(edited by Strontius.6478)
Showing Posts For Strontius.6478:
Anvil rock is great. Lots of potential here, we just need more coverage.
God Commander Chrisk on Borlis Pass!
Yup party just wiped for the 7th time in a row because of that troll.
Cheers Anet and thanks for patching it……….
Aw, come on. He isn’t that difficult, I killed him myself and I’m not even that good of a player. (proof – https://www.youtube.com/watch?v=NMZG_Ay0OXM)
Although I do think this troll is frustrating due to the constant fears/stunlock and I find the telegraph timing to be counter-intuitive.
I totally agree with you, Colesy. I think we just need to accept that we’re not the target audience here, and that they simply have no intention to develop content for us. Because clearly all attempts to get their attention and fix dungeon issues have been a wasted effort. I don’t see the situation changing any time soon, unfortunately.
It doesn’t have to be an area, I think this could be accomplished inside an instanced dungeon. The main thing is that it needs to be non-linear (so that different party compositions may prefer to choose different bosses in the dungeon to progress further), and have non-binary hard modes (instead of simply selecting “explorable”, have things in the dungeon which can affect difficulty through adding new mechanics – if anyone has played WoW Ulduar has some excellent examples of this).
Imo what I’d like to see in PvE is more freedom to choose what we do in dungeons instead of a linear path, and a much higher (and optional) level of difficulty.
It was pretty entertaining to hear people complain about the difficulty of cof p1 back then considering how it is now the easiest path by far. I’m a pretty mediocre player but I managed to solo this path. So I wonder if they nerfed the effigy’s health real hard, or if berserkers actually do more than 5 times the dps of your average cleric/pvt newbie from a few months after the game launched?
http://www.youtube.com/watch?v=D7Zsna2az1A&feature=youtu.be&t=5m39s
(edited by Strontius.6478)
I agree with this! World events right now are in an awkward place where you can’t fully afk them, but they’re way too boring to give your full attention to. With the increase of boss HP, it’s pretty unbearable for me. I really don’t want to grind dragonite ore from world events. I hope they add new places to obtain it.
Get your lazy kitten to work if you want something in game. I have made 5 ascended weapons and still have 5 stacks or dra ore and empyreal. If you can’t stand to do a simple event and even they add new way of acquiring Im sure you still have complaints… as of now events are enough to acquire these things.
That’s not really the point I was making. It’s that world events are mind numbing and boring. I don’t want to do them anymore. I’ve already made 4 ascended weapons and the grind for that was pretty unbearable. I want to be able to obtain ascended weapons from something skill based.
Why should farming boring events give me BiS gear when soloing lupicus only gave me 2 greens and some silver?
Agreed. Artifical gating of content through gear (AR) contradicts their mmo manifesto. Player skill should always be more important than gear in this game.
I agree with this! World events right now are in an awkward place where you can’t fully afk them, but they’re way too boring to give your full attention to. With the increase of boss HP, it’s pretty unbearable for me. I really don’t want to grind dragonite ore from world events. I hope they add new places to obtain it.
ughh why did you necro this thread? For a second I got excited and actually thought the devs were coming back to this forum to post again.
Q_Q
Several reasons – While shield 5 is better in that you’ll continue blocking even if you’re in melee range, sword is better for lupicus because the cool-down is only 15 seconds. This means that it’ll be available for you almost every time in p2 for his necrid barrage, so you can dodge backwards then riposte. In my opinion that’s the most reliable way to dodge it.
If you’ve got the dual-wielding trait, having sword as your offhand gives you an additional 5% damage compared to the shield. Sword 4 can stack some bleeds and torment which definitely does more damage than shield 4.
It took me about 15-20 hours to get my first solo kill, not sure how long exactly. The biggest tip I can give you is to study how the pros do it by watching their youtube videos. As a warrior I watched Wethospu, Strife, and Goku. This will help you learn how to react to every ability lupicus has.
Another thing would be to use more defensive utilities until you improve, and then switch them out for offensive utilities one by one. It’ll take longer finish each phase, but if you’re taking signet of stamina even if you make mistakes your endurance will refill very quickly. In phase 3 I recommend playing it safe by doing eviscerates after double dodging his life-steal to get your endurance back.
As you practice you’ll improve and become more confident. Then you’ll be able to play more offensively, but for now don’t be afraid to use defensive utilities and use burst to get your endurance back.
Yeah I totally agree with the OP. I really appreciate what you guys in the dungeon forum do for the community. For a few months after launch I was running with a pseudo-tank clerics meditation guardian thinking I was helping the team with aggro. Haha! It took a few failures in arah p4 for me to come here and seek information and improve. I was so inspired by the solo videos and guides here that I levelled a berserker warrior to help my guild get our first Simin kill.
