MM is great for solo pve, it’s fairly crappy for large scale events and most instances (exp mode) where the buggy AI gets them killed or get your party killed by randomly aggroing mob packs.
That being said, MM really is one of the most faceroll leveling builds of the 4 professions I’ve played. Here is how:
Minimum 20 in death magic (20% summon, 50% hp)
Minimum 20 in blood magic (life transfer, minion siphon)
the other 30 are more flexible, but I suggest curses (condition dmg) since you’re going to be relying on aoe bleeds for the most part of your dmg (necro aoe is all essentially condition based). Suggested 20 pts minimum for hemophilia (required) and either ground targeted wells or enfeebling shroud. Last 10 pts can go wherever you like really, between these 3 trees.
For actual skills you can run all minion slots (‘army spec’) or if you don’t feel like micromanaging your bone minions you can pick up well of suffering (or darkness for safety), which will let you get some nice combos with your own weapon skills (blast = aoe blindness or siphoning projectiles). Aim for vit/toughness/cond dmg gear.
Just remember to drop a mark of blood every so often to keep your minions up (or shroud→transfer also for a nice aoe dps boost).
For instances and events, I suggest well/conditionmaster (30 in curses, 20 blood magic, 20 optional between death magic or soul reaping or whatever you feel like). Wells are amazing for combo setups and cc (5s of blindness = 5 seconds of life leeching for your ranged team members and 5s of your melee members not getting hit at all), and for tagging aoe mobs during events. Well of blood, epidemic (or signet of corruption/well of power depending on situation), well of darkness, well of suffering, plague form. S/D and staff. Try to find condition/bleed duration runes/sigils and condition dmg (also vit/toughness or healing power/vit) gear.
PvP you can run MM for suvivability or condition master (no wells though, except maybe darkness for your own safety) depending on your group.
If the mes is running a survival build, you probably won’t beat them 1v1 (but you can probably stretch it out for a very very long time as well in MM/tank specs… just make sure to have a cover to run to if he’s using moa).
or simply increase his size, a LOT.
Trash is 10x more annoying to fight than most bosses in this game.
Chain paralyze, chain knockdown, chain fear… or simply getting RNG kittened by aggro on all 5 mobs at once and instagibbed, etc.
So Risk >>> reward, which is why skipping trash is quite often the least painful solution.
The only way they’ll fix it is make trash cc a lot less, not be immune to cc so much, and actually have a chance to drop something decent, or at least coin.
Is having a perma poison on the fire golem enough to ignore his ‘consume condition to heal’ crap? I really don’t want to have a separate, kitteny ‘power’ build JUST for this dungeon.
Also if he’s simply kited around the railing/platform area, can you just dot him up and kite/LoS his projectiles?
Last thing:
Has anyone had the event prior to his room bug (door opens, but dredge keep spawning over and over, zojja just stands there and gets wtfpwnt by them every wave).
Spent 20mins trying to get this to reset/finish, but even if we get away from the mobs, Kudu wouldn’t trigger. Had to disband and leave instance ;(
which server you guys on? do you do a lot of dungeons?
thanks all
just want to reiterate that we probably won’t be server transferring until we can ‘guest’ with you and see that it’s the right decision (whenever ANet makes this possible).
Even just making the npcs into passive or defensive mode (how many times have you rezzed’ one of them only to have him charge fully ahead into the next trash pack??) or actually making them assist a specific player would be fantastic. As they are now, they’re just really weak squishy pseudo-pets that you don’t get to control
Two mature (late 20s) individuals with quite a bit of various gaming experience looking for a guild that is:
1) mature, but not PG-rated. I don’t mind racy jokes or occasional cussing but any kind of teenage heckling/hazing/drama/nerdrage is not my thing.
2) Located on Jade Quarry*
3) runs fairly static, organized groups for dungeons, sPvP or WvW (dungeons is what I’m mostly interested in, but I will be dabbling in more pvp when I get bored of pve). Main reason we’re looking is that PuGing instances is a huge pain atm.
