So the answer in my case, as an elementalist in the Vigil, was to talk to Snarl Backdraft a second time. He starts the quest, and then acts as though he’s done, icon goes off his head and all that. However, when I talked to him again, he gave me a big turret to carry around. This then could be put down and picked up as often as I wished, it seemed, and would spam fire at the enemies. In doing so, it spammed the Champion and kept his health form regenerating so I could stand back and heal as needed.
I’m not sure why there’s no indication that one needs to do this, and I imagine it varies by quest line. However my first try, without the turrets that I didn’t know was available to me, resulted in invinca-champion.
GW2 really needs more playtesting with regards to difficulty because while this is the most egregious example, it is fairly typical I find with regards to uneven difficulty. You can find a given kind of encounter (with regards to level, number of mobs, etc) nearly trivially easy, then another impossible. There seems to have been little testing with regards to spawn rate, aggro range, letting players know of special mechanics, etc. Hence it can be very frustrating.
Difficulty is something that should have a good deal of consistency in a game. That isn’t to say everything should be easy, but that whatever level of general difficulty you have is maintained overall. It shouldn’t jump all around and seem easy at times, impossible at others.
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