Colossus 3: Watery grave requirement change
in Guild Wars 2: Heart of Thorns
Posted by: customhell.2594
(edited by customhell.2594)
in Guild Wars 2: Heart of Thorns
Posted by: customhell.2594
The whirlpools are hard to see because they have the same orange ring as the damage and cripple orange rings.
If you run around the zerg and look at the pools you should be able to see a swirl of water in some. I don’t believe they can be cleansed with Turret 3 either but could be wrong.
Hope that helps.
Darkwvlf was right, it is within the orange rings, which can be really tricky because some are poison and some are large AOE damage and a lot are overlapping. You will be lucky to notice a swirl.
I switched to my necro and got some cheap Clerics gear with cheap runes of Dolyak and traited for healing and damage mitigation. You just have to tank out the AOE at the 75% phase and you will get pulled under. Literally just kitten in the AOE – avoid the massive damage ones. I got pulled under twice in one fight.
(edited by customhell.2594)
in Guild Wars 2: Heart of Thorns
Posted by: customhell.2594
This is similar to the Bifrost crystal issue (Bifrost is worse).
https://forum-en.gw2archive.eu/forum/game/hot/The-Bifrost-III-a-Freakin-Crystal
So far I have made 3 attempts to enter the watery grave to complete the colossus. You only get to try once every 4 hrs when Teq’s health is <75%. If you are on a zerg map there is little chance of a being taken under. On a dead map teq will not get to 75%.
The other boss requirements that were good are ones that don’t rely on RNG.
Hi, hope engie gets access to a lightning field in the new spec. I can sacrifice speedy kits that way. I guess it depends what anet has in mind. I just wanted to post this request as I hate trait swapping and worried about how I can use hammer and bombs power build and not be as slow as a crippled mesmer.
The last rune bonus on Superior Rune of Flame Legion (burning 20%) doesn’t update the Ranger’s flame trap burning duration unless Trap Potency is equipped in the Skirmishing trait line.
Burning and Bonfire (torch offhand) also seem unaffected by the rune. Traiting Offhand Training has no effect. The 2nd rune 10% bonus works regardless.
I don’t know if this is a tool tip issue or not. It appears the duration does not increase on enemies.
(Not that I will use trap potency anymore if it means losing spotter, but that’s another issue)
In domination swap mirror with deceptive evasion. That way you’re keeping the pve phantasm /reflect players happy and also the pvp shatter guys. There’s really little difficulty in choice or usefulness for pve grandmasters as it stands.
Thank you so much for getting rid of hobo sacks! I’m not liking the bomb look either :/ I’d love grenades to fire out of a launcher too (Scarlet’s Kiss comes to mind). Can’t wait to see the final results.
I rarely use my torch, but when I do, Tar boss. Thanks Anet!
(edited by customhell.2594)
Rolling engineer to try out new trait system, fun class. Toggle the hobo sacks. People keep asking me to dance for coppers.
The wurm event is terrible. No one knows what to do. We aren’t even sure if we have enough players to complete it. Dungeon style puzzle boss events don’t scale up well.
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