4) primarily EST-based (evenings/weekends is when we usually play)
5) is laid back. I don’t like ‘required guild donations’ or actually any ‘required’ things or rigid schedules. We’re casual players with full time jobs.
I love a challenge or some competition, but my raiding days are long over. Of course I’ll help with whatever as I am able, but I’m not farming jute for the guild bank.
About us:
We’re decent players, somewhat competitive (insofar as time allows), friendly and mature. I play a necro (70), guardian (50), ele (30) and some lowbie alts. He plays a warrior (60) and engi (50).
*We’d be willing to travel if the guild is a good match (or when guesting is implemented)
+1
Less spamming, less traveling to be spamming
this 100%
/15char
Can't Climb Morgan's Orchid...Looks Dead...Can't Get On First Jumping Stone!
Posted by: Disconnected.9253
that’s really bizarre, never seen that happen.
there’s only 2 ways in that i know of, the jump and the gate
I found this out today: if you hold the right mouse button (as for turning), you can actually move by holding the left button as well.
Be careful with this in combat. If you left click anywhere while attacking, they you will have your target de-selected. Makes it not fun to try and focus another player or mob. I only realized this today, and am going to have to force myself to stop using both mouse buttons to move forward any longer.
I wish there was some kind of option to not let a left-mouse-click deselct your current target, unless you were clicking on another.
check off ‘auto promote target’ or something to that effect, kind of like sticky targeting.
Other things:
teleporting around a city is free
travel cost scales with level (so if you have to just get something off a vendor, or farm mats, use a lower level toon ;P)
those white ‘salvage mats’ give you crafting mats when you salvage them (I used to vendor them in beta -.-)
better salvage kits give you a chance to get the ‘enchantment’ runes off green and higher quality items. Blues and whites are best crude salvaged, or vendored if you do not need the mats (check the TP prices on the mats vs the item vendor price)
don’t sell things on TP for 1c over the vendor cost… you lose money (15% total tax)
to upgrade your bags, simply drag the new bigger bag over the smaller bag, stuff inside will auto-transfer
make sure you read the descriptions for crafting mats… some ‘cooking’ mats are used in artificing, and even huntsman, and so on.
you can have a food buff and a ‘other’ buff simultaneously (e.g. chef and artificing or huntsman consumables). the buff icons are different. Food persists through death, elixirs (and sharpening stones iirc) do not
black lion chests are mostly useless, unless you want free gathering tools and have lots of gems to waste.
runes can be combined at the mystic forge (4x same rune = next level rune), or create new ones. not sure if there’s defined recipes for these… must be.
you can respec your traits at your trainer for a modest price (no need to rebuy the manual)
for dynamic events, try to use as much aoe as possible to tag all the mobs for more chances of loot.
ctrl-T (or ctrl-left click, i think) assigns the ‘focus target’ (red circle) to any target (including friendlies). To assist, press T.
(edited by Disconnected.9253)
I do insane damage against rabbits. I kill them for the feeling of power.
ANIMAL ABUSE
in seriousness, this is probably the case. Either that or one of the harder hitting things (killshot) in spvp (where you get upped to 80, in 80 gear).
there is no way a lvl 30 can hit for 5k otherwise.
Have you done any dungeons or spvp? Any massive zone events?
they’re usually chain farming the same event over and over
i c wut u did thar
their filters are a little… strange. I’m getting words filtered that make no sense whatsoever.
There should be community ‘design the best dungeon’ contests, with winner’s ideas gettinkittenlemented into new instances.
edit: why is ‘imp-lemented’ being filtered?? oO
also, i meant in terms of mechanics only. actual ‘tuning’ can be done by ANet (please not whoever ‘fixed’ CM SM though, kthx)
(edited by Disconnected.9253)
trust me I raged a lot too when I came to SE on my necro for the first time …. as condition/wellmaster and plague elite… -.-
I would love to have a dualspec or a freespec button (I’ll even pay gems for it if I must).
the only reasonable use I’ve found for it is for leveling while MM spec (where I have about 6 pets total running around…) then it has a better chance; I still have to heal it wit MoB from time to time. Idk why they dont just give ALL our minions post combat regen.
