Showing Posts For Squeegeez.2801:
Hey, mortar guy here, I’d like to add some things not yet discussed in here, as well as my input on some things that have already been mentioned.
Just going to label my points for easy reference.
1. You can counter siege from the start of the jump puzzle, there is a concrete island above water that is very defendable, and as a bonus has stealth right next to it.
2. You can escort someone with stealth from the 2nd fountain through the dark room and if you have skill, you may be able to get by undetected. This does require teamwork. Yes arrow carts can break the stealth, you must plan carefully.
3. I agree I was surprised siege could be deployed in there. I would be fine if they took it out.
4. Everything about retaliation has been said.
5. Mesmer portals are pretty OP in getting teammate reinforcements and supply runs through quickly.
6. Pulls are very effective, try to use them on the lower platform when we go for the manual trap pull.
7. Ignore the veteran mobs, they really don’t do anything. Walk in circles, we’ve successfully deployed arrow carts on the bottom floor with enemies above and veterans below. Communication and being quick about it helps.
8. It is not impossible, but it does require superior numbers. We eventually went down to 30 Sea of Sorrows.
9. Split up on the jumps, arrow carts usually target the furthest. Leapfrog it. The person in front WILL have to retreat from damage, but when he does another can take his place, block a few shots, and leap to the next barrier.
10. Leap skills are great, and can help you advance to the far side where it’s possible to get out of combat.
11. There is a safety zone underneath the trap platform that is very hard to hit, even with arrow carts. It also lures them to the edge where you can pull.
12. Feel free to leave the puzzle any time, you can get everything from the chest elsewhere, it contains no unique loot. Leaving is one of the most effective things you can do, wastes defenders resources as they sit there, and they WILL leave of boredom if no one shows up.
13. Hop servers if you absolutely must get to the end for the achievement.
14. Camp earlier in the jumping puzzle, that’s what we do. It allows your own forces to group up, and the amount of enemies getting through to reinforce is largely diminished.
15. Camp the reinforcements using portals to the top, catch the mesmer when he falls and takes damage to open the exit for teammates. Stun him, push him, burst him. It requires patience, skill, timing, teammates, and if they see you they probably wont risk jumping down. BUT it does cut off reinforcements and supplies. So every lucky pull thereafter is one less defender up there.
16. Even with 6 people ready to cross at the boulders and no siege left, I alone can manage to neutralize every single one of them. Mortar the area and luckily get 2 people dropped. Knockback prox mine takes out another. Magnet pull another while they are crossing the tiny ledge. Airblast another when they make it to the trap platform. Retreat to the upper stairs and overcharge shotgun blast another off a cliff. None of these things are undefeatable, however. Hug the far wall so the mortar can’t knock you down. Out wait the mine, it does have a timer and a cooldown. Use dodge effectively. Use block or aegis effectively. Use stealth effectively. Use invulnerability effectively. Use pulls effectively. All in all, use SKILL, and your BRAIN. We’ve defeated arrow carts, camping players, siege golems, ballistas, mesmer portallers, you name it we can overcome it. Sometimes it’s as simple as overwhelming them with numbers; you can constantly revive anyone who is defeated.
edit:
17. The out of combat situation is frustrating, I shoot them once then hide up above. They can’t complete jumps without swiftness, and the arena is so tiny it’s hard to escape. Try going to the far side of the arena, or better yet INTO one of the far cages, the in-combat radius doesn’t reach that far. I’m not sure but I believe stealth breaks out of combat, and is also attainable by a combo field. I think they should fix it so there is a timer; if you haven’t taken damage in a certain amount of time it breaks combat, rather than just having it break combat from radius.
(edited by Squeegeez.2801)