Showing Posts For Drizzzle.5847:
I was running around and died in less than 5 seconds to one person that caught me off guard. A screen shot is of my combat log (though it doesn’t display second markers) is provided below. This is the first time this has happened. One of the things I love about GW2 is that killing a player takes a little bit of effort – fights last longer than 5 seconds. If I am wrong, cool. I am just curious.
I would like to see a video with commentary on how this dungeon is supposed to be run. Last night was the first time in CoF and I actually had fun. I died a few times, but the benefits of completing the dungeon far out weighed the deaths and subsequent repair costs. I do see how people were just farming the instance and gearing up very quickly. In the end though, it still requires the same amount of carvings to get the gear – you still need to farm the instance to get the gear.
Moreover, no dungeon should require repetitive death. How is that fun?! My group attempted CoF tonight and the farthest we got Magg’s completion was to 91 percent. As a mesmer, the mobs were killing me in two hits. I just don’t understand how it is possible to dps down those mobs before more spawn and the room is quickly out of control. Making dungeons challenging is one thing, but this seems…insane.
Also, I have to say it infuriates me seeing someone in full flame legion gear knowing the only reason they got it was because they got hip to the easy mode runs first.
Finally, instead of patronizing your players saying “…I hope we can all move past this” (which is not the attitude I expected at all from an Arenanet developer), could we get some constructive advice on how to best accomplish a successful run?
I am a visual person and my eyes are almost always focused on my toon. I am not sure if others have this problem, but it can take a bit of discipline to watch my boons and the debuffs on my target while still trying not to blink into another mob. I quickly learned that Phase Retreat can get me into trouble when I am already fighting 3 mobs! That being said, I also agree with Sardoni to a degree. Perhaps the game mechanic could use a little bit of tweaking. More importantly for me, I would like to see more visual queues. Perhaps an AOE circle around illusions once MR is cast? This wouldn’t help instantly. But, it would help me learn how to guage how better to use MR and other shatter skills more effectively. Also, I am finding that I badly miss a distance-to-target meter on my HUD.
So it would sound like I am definitely doing something wrong. A few follow up questions then. At what percentage of a mobs health are you guys popping Mind Wrack (ie…how close to dead are they before you “finish them off”)? How many illusions are active when you do this?
Has anyone noticed these skills do little to nothing? I am speaking mainly from a PVE point of view. I will hit Mind Wrack with 3 illusions up, and virtually nothing happens. The range states 1200 which compared to other skills seems to be fairly wide. Why doesn’t it do anything? PVP I can understand. People can move out of the range of illusions quicker and use certain strategies. Anyone else experiencing problems with this?