I’ve continued to improve since then and I am now able to solo Lupicus. I have the awesome people at [rT], [DnT],[LOD],[HC], etc. to thank for this. You’re all really valuable to the community and I wish the average player would realise this!
I’d prefer if they didn’t do that, but instead incentivized killing trash mobs by making them inherently fun to kill (new abilities/mechanics/kill orders and not letting them be HP sponges) or by giving them unique item skin drops.
There’s a lot of RNG when fighting lupi (ex. his order of attacks, necrid barrage p2 is hard to consistently dodge due to the blast radius of each projectile, hidden projectiles, etc.) so I’d highly recommend having a sigil of energy to be safe.
Although it probably isn’t needed if you’re an amazing player.
After finally soloing lupicus I feel like I don’t really have any PvE goals. I’ve already run every dungeon path to death and I don’t want to do it anymore. I want new hardcore dungeon content but evidently that is not a priority for ANet. Heck, if they even have a proper dungeon team at this point is unknown.
It’s also pretty demotivating that I only get some blues and greens for solo content, especially when new updates introduce nice skins in the gem store. Why are some of these not available by actually playing the game? The end game was supposed to be about horizontal progression. You’re simply not rewarded well enough for doing anything skillful in this game.
Idk what to tell you. I pretty much just log in to this game to socialize with my guild at this point. I don’t like the direction anet is taking, and unfortunately I don’t think anything will change in the near future.
Yeah, it’s quite depressing that the best boss in this game is still full of bugs and counter-intuitive mechanics which have persisted since launch.
I think the best thing they could do, however, is to maybe change his abilities based on our actions in the dungeon, as a sort of non-binary hardmode. This way we could control how many buffs or new abilities he gets to increase the difficulty as well as increase the rewards from him. This also means people that want lupicus as he is now can still fight him that way. More choice is always good!
Unfortunately this would pretty much require a revamp for arah and is likely too much work for Anet to even consider.
He once reset on me when I was pinning him to the wall.
Absolutely no idea how that happened, but he just randomly healed to p1 and started casting grubs.
Since then I don’t put him against a wall.
If I push him too far into the wall near the closed doors behind him, he consistently goes invulnerable and heals to full. Personally I haven’t seen him heal on just the wall though.
Recently I was working on a lupicus solo, and every time I died to a fumble dodge it was so extremely frustrating. As a warrior, Axe 2 and gs whirlwind 3 then dodging almost always give me a fumble dodge. Also, activating whirlwind attack and riposte feel very slow and delayed sometimes.
This should be a high priority for ANet to fix, as combat is the main aspect of this game. The frequency of fumble dodges is just unacceptable, especially considering this is a game where you tend to die in 2-3 hits.
Hi Wethospu, I finally got my warrior solo kill for lupicus!
It’s not a speed kill by any means, but it’s still very meaningful to me. You guys on the dungeon forums have inspired me to improve my gameplay enough to actually kill one of the hardest bosses in the game solo.
Thanks!
Yeah, we could really use some challenging PvE content. This might also help the precursor situation, so I’m totally in support of that. I’m at 2500 rares without a precursor in the MF and it’s pretty unsatisfying. At least this way we could obtain it through something which actually requires skill and dedication rather than pure luck.
Maybe they could have a high drop rate, but be account-bound? That would help mitigate the effect on the economy to some extent.
Phira, could you link your warrior build please?
I can only get to 35k on the slavedriver with 25 might and vulnerability stacks, berserker gear and ruby orbs, sigil of smothering + potion, and all banners. I’m 20/30/0/0/20, I’m worried there’s something wrong with my traits because you were able to do 42k on the slavedriver and that’s a huge difference.
Link to my build:http://www.guildhead.com/skill-calc#mmRM0zM9MMTRNmMTRNmGx9MGVsVabVo
I’m trying to improve my cof speedruns, any help would be appreciated.
None of this matters. The issue is that this is the very first dungeon to introduce new players to dungeon mechanics and how things work. You calling for “experienced” players completely negates this. How about you fraps 5 casual players who hit 35 on their first toon and want to see what a dungeon is like.
I feel like there should be another dungeon before AC at around level 20. It should have bosses like ettins or the old kholer where their main attacks are slow and well telegraphed. This makes it very obvious when to dodge and would definitely help new players get used to it. AC difficulty is fine for experienced players, perhaps even too easy, but I agree that it is not suitable for players that just hit 35 and are new to the game.
Giganticus Lupicus. No matter how many times I’ve killed him, it’s still fun because he isn’t a damage sponge like most bosses in this game. He has distinct phases with new abilities that matter (ex. grubs during the transition to p2) so you can’t simply ignore them. There’s actually a risk of dying and this makes it exciting.