But yes it’s garbage for early levels.
I swear people posting ‘you suck stop crying l2p don’t ask for nerfs’ are just as annoying as the people posting ‘omg i can’t just faceroll dps things plz nerf’
this thread is NEITHER. please re-read, and try to understand, before posting.
EDIT: Fine, I’ll even attempt to elaborate to aid your understanding.
To me, the more complex the fight is in TERMS OF MECHANICS, the more fun it is. CM ‘fixes’ were a perfect example. Instead of making more complex fights (even adding more traps, siege weapons, or hell even a jumping puzzle), they just threw more trash at it. I don’t find it fun, or challenging, I find it insulting.
I’ve never found any pve in any game particularly ‘hard’. But there’s a difference between complex mechanics and huge hp/dmg/cc numbers. I enjoy complex mechanics, I like figuring them out and executing them flawlessly (heroic Lich King, inferno Diabla, ME3 Insanity… examples).
I don’t like getting >9000 RNG’d in the face.
(edited by Disconnected.9253)
true story
/15char
@Efaicia:
Please stop embarassing yourself, and me by implying we have anything in common besides gender. I’m sorry you can’t understand what I’m trying to say.
I only hope that one day they teach reading comprehension and logic in high school.
there’s a trait to increase staff area effects… I assume this helps to increase water#3? I do agree ice spike should be a blast finisher, and the earth ‘line’ could be a small circle (like necro staff mark or guardian symbol) rather than a line (mostly for pvp purposes).
Idk if surge blind should be instant, lots of ‘blind’ skills from other classes aren’t. I don’t like the travel time on the knockback skill, however. It also makes no sense that we have both an air and a fire base attack as aoe… make the air one a stronger single target ability instead imo, or have it chain up into a fury buff, or weakness debuff, or something. I don’t want to have to NOT use the autoattack just because it’s going to randomly jump to some deer and aggro it.
I’m leveling mine with a staff, it’s not as fast, but you can fairly easily pull groups and survive if you juggle attunements well. It’s absurdly strong for group pve as well
yea retaliation is godly for hit ‘chains’.
But in terms of pve, it’s far more useless than an aoe blind :P
I always hear Warriors say they wish they had gone guardian....
in Guardian
Posted by: Disconnected.9253
One word about Warriors—BORING. I tried a number of characters and leveled them all to lvls 14-15 to get a grasp on their mechanics and overall style of gameplay. I tried PVE, sPVP, WvWvW. And I must say I literally can’t force myself to play a Warrior anymore. All your warrior can do is jump, charge and smash things with different weapons, most of which you wont use anyway. Can you think of at least one “cool” warrior’s ability? I cant. No cool animations, no magic effects, no setting people on fire (or breathing it from your mouth, lol), no reflective fields, no teleports, nothing. Support skills? Youre kidding, right?
Yes, warrior can be a good class for a starter, because you can just mash your buttons in no particular order as soon as they go off cooldown and be quite successful. But you get bored very quick.
Sure, warrior got better ranged capabilities, but is it fun to play a warrior in WvWvW and fire you rifle nonstop from max range pretending you`re some freaking ranger? No. And I think guardian’s ranged skills will get some love from devs with time passing.
That’s why I play Guardian, currently lvl 50 and rocking.
I find guardian more boring than warrior. It’s all a matter of taste
my advice to the OP:
beat QWOP
The Dungeons are Not Difficult - They are Mechanically Flawed - Here's Why...
Posted by: Disconnected.9253
@Inci: I almost guarantee you could field a 5-necro team. Have 2 or 3 run ‘army’ spec, 1-2 condition/wellmancers and a pure dps conditionmancer with lich form.
I highly, highly doubt you could complete a run with 5 thieves though.
But, back to the topic, I agree: most dungeon fights are frustrating/boring, not ‘hard’. Just not fun.
I fully support this idea. For example, I’d like to be able to simultaneously look for a group for any one of three instances (I have alts around the level of each of them), yet the only reasonably fast way for me to find a group would be to go to the map of the one instance I want to run, or (much longer) spam around in LA.
