Showing Highly Rated Posts By The Gates Assassin.9827:

The Good, The Bad, The Missing

in The Origins of Madness

Posted by: The Gates Assassin.9827

The Gates Assassin.9827

The PvP forum likes to do these after a big patch and it really helps. So lets do one for living story! BE CONSTRUCTIVE! Really try to think of everything you enjoyed, even if you are a casual player talking about the wurm. All perspectives matter, so casuals, talk about the wurm! Those who couldn’t care less about the story, tell us about it anyways! I suggest doing FOUR of these:

  1. The Wurms
  2. The Marionette
  3. The Story Stuff
  4. Overall

Wurm

Good

  1. It’s nice to have a hardcore boss that isn’t beaten on the first day.
  2. The mechanics are pretty interesting.
  3. The solution to the boss isn’t as simple as stacking and burning.
  4. Condi builds are not only helpful, but necessary!
  5. Multiple stages!
  6. Permanent content.

Bad

  1. Targeting! This makes amber extraordinarily difficult.
  2. Rewards. The rewards are pitiful. Unless you are truly a player that only plays for rewards, you will probably skip this or beat it and never return. They also encourage burning ONE wurm rather than finishing the whole thing.
  3. Conveyance. It’s not clear WHY we are doing the damage we do most of the time. One burn, we take out 25%. Next burn, 5%. What!?
  4. Bugs. Literally every stage of this hit a bug. The escort, the wurms and the heads all had at least one bug and now there’s talk about possible scaling bugs. I think this boss would have been downed a lot faster if both targeting and these issues were resolved. Maybe the living story team should be given a bit more time to polish stuff before releasing it?

Missing

  1. A new fail mechanic. Timers are getting a bit old. Marionette nailed it.

Marionette

Good

  1. New fail mechanic. It really brings agency to keeping the event from failing.
  2. Epic as hell.
  3. Puts a lot of agency in the hands of the players. Me throwing immobs everywhere helps keep the champions in line. Me basically soloing the bosses feels great.
  4. Encourages community. I always cheer on the other spokes!
  5. Splits up the zerg. Then it splits up those zergs again.
  6. Great rewards. It rewards you for getting farther in the fight VERY noticeably AND very well. Very likely that you will get at least an okay reward, even if you don’t do incredibly well.

Bad

  1. Inability to help others in other fights. If you win, congrats, but if they die, you lose.
  2. Repetitive mobs. For the most part, the twisted that charge in remain the same. Two champions and a horde of things that die almost instantly. While the mobs around that change, I wish there were more twisted types.
  3. Achievements. They are really confusing and seem to be impossible to get. I swear I’ve dodged that thing for the entire round AND beaten the entire marionette and still didn’t get the achievement.

Missing

  1. DON’T LEAVE ME

Story

Good

  1. More background on characters.
  2. New character is kinda cool.
  3. Scarlet’s layer is great! I loved the projector and what it hints at. The pictures on the walls… UGH its great environment story telling.

Bad

  1. The LA instance is kind of boring. I wish there was a better way to deliver dialogue. Cutscenes are tough to make, but this method is pretty boring.
  2. Facial expressions during dialogue. They’re all bored. Never happy or sad or anything. Really pulls me out of it.

Missing

  1. Nothing.

Overall

Good

  1. Love bosses.
  2. Permanent content.
  3. Great community building. A great reason to pop out the commander tag.

Bad

  1. I think a lot of players will be kind of one and done with this content. The thing about boss style content is that it only holds your attention until you beat it or decide it’s impossible. Wurm really only holds attention for hardcore players.

Missing

  1. Casual content. Many casual players feel really left out of this update. All they really got was the power core farming stuff. Marionette I think is a bit too hard to be call casual content. Especially when so much rides on you during the boss fights.
  2. Good rewards. I got a lot of greens tho.
  3. Overflow revamp. Afkers are spawns of satan when trying to organize a zerg. KEEK DEM.
Main: Raine Avina (Engineer)
Message me any time in game.