This is absolutely ridiculous. New ways to obtain precursors should be a higher priority on ANet’s list.
After many hours of attempts, my group managed to beat the Simin encounter before the Jan 28 patch.
Yesterday, we went back in to help another guildie get their Dungeon master title. The sparks are much more responsive this time! It’s so much easier to kite them to the slots than before. Also, we didn’t get the 5 shield bug or the bug where you are rooted even though you don’t have petrify. It looks like you’ve solved most of the major issues, and now this boss is a challenge without being frustrating due to mechanics not working properly. Thanks, Mr. Hrouda.
Okay, thanks for the clarification Brutaly & Guanglai.
Considering the newest patch removed the ability to ninja skip (dodging after the 2nd autoattack swing to speed up the chain), do you guys feel that the hammer is still a viable weapon?
Skipping was pretty valuable for me since I had near 100% uptime of vigor so I could heal others with Selfless daring and speed up the hammer autoattack chain at the same time.
I don’t believe the hammer is a viable option anymore after the patch. Ninja skipping no longer works (right after the second hit, you dodge, return to your starting location and still hit with the 3rd swing).
This is a very big deal for these reasons:
1. it speeds up the third swing
2. It allows you to heal with your dodge rolls without wasting time and breaking the auto-attack chain. (selfless daring and +healing power needed to for this)
3. Traited, you can also receive the vigor boon on crits meaning you can ninja skip very often
After getting used to it, it’s very hard to go back to the normal slow attack chain.
Overall I’m very happy with the changes. However there’s one thing I’d like to suggest: profession abilities that revive downed players should also affect fully downed players. I believe this is necessary with the WP changes, although the cooldown for it should be increased to about 10minutes so that it is a meaningful decision to use it during a boss attempt.
At times like this it would be useful to have a damage meter so we could quantify the dps of various professions and builds to determine if warriors really are that much better, or if it’s just our perception.
From personal experience, though, I have a feeling that warriors have the best burst dps, and as a result shine in short encounters under 30 seconds like you see in CoF path1. If you drop banners, buffs and quickness it’s easy to reach 25 stacks of might as a GS warrior for a short period of time and lots of vulnerability on your target.
Whenever I do speed runs I don’t mind taking other professions if they’re properly geared and experienced, but I can see why people want to take only warriors.
Wow! I can’t believe that you were able to run fast enough to get the wraiths during the Grenth fight as they teleported around. You inspire me to play better on my warrior.
Please don’t nerf Giganticus. My dungeon group enjoys the challenge, and in fact we’d like to see even more difficult content in the future.
The only change I’d be okay with is to make the red circles bigger in phase 2 because right now they’re deceptively small and you can still get hit even though you’re not standing in them.
This happened to me once in a pug group. They insisted on running past almost every trash pull, and I’m sure that’s why Detha bugged out.
If they’re going to implement new harder dungeon content, I’d like it to be less linear (i.e. let us choose which bosses to kill, and give us a lockout so we don’t have to do it all in one sitting). Also I would like to see more bosses like Giganticus Lupicus, because complicated multi-phase fights are interesting, rather than the boring high-hp bosses that make you want to afk during the encounter…
Also I don’t think 25man content would work well. You can already see the difficulty in balancing big meta dynamic events, and how they always turn into a massive zerg. Without the trinity I don’t think big groups work well. Guild wars 2 content is much better suited to 5man groups (in my opinion!).
While I agree that it is counter-intuitive to have the screech cover such a wide area, I don’t think the boss should be nerfed to be easier. My guildies and I enjoy difficult PvE content. So by all means create easy story modes but keep the explorable paths challenging!
After the nerf this boss is incredibly easy. Ignore the crystals and go pure dps on the boss.
Here’s what you need to watch out for:
1. Red circles. Dodge out right away or you’ll be knocked back and lose control of your character.
2. Boss will wind up, then smash the ground. Always dodge this, because this attack stuns you.
3. When the boss move his hand forwards, it means he is going to do a flame attack. Not incredibly important to dodge this.|
4. When you see one big red circle, boss will do a big AoE attack that applies burn. This is important because when you are burned you take more damage from other attacks. Dodge this or use condition removal.
In my opinion this boss is really fair because his attacks are telegraphed well. So just keep practicing and you’ll get it soon.
So when you stand next to the torch, there will be 3 respawning mobs that you’ll aggro. The trick is to kill 2 and leave one alive at ~25% life, since they do not respawn until all 3 are killed. Over voice-chat or /p chat, get your party leader to coordinate when to kill the last mob, wait a second, then call out to light the torches. If you do it with 2 calls (for the kill, then to light it) you’ll find it’s very easy to coordinate it. IMO there’s plenty of time. In addition, on my tanky guardian and pure berserkers warrior I had no trouble staying alive with one mob on me, so I feel that this encounter does not need a nerf. My other guildies don’t seem to have a lot of trouble with it, either.