It isn’t always possible to find enough guildies or friends (especially if you play at offpeak hours) to field a 5man for any given instance.
Bottom line is: there is virtually 0 downsides to having an LFG tool
similar thread: https://forum-en.gw2archive.eu/forum/game/dungeons/The-Dungeons-are-Not-Difficult-They-are-Mechanically-Flawed-Here-s-Why/page/2#post242519
this isn’t about ‘hard’ it’s about ‘tedious’
I don’t want 50 copies of the same generic humanoid oneshot spamming model.
@ANet, if you guys want suggestions on new boss mechanics, I know I personally, and probably a lot of the community, will be more than happy to give you ideas.
I have pugged half of explore mode paths. Yes, some of them can take a while to complete, but after 1st run, it became much smoother.
Also check your gear, your traits, don’t expect to survive if you have all magic finder gear and no vitality, toughness. Try to learn some boss big hit patterns!
I am amazed at how some people can be that bad, and then say the are “casual.” I am casual player too, that doesn’t mean I just walk in a dungeon with trash gear and expect to succeed.
Again, casual =/=don’t care about gear, traits, don’t learn boss behaviors, etc.
Not disagreeing with what you’re saying, but this thread isn’t about ‘omg dungeons are too hard’, as already stated, it’s about lack of… interesting mechanics.
I DO like that there isn’t a set ‘trinity’ in GW2, but a lot of the dungeon fights themselves are still … cliche (pew pew while not getting hit, run around and dodge/heal).
While I’m not a ‘fangirl’ of WoW by any stretch, they did have some pretty cool fights (most of black temple, the princes wing, prof putricide and dreamwalker fights in ICC, and the little cata stuff I actually did that wasn’t in LFR), which would be even BETTER if you take out the trinity.
All we ask is to please reduce the number of ‘dodge X barely telegraphed move or insta die’ identical looking fights across the board, it’s not ‘hard’, it’s boring.
ANet said multiple times, before the game was release, just what they thought about dungeons. They want them to be challenging content for a group of players that is willing to communicate among themselves. That does not mean using vent as it can easily be accomplished with the in game chat.
If you don’t want to communicate and expect everything to go smoothly, then that’s your fault. Try actually getting better at the game instead of QQing on the forums. A full Arah clear nets me 1.5s in repairs because I communicate with my group, mark targets to be focused down, and I don’t just go in with the highest DPS spec/gear makeup.
The majority of the pugs I’ve joined go like this: Group of 5 mobs agros > Everyone picks random mob to solo because they’re bamf’s > Group proceeds to wipe > After rezzing I start marking targets to be focused down > Mobs die, players live, dungeon complete.
I like how you assume that this is what this entire thread is about. Or that everyone plays like this pug you describe.
Gratz on your arah farming, thanks for lack of any constructive input, bye
No, he knew what the thread was about: Crybabies who cant handle a little challenge
Because fun can only be had when the instance is easy??? where are you reading this
The OP is saying that most of the fights ARE NOT FUN (which I agree with).
The concept does not have to do exclusively with the difficulty level. It is true that a lot of instances have an unnecessary high volume of unnecessarily dangerous trash (which if you find fun… kudos to you, but I don’t), in ADDITION to boring boss fights, crap mechanics, and crap rewards.Please re-read the thread title if still in doubt. Maybe wiki the definition of fun, and forward it to ANet while you’re at it.
I don’t find any SM particularly ‘hard’. CM WAS too easy, and not fun, but now it’s just frustrating due to the 10x trash increase, and STILL not fun.
If anything, I like the cat boss in TA (he’s definitely too easy) and twins in AC because they’re not your standard ‘dodge/heal/run’ crap of every other boss. Again, nothing to do with ‘difficulty’There would be less frustration with trash fights if they had original mechanics. But they’re all essentially the same, more or less, repeated over and over, sometimes in exorbitant amounts, which makes them boring, and therefore even more annoying to fight when they have almost as high or higher chance to kill you than the boss itself.
This guy is right!