[Guide] Damaging Tequatl Guide

in Tequatl Rising

Posted by: The Gates Assassin.9827

The Gates Assassin.9827

This guide has one purpose: To teach people how to damage a world boss. This is nothing new, but there are some Tequatl specific stuff I noticed at the bottom:

Damaging Tequatl Guide

The best skills for this fight are ones that fit some of these criteria:

  • Skills that pulse in a field (He can’t move, so he has to take the full damage)
  • Skills that can hit multiple parts of him (He has multiple places you can hit him, if you can hit more than one, your skill becomes twice as powerful).
    • AoE
    • Piercing
  • Skills the rely on power damage
  • Skills that deal more damage when the target is suffering from a condition (He always has all conditions on him)

Engineer

  • Freeze Grenade
  • Grenade Barrage

Grenades are the way to go for engineer. What else is new?

Elementalist

  • Meteor Shower
  • Fiery Rush (Fiery Greatsword)
  • Flame Wave (Fiery Greatsword)
  • Ice Bow

All of these can and should be brought on an ele. Don’t target Tequatl and use Fiery Rush through him to deal crazy amounts of damage to him. When the elite is on recharge, hit him with ice bow and then switch to staff. This is the best damage against a world boss in the game.

Necromancer

  • Life Transfer
  • Well of Corruption
  • Well of Suffering
  • Deathly Claws (Lich Form)

Very possible to bring all of these. Good placement could have the wells tick double.

Guardian

  • Whirling Wrath (Careful with this one)
  • Symbol of Wrath
  • Smite

Smite is the safest and best way to deal damage.

Warrior

  • Hundred Blades
  • Whirlwind Attack
  • Arcing Arrow
  • Hammer Shock
  • Rifle Skills with Crack Shot trait (This makes all rifle skills pierce. Kill shot gogo!)
  • Whirling Axe
  • Tremor

Rifle with piercing and a longbow seem like the way to go here.

Mesmer

  • Mind Wrack
  • Phantasmal Berserker
  • Chaos Storm
  • Illusionary Duelist

Make sure you have Signet of Illusions if you are going for Tequatl. That shockwave hits like a truck! The faster you can put out Illusionary Duelists, the better, so all recharge traits help.

Ranger

  • Barrage (Careful!)
  • Longbow and Shortbow with Piercing Arrows trait
  • Split Blade
  • Any Drake Pet

Drake + longbow + shortbow and stick to the side of him so the piercing works.

Thief

  • Cluster Bomb
  • Trick Shot
  • Pistols With Bouncing Trait

Spam it!

Charr

  • Artillery Barrage
  • Fire Rocket Barrage

In case you don’t have a good AoE on your class coughmesmerscough. I assume we’ll be seeing a lot of the ever so common…charr mesmer.

To me, these are the damage kings:

  1. Elementalist
  2. Warrior
  3. Ranger
  4. Thief
  5. Engineer
  6. Necromancer
  7. Guardian
  8. Mesmer

Doing Melee Damage

Despite what people say about melee, you can definitely melee this guy. You need to pick your moments, but there’s a few that I noticed:

  • When Tequatl pulls his hands back to summon the fingers, he’s not going to shockwave for a bit. Totally open.
  • When Tequatl is fearing everyone, pop stability and wreck his dirty kitten .
  • Just after Tequatl finishes shockwave, he doesn’t attack as much.

If you pay attention to when he goes for the slam on shockwave, you can EASILY dodge or jump it. I suggest dodging as it’s much more consistent.

The best place to do melee damage to him was his front left foot I found. There’s a little island that it is on and you can even clearly see the red circles there.

Tarnished Coast got him to 10% today. LETS KILL THIS TACO TONIGHT!

Main: Raine Avina (Engineer)
Message me any time in game.

(edited by The Gates Assassin.9827)