(edited by grimsoul.5964)
Showing Posts For grimsoul.5964:
1. Tarnished Coast (It’s in my sig. :P)
2. Point is I shouldn’t have to use a LFG site.
3. It’s approx 3PM here.
I have to agree with point 2. Tried to use the site last night refreshed the page found the group I wanted and ended joining the group after they finished the run even though the page said LFG 1 minute since posted.
Just an update since i made that post, it is 2hrs for 4 different paths, and its 2hrs per account on the same path. If you complete at 5th run on the same toon before the 2hrs have passed since the 1st path completion, itll receive DR.
Thanks for checking on that. I had thought DR was completely removed.
My question is there now a global cool down or shared cool down for all characters that run a path in Exp? Character 1 runs AC path 1 and completes it player changes to character 2 runs AC path 1 completes it. Should they get 20 tokens or the full 60?
In the past I have been able to run whatever dungeon paths get the full reward and then switch and rerun the same paths and get the full reward again . Has this been changed?
I ran AC Exp path 1, 2 and got 60 tokens from both on 1 character. I was out of the instance for well over an hour completing a few events. I joined a group doing AC Exp path 1 and changed to another character that had not ran the instance or cleared it that day. We cleared it and the reward showed up 60 tokens. When I checked my bag on my second character I found or 36 tokens.
Another way around the gates being closed and since the majority of the player base is focused on FotM make a token exchange. 1 to 1 If I have 500 AC tokens let me exchange them up to Arah tokens or whatever I please (no token exchange for Fractals tokens).
What difference does it make at this point since 90% of the game population is in LA lfg for Fractals or in Fractals. Or just open the instance without a need to do a event to open it?
another day, another wonderful PUG.
Another Signet warrior huh? I feel your pain.
as i said in other posts, i was one before and i don’t dislike them now. only the bad ones…who show you they’re bad before the run even starts. hell, if they could dodge and kite and put GS #4 to use i will gladly jump head first into kitten with them as they do awesome damage. it’s just pugs in general so the times when my guild is not all on is a very painful time.
Your right it’s not the class or the build it’s the player.
I don’t knock 5 signet warriors one bit. I find it funny when players argue back and forth in map chat about it. Personally, if the player plays bad, signets or not they will be bad. My build was signets up until 40 or so then I want more out of the build. Why have utilities that I never use? What does this cool banner do?
No matter what there is always a way to build your character to make an impact no matter what you do.
Edit “or not”
Cheers to Anet!
Thank you for the feedback. I will try it out in a guild run first before doing a pug run and then invite the friend back in and see the success rate.
Thank you both for the suggestions. I’ll mention the blindness from Well of Darkness and Plagueform. I knew Nerco’s are the only class that can provide all of the different conditions but I just didn’t know the skills well enough.
Having a guardian with a staff in that room is pure genius on clearing those blossoms too.
This is a 2 part question. I am trying to help a fellow player and get different insight on tackling the first enemies (dogs) and up to the husk mobs upon starting the instance.
Normally our tactic is to run completely to the boss room. We clear most of the blossoms up to the dogs and begin the run. I usually run ahead and run toward the Husk to help pull them away from the rest of the group. Popping the Dolyak to get stability and prevent there perma knockdown. This tactic has been very successful with pugs and other guildmates. Grant it can be problematic if someone dies on Nightmare vines and has to run back through (which I might change up the tactic to killing the husk)
So the players question to me last night was. "Why don’t we just kill the dogs and work our way to the husk and kill the husk making the run through much easier for me since playing as a necro I don’t have skills that grant swiftness or stability (the player is not spec’d into 3 sec. death shroud stability trait)
I have found trying to pull the dogs out of the blossom room is extremely difficult and the dogs tend to reset. If 2 of the dogs leap on a person it brings you down very low on HP and if a blossom hits too you it’s a instant down state. Of course fighting the dogs in the room is even more difficult because of the amount of blossoms all over the place and needing room to move to avoid leap attacks from the dogs while trigger poison all over the place killing the entire party.
Is there an way to best tackle taking down the dogs or is it just something best to run past?
As a necro if you pug into a TA group and they suggest run pass the dogs. Is it extremely difficult for you to do so or what skills can help get you past? I suggested using a Staff for the Fear skill and using Chill to slow the dogs.
I know if I can get the friend past the dogs the Husk can be taken out without much of a problem.
Of course I can’t go to the friend and tell them, “Your doing it wrong”, or “Learn your class.” I want to be able to provide good suggestions.
Thanks
Many of the Poison blossoms in Twilight Arbor explorer instance can not be hit by pistol or rifle shots. When attempting to shoot these it shows up “Obstructed” or “Out of range”. Others blossoms are hit with no problem using rifles and pistols.