P.S. I’m a chick
the sad truth is that if you want to play melee, you have to spec/gear VERY defensively and have a LOT of escape buttons (besides dodge) or cc.
on the small upside, there are a couple of examples where meleeing is actually easier than ranged (last boss in AC is actually a good example, you can dance around him so you almost never get hit by his ranged thing and get knocked into his foefire).
Also being ranged does nothing for you vs ranged mobs (those CM snipers… good luck).
As a side note, I do think several story mode ENCOUNTERS are overtuned (actually most of CM after the recent ‘fix’ is just dumb… the ambush is now something like 8 mobs at once, and the dog packs knock down AND chain fear, gg no re). For example in AC the ‘lovers’ fight could do with a little less damage output. I wouldn’t call AC very ‘hard’ all around, unless you can’t focus fire and everyone on your team is squishy-solo spec. It certainly does help if you have someone that’s ran it before, and if everyone has some group/support utility.
Trash mobs are not just overpowered, they’re boring, and pointless. If they at least had some unique mechanics, or decent loot drops, this might be different, but no one comes to dungeons to kill trash mobs right now, and if you are… go play D3 maybe.
Unfortunately, the majority of actual boss fights are boring as kitten too.
When I first looked into getting GW2 (never played GW1, but I played WoW, Rift, D3) I was promised dynamic battles involving the environment, complex skill layering (this at least is still somewhat doable), use of lots of external objects (yay for boulders in AC?) and other epic amazingness. Which there is still lots of in the GW2 open world, WvW, and even spvp. Which is why I still love the game, even if dungeons suck
In dungeons, most of what I’m seeing is ‘dodge this barely visible red circle RIGHT NOW or you die. Oh, and here’s a chain knockdown cc-immune ranged mob too, enjoy’
ANet said multiple times, before the game was release, just what they thought about dungeons. They want them to be challenging content for a group of players that is willing to communicate among themselves. That does not mean using vent as it can easily be accomplished with the in game chat.
If you don’t want to communicate and expect everything to go smoothly, then that’s your fault. Try actually getting better at the game instead of QQing on the forums. A full Arah clear nets me 1.5s in repairs because I communicate with my group, mark targets to be focused down, and I don’t just go in with the highest DPS spec/gear makeup.
The majority of the pugs I’ve joined go like this: Group of 5 mobs agros > Everyone picks random mob to solo because they’re bamf’s > Group proceeds to wipe > After rezzing I start marking targets to be focused down > Mobs die, players live, dungeon complete.
I like how you assume that this is what this entire thread is about. Or that everyone plays like this pug you describe.
Gratz on your arah farming, thanks for lack of any constructive input, bye
No, he knew what the thread was about: Crybabies who cant handle a little challenge
Because fun can only be had when the instance is easy??? where are you reading this
The OP is saying that most of the fights ARE NOT FUN (which I agree with).
The concept does not have to do exclusively with the difficulty level. It is true that a lot of instances have an unnecessary high volume of unnecessarily dangerous trash (which if you find fun… kudos to you, but I don’t), in ADDITION to boring boss fights, crap mechanics, and crap rewards.
Please re-read the thread title if still in doubt. Maybe wiki the definition of fun, and forward it to ANet while you’re at it.
I don’t find any SM particularly ‘hard’. CM WAS too easy, and not fun, but now it’s just frustrating due to the 10x trash increase, and STILL not fun.
If anything, I like the cat boss in TA (he’s definitely too easy) and twins in AC because they’re not your standard ‘dodge/heal/run’ crap of every other boss. Again, nothing to do with ‘difficulty’
There would be less frustration with trash fights if they had original mechanics. But they’re all essentially the same, more or less, repeated over and over, sometimes in exorbitant amounts, which makes them boring, and therefore even more annoying to fight when they have almost as high or higher chance to kill you than the boss itself.
(edited by Disconnected.9253)
ANet said multiple times, before the game was release, just what they thought about dungeons. They want them to be challenging content for a group of players that is willing to communicate among themselves. That does not mean using vent as it can easily be accomplished with the in game chat.
