Showing Posts For Zephiris Omega.8265:
It happens because of the zerging of the knights. If you sync kill all three knights, you get up to the drill and have a few minutes of waiting + a full 30 minute timer. If you zerg the knights one by one, you warp in at around 25 minutes left in the battle, because the event begins inside the drill after the very first knight is killed.
If you don’t have an SSD, about the only thing you can do right now I’d say is stand near the color buffs at the very last knight just before it dies and get your Prime as soon as you possibly can, then run straight for the portal. Any time I’m one of the very first ones up to the tower, I spawn to the left of a laser beam and am generally safe.
Mechanic question; zerging vs sync kill
in Battle for Lion’s Arch - Aftermath
Posted by: Zephiris Omega.8265
Just something odd I noticed over on Crystal Desert.
Today after the initial patch hit, we killed all three knights at roughly the exact time. Gathered the color buffs, and went up to the airship. Once up at the airship, we had about a 5 minute wait maybe? Scarlet chattering to herself before the holo event itself triggered, with a 30 minute timer.
A lot of failures throughout the day, on overflows and just in general due to the main bug. Just completed it for the second time on CD main, and we used the ‘zerg one after the other’ tactic. Killed blue, killed green, then killed red. Gathered the color buffs and warped up to the drill.
This time when warping in, I was immediately downed by a laser. And the event was already at 25 minutes and counting down. So I’m just curious if anyone else has observed this? Wondering if it’s a bug, or if it’s a mechanic. I’m thinking maybe the upper drill events trigger automatically on the very first knight kill, instead of when the last one dies.
Has it been a full 30 minute timer for those of you who have completed it multiple times using the ‘zerg train’ method?
I used one of the endless toy tonic recipes on my artificer yesterday, couldn’t find it in my list, came onto the forums and saw other people complaining about it and just said ‘oh, just gotta wait for a patch.’
Today’s patch notes say it’s fixed, which is great. But when I log onto my artificer, it’s not present in my list of recipes. And when I check on the TP, the recipe no longer shows ‘you already know this’ when hovering over it like it did yesterday.
Just wondering if it’s happening to anyone else.
Maybe you were too close to the edge? Currently there’s a small section of the outer rim of the arena closest to the entrance that is ‘bugged’. If you enter this section along the very outer rim and then move back inward, the game treats you as having just entered the fight and you get hit with the standard 9 ticks of ‘maw’ agony. The same agony that hits you when you enter the fight at the very start.
It’s very easy to lose track of where you are, accidentally run into this section and run out if you’re hugging the edge, and find yourself getting hit with the entrance agony.
Likewise. All emotes correct, 25 bags, no mask. Crystal Desert server.
Bugged Associate of Baubles Achievement
in Super Adventure Box: Back to School
Posted by: Zephiris Omega.8265
I Ran W2Z1 about five times, attempted without a guide.
First time, I missed one yellow bauble. Consulted a guide, added in the one I missed.
Three times, I gathered everything perfectly and did not get the achievement.
The last time, I gathered everything perfectly and got the achievement.
There’s definitely something buggy with it. About the only thing I did different during the last run was stand perfectly still during the ‘bauble dings’ instead of doing a zone transition, just because I was paranoid it wouldn’t count them if I left the area (Example – The red bauble near the door in hillbilly cave). I’m 99% certain that didn’t matter at all though, and I was just being superstitious.
I am 100% certain I was grabbing every bauble every time during those three runs, as I had my own notepad filled with locations, checking them off each time, going slowly. Killing the cage, and waiting for the zone transition.
When you were doing w2z3 tribulation, were you in a party? From what I’ve noticed if you’re in a party while in a SAB instance and you get removed/kicked from that party, you get booted out of the instance. Even if no one else had joined the instance, as long as you weren’t the party leader and were removed from a party, boot.
Just wondering if they’ve fixed this yet? The bug where clones don’t get the star but you still have it over your head? I’ve been putting off getting full map complete because I didn’t want a big flashing ‘attack me, I’m the real one’ sign over my head. I’m sure the answer is ‘no’, but I just thought I’d check anyway.
Certain weapons (ghastly, legendary greatswords, etc) have effects that change or trigger only when night comes around. I know they’re currently bugged, but I’ve only seen my ghastly weapon’s ‘blue fire’ effect a small fraction of the time. And even if the weapons weren’t bugged, it feels like I only see night itself about 1/4th of the time.
As nice an idea as time-specific weapon effects are, I know I’m going to be incredibly disappointed if I make the ‘Eternity’ blade and only get to see the sunrise aspect of it 75% of the time. It would be very nice if we had a toggle of some kind on the Hero screen for weapon effects; ‘Force On’, ‘Force Off’, and ‘Natural’.
I’ll try and keep this short. I thought it’d be neat if we were able to trade in tokens for karma, say at a rate of 100 karma per 1 dungeon token. That way an initial run though a dungeon path nets you a nice 6000 karma. Not a huge amount, but it would give even the people who have everything they want from a certain dungeon a reason to run it again with friends and still feel rewarded for their time.
I’d also think it would be worthwhile to have some sort of weekly rewards for older maps. Something to keep people going back to them instead of just hanging around Orr farming events. Something along the lines of ‘revisit X vistas, kill X enemy types in map, do X number of dynamic events in this zone, harvest X times’. On complete, give people a little slice of karma.
The second is light armor, ‘Winged’. Made via tailoring, around level 225.
I would tend to agree. Right now, I’d be FAR more likely to do the easier path over again for the 20 tokens, than a new harder path for 30 tokens. The gap isn’t large enough to dissuade me. If it was a difference of say, 50 tokens vs 25 tokens on the run, I’m going to go with the harder 50 token one. Or even just 30 and marking it down to 15 after finishing, I’d go 30 without question.
One thing I was really hoping for? A bonus for finishing all 3 paths. Incentive to actually run the 3, instead of just picking out the easiest path in each dungeon for the highest rewards. Even if it was something as simple as an additional 30 tokens for finishing up all 3. Getting 30, 30, and then 30+30 on that final path would feel really nice.