Every profession is capable of a support role, however the play-style is a bit different.
If this helps your decision, I can tell you that I love having mesmers in my group no matter what spec they choose. Time warp and the ethereal combo-fields they lay down for chaos armor are incredibly helpful!
I’ve only ever done it once – I had swiftness and jump dodged.
I play a max-height Charr guardian.
Learning and mastering a fight with clear cut and fair mechanics is fun and challenging.
Fighting the Priestess of Dwayna is not that kind of fight as you’re fighting the frikkle nature of the Spark aggro and various bugs more than you’re fighting the boss.
Dwayna is the bad kind of “hard” encounter. Not hard because of complex or demanding encounter mechanics but because half the time they don’t work properly.
Think about it. If the sparks would aggro properly and be more intuitive to move and the traps would actually work reliably, how hard would Dwayna really be?
That’s right, not very…
I totally agree with this post. This fight is completely counter-intuitive and hard for all the wrong reasons. This makes it so frustrating.
The priestess of dwayna fight is extremely frustrating. Firstly, sparks do not lock in reliably. I understand we’re supposed to walk farther than the spot because the sparks will begin attacking you when they’re in range, but it still feels very counter-intuitive and clunky. My suggestion would be to remove their ability to attack us, or make the slots much larger so that they get trapped into it easier. While this would make it easier, IMO this boss is challenging right now in a way that does not feel fair, but instead due to poor AI and bugs.
Furthermore, I’ve encountered a bug where 5 shields are up, but one or two sparks remain outside the slots and cannot lock in. Unfortunately I do not remember exactly what our group did to cause this.
Lastly, tears are sometimes not cleansing the petrified condition. This seems to occur when someone is petrified, gets the debuff again, and then becomes petrified again just after being cleansed by a tear. This results in a situation where the player can use abilities but is unable to move.
This is the last path my core dungeon group needs for our dungeon master titles, so it has been quite frustrating to wipe on this boss for hours due to reasons out of our control.
Tokens exchange. I like some dungeons, but I HATE ARAH. Worst. Dungeon. Ever.
This. Oh god this. I don’t care if you up the price for armor. But Arah is easily the worst experience i’ve ever had in any mmo ever. Which is a shame because the armor looks amazing. Whereas, I love AC and TA but their armor looks kitten …
I strongly disagree. If you see someone wearing arah armour, you know they’ve worked hard for it, and as a result it is rare and valuable.
Most people can clear CoF or AC, so this would give an extremely easy way to obtain it. That devalues the arah armour set and the accomplishments of the players that completed it.
Just for a bit of background, I’m one path away from my dungeon master title and I play mostly a support guardian.
1. Boss HP is usually too high.
2. Mechanics need to matter. This relates to point 1, because when there are mechanics in a boss fight that are trivial and can be ignored, it just degrades into a tedious situation where we mindlessly attack the boss without moving. I understand that this is mostly a numbers balancing issue, so I’m confident you guys will fix it over time.
3. A “lockout” would be extremely helpful for dungeons like Arah, where it is sometimes not possible to complete a path in one sitting. Having dungeons save progress until the reset would be ideal for me, although this may cause issues for those who aren’t concerned with diminishing returns and want to farm the same path repeatedly. I don’t have a better solution right now, though.
4. You should incentivize killing trash mobs. As it is right now, most pug groups will simply run past trash pulls whenever it is possible. Adding rare drops for skins would probably fix this, since horizontal progression is the main focus of most players.
5. I’ll be succinct since this topic is already over-discussed. Your implementation of Ascended gear is key to its success in game. I think it’s safe to say that most people would prefer horizontal progression through aesthetics and customization rather than stat increases, since the vertical progression model is already available in all traditional MMO’s.
Please, be careful that you don’t create a situation where the ascended tier of armour is so significantly better for all content that it becomes mandatory to obtain it.
6. I’d like to see more multi-phase bosses like Giganticus Lupicus. That was a very fun and engaging fight, my dungeon group enjoys the difficulty of it.
EDIT: I forgot to add that I absolutely hate graveyard zerging. Once a fight starts, you should not be able to just take the waypoint and come back in. It really takes away from the challenge since you have so many extra attempts, especially if the waypoint is close.
(edited by Strontius.6478)
I fully support this thread.I’ve been struggling with camera snap-back since the third Beta Weekend Event and have not been able to fix it. Every time I release the right mouse button (regardless of how the mouse is moved) the camera will snap around wildly. I’m a keyboard turner now because it’s the only way I can play without getting disoriented. Low FoV definitely doesn’t help the situation, either.
I really hope they do something about this soon.