If you don’t want to communicate and expect everything to go smoothly, then that’s your fault. Try actually getting better at the game instead of QQing on the forums. A full Arah clear nets me 1.5s in repairs because I communicate with my group, mark targets to be focused down, and I don’t just go in with the highest DPS spec/gear makeup.
The majority of the pugs I’ve joined go like this: Group of 5 mobs agros > Everyone picks random mob to solo because they’re bamf’s > Group proceeds to wipe > After rezzing I start marking targets to be focused down > Mobs die, players live, dungeon complete.
I like how you assume that this is what this entire thread is about. Or that everyone plays like this pug you describe.
Gratz on your arah farming, thanks for lack of any constructive input, bye
I do agree ANet seems to like our faces on the ground way too much when it comes to dungeons. I can’t possibly believe they think this is ‘fun’, so there’s only 2 other logical reasons:
1) they’re terrified as hell that people who ‘figure out’ an instance will farm it to death, thus ‘ruining the economy’ or promoting botting by other people, or
2) they don’t have any new content due for release any time soon and need us to ‘slow down’ with our ‘progression’ lest we all end up with legendaries before they have a content patch
Now I know this sounds somewhat snide, but those aren’t technically bad reasons. They’re definitely not good reasons to keep players miserable, so I’m going to make the following suggestions:
1) Either tone down the trash difficulty (because let’s face it, fighting 5+ of juggling elites when you can easily oneshot the boss after is just… demoralizing) or make their special attacks and cc on MUCH longer cds with OBVIOUS telegraphing. Because 10s of instant fear does not make for a challenging mechanic. It’s kitten annoying
2) Reduce the SM difficulty and XP/cash rewards (so it’s not being ‘farmed’, but at least people can ‘practice’ there without running out of money) while make a gradual difficulty ‘scale’ for different EM paths and dungeons (and possibly scale the rewards in a similar manner; as long as it says somewhere in the descriptions what is what).
3) Make ‘challenge’ type DEs, either in SM, EM, OW pve, or all of the above, where people can ‘test their mettle’ for some modest rewards and to maybe practice specific combat mechanics. Or something.
4) (this is a bit off topic) Make more environment-oriented battles, such as specific objects to use during combat, or ‘run this guy through water to make him slow/vulnerable’ or even ‘kite this mob into this other mob’s fire/poison’ type fights where it’s not all about ‘dodge, heal and pew pew’ like the current system.
oh and… SIEGE BATTLES PLZ
I like challenge, but there is too much frustration with the current level of challenge (which is mostly artificial ‘overwhelming trash mob oneshots challenge’) and lack of actually interesting fight mechanics, with some very few notable exceptions.
spamming aoe snares on the spiders and aoe swiftness, and condition removal help a lot.
You could also designate people to ‘peel’ or kill the spiders exclusively, while the rest nuke the boss (all while running around in circles like people have said). Having a 100% regen uptime (eles/guardians rotating their stuff) is really nice too.
block (aegis and the ‘blocking’ effects a la guardian/warrior shield abilities) do NOT block stuns. They block the DAMAGE of the attack, not the cc
stability is nice, but not everyone has stability
From what I understand story mode is not supposed to require vent and a guild team, or is this wrong? I’d like to be able to see content in PuG teams since I can’t always find a guild group or have 4 friends willing to do a run at any given time.
Also there is a difference between a fun, challenging fight (due to mechanics, not untelegraphed oneshots) and trying to kill 6 mobs with a billion HP each that can 2 shot you while chain knocking you around. That’s just irritating.
Not to knock the class (I play it myself) but you guys are giving guardians too much credit. I would argue that a necro’s plague form chain blind is ways better than almost anything a guardian brings.
The point is, the dungeon ‘difficulty’ seems to be artificially inflated by vast hordes of unnecessarily difficult trash.
don’t know about explore reward bugs, but ‘completion only’ rewards are a terrible idea.
there should be at least SOME tokens per boss, in addition to a modest completion reward.
the current system overall discourages instance running, especially story mode. Why even have the ‘story mode’ if no one wants to run it because it’s not worth the time/effort invested and is just too frustrating (chain cc’ing mobs and the entire room covered in aoe, good idea guys… yea this is definitely how to build a mechanically challenging fight… /sarcasm)
I love the twins fight in AC (tone the dmg down a bit though, imo). The golem in CM. The cat morph guy in TA (although he is pretty easy… fun mechanic though). Those are ‘fun’ fights.
