff, or hey, how about that rabid gear that should be craftable but isn’t? Whatever, I’ll buy new gear (and not bad glass cannon gear either) and feel better about it as long as I know I’m not sacrificing income, given how much grind is needed for stuff like legendaries.