Random packs of chainstunning, fearing mobs, untelegraphed oneshots, or randomly spawning tiny poison flowers that explode you to death while in combat with a pack of mobs … is NOT fun.
Also this is a bit off topic, but it would be nice to see a ‘death summary’ in pve just like you do in spvp, because currently if you get wtfstomped within the span of your physical reaction time, it would be nice to see ‘what you did wrong’ instead of digging through the combat log for 5mins. Another thing: add /follow to the game.
except that they went overboard on ‘fixing’ it. It was too easy before, but now it’s just ludicrous. Instead of throwing more absurdly hard hitting, cc’ing, high hp trash at it, they could have made the bosses more challenging. I quit too because dying to stupid trash packs because they were juggling me (and hey I’m a guardian, I know how to play one, and was still getting juggled, go figure) and killing my teammates then me with little we could do after all my stabilities were on cd.
Unless you think story mode should also be only for organized groups with vent (then ANet should say so), this is a kneejerk too far.
even with the rocks, they still occasionally hits you, which adds up over a long fight. Have at least a couple people tossing out regen/shields/blinds/protection etc. The dude’s minions put up confusion iirc, and her lightning crap are especially bad.
but yes, the rocks are key to this fight
I’m not having fun
Story Mode is suppose to be ‘for story’
I’d like to get together with a bunch of average players, have a fun time, maybe face a challenge or two (ie 1-2 wipes in a run), get a half decent level appropriate reward, and move on.
Currently this isn’t the case.
Rewards are paltry, and we’re wiping several times a run. I don’t want to have to get into vent, or do a precise ballet performance for 6s. Please take your kneejerk ’fixes’for CM and such and put them where they belong (explore mode).
Regards,
Your fan
Another issue is probably that AC is the first dungeon. And dungeon play is so much more different than all the PvE content players had been doing before it. I know I never used dodge before AC unless I accidentally did a double tap on my keyboard. AC story mode (as well as WvW) basically taught me that “hey, dodge is here to save you, use it!” Most casual or newbie (not noob, just new) players do not have the concepts in mind necessary to complete a dungeon (even in story mode). That’s why it helps to have an experienced player walk them through it…but with the nerf to story mode rewards this is becoming less and less popular unless you have willing guildies or friends.
you’ve never dodge before AC? what do you play, warrior or guardian?
also it is possible that a character can do more than just ‘cc’ or just ‘support’
you can mix and match (not best of all, but a little of each is sometimes enough).
Ideally, everyone has at least a decent self heal, a cc, and maybe a group buff or debuff to bring. Some professions are better at some of those than others, try to get an idea of what a ‘good mix’ is.
Back to the topic: SM SHOULD be easy… it’s for ‘story’. If I want to faceplant my keyboard, I’ll run EM.
If you look at the twins’ descriptions, they are more powerful when they are near each other. This corresponds, iirc, to the two AoE circles on the ground. When they overlap, they’re more powerful. The solution is to have one or two people on one twin while the others are on the other one and draw them away from each other. This is possible. As soon as one twin is killed the encounter becomes really easy. Need to dodge a lot though.
I’m aware of the fight mechanics
even if you’re doing this, splash aoe, damage from the guy’s illusions and her stormbolts (which you can’t always dodge) all add up to quite a bit of damage still.
It’s fully doable when you have 2 people coordinating a knockdown chain on each boss while popping regen in between with 1 floater person doing either dmg, regen, cc or cleanses, but having people go down makes the fight exponentially more difficult.
And while I understand the need for knockdown mechanics… rangers shouldn’t be able to spam it. The 3 ranger pull is one of the most annoying in the whole instance.
Have you tried TA? I find it quite a bit worse for the most part.