Aens / Ellantriel / Nao To Mori / Saelyth. Commander
Guias de Raids en español / Spanish raiding guides
you made my day LOL
I can probably shed some light on this issue on the PvE side at least, im gonna go with an example because that’s where i see the issue most : Claw of Jormag when he fears you, a ranger already dropped his Healing Spring and the condition removing effect goes into action 0.2 to 1 sec after the fear, you cannot move but you can still use attack / skills and it get fixed on the next fear or Waypoint teleport.
Actually a ranger heal was involved in my TA Aether bug, and i know for sure that boss can fear (the Robot, slick i think it’s the name).
Ran it with Elrey. Yup, it’s a toughie, but he knows what he is doing. Considering it was the first time for a friend and I it went smooth. About an hour and a half, I came out with but two achievements to do (speak with Caithe, of all things, and the electric ground because Elrey said to wait and I went ahead and moved -_-).
I found the dungeon interesting but for a pug it would be nerve wracking. Without his, and his friends, experience I can see how that path would a killer. A lot of puzzles without any warning or clue on how to pass them. If, with a good group who knew (mostly) what to do it took an hour and a half, then for newbies….
Too much to explain on a first run, but easy and fun to go if you know what to do and no explanation is needed. It can go fast and is fun.
(Clockheart wipes <3 + electricity room, we could make it in 1 hour haha).
You two did perfect, awesome people.
(edited by Elrey.5472)
happened in PvE also, in TA Aether first boss. I could shot and even hit the enemies with my bow, but couldn’t move away and i eventually died.
Please be aware is not a PvP issue.
Just for the fun of it
getting fun should be the only reason to play games. I support this
Have you run this recently? Guard reflection works until the oozes start moving. Then elemental ranged attacks pass right though it. I have run this path 3 times on different dates before this fail run, and didn’t have any issues with this room. Now you can’t hold agro once the oozes start moving, and good luck dps ing them down before they kill the oozes.
Something has changed.
I repeat, i have done it succesfully 30 times in the past 2 weeks, with pugs (yeah, even better… ). I never did it before 2 months ago so i don’t know how it “used to be”. But right now is doable even with 4 players and quite easy when you understand how to do it.
I guess i’ll explain how, sigh.
- Players A and B waits outside room for a signal, doing nothing but watching. They will never hit elementals or help others.
- Player C and D will join room first.
- Player C will take north side, he kills his side ooze to make elementals only follow him (elementals will help to kill ooze, don’t attack them yet) and when ooze dies, then he attacks only once the elementals of his side. Then RUN to the the very end of the path (all his side elementals will follow him before ooze respawn) and keep them alive until all elementals of both sides are at the end of their paths.
- Player D will do the same, just on the south (left) side.
- When all elementals of each side are grouped at the end by those 2 players, then someone will give two calls. The first one, “GO”, is for the 2 people outside the room to enter and get oozes.
- Player A will use the left path plant to get buffed and move ooze to the end.
- Player B will use the right path plant to get buffed and move ooze to the end.
- The second call, “KILL”, will be called as soon as they 2 used the buff plant (2-3 seconds after the “go” call) and is for the 2 players keeping oozes alive to nuke them as soon as possible because oozes are coming.
- The oozes will get to the end very smooth, not an issue if you have done this right. Player C and D, however, must be ready to Control or hit elementals just in case any respawn at that moment.
Doing this strategy, the room is piece of cake and you dont need a 5th one, but i always like to put my 5th player with the 2 gatherers, makes the nuke phase easier. If any elemental spawns before the oozes are more than half-way done, you did something wrong. They will still spawn if you do it average, but your group will only have to deal with 1-2 elementals and not all 7 of them.
Sidenotes:
-Player A and B must never hit elementals.
-Player A and B must not let oozes catch them, if they do they will stop and try to hit the player, wasting some precious seconds.
-Player C and D, don’t ever kill 1 elemental alone. For this strategy to work, they all must die at same time.
-Player C and D can help the other player killing on the nuke phase.
-It’s all timed. Ooze respawn won’t bother elementals if C and D run away after they killed the first ooze. Kill call will leave elementals respawn window to make only 1 elemental appear near the end of the path, others will never come to you.
-If something fails on that strategy, DON’T keep trying, just reset, everyone exits the room, wait about 10 seconds, then go in and try again.
Good luck, if everyone follows this you won’t need more than 3 minutes in this room.
P.S. Sorry about my english, i’m spanish
P.S.2, If you are on EU, add me as friend and i’ll show you how to do it.
(edited by Elrey.5472)
this path is broken it is not playable until they fix this
Not broken, i suceeded the whole dungeon more than 30 times in 2 weeks, i just love it.
Just takes teamwork, good attitude, patience and probably 2 hours
easy solution: post your own lfg and write in “any class welcome”. you’d be surprised how quickly you’ll fill a group.
Exact. I hate those bad attitude players who kick others, so i start my groups alwayas, not a complain yet
this is too easy, i just done it on 1st try, just make 1 person on each side gather elementals of each side, they will only reset to position if they go to the other side, so… don’t ever move across fire.
then 2 others move oozes and start killing elementals, no needed even a 5th player
(edited by Elrey.5472)
i ask when i join if people skip or kill. If they skip, i leave.
Do TA Aether path. People only stack once because is suicide there… and i actually don’t because hate stacking also.
Those pugs eventually become experienced players. Right now i am with 4 of experienced ones, although i expected only 2 of them and it’s going smooth and fun.
My english is not perfect, i’m spanish, sorry about typos.
Its not that its too hard. Its that noone wants to sit through a heavily timegated dungeon with stupid puzzle sections and unskippable cutscenes.
I completely disagree with you.
Today i will run TA Aether for the 20th consecutive day leading a PUG. That will make my 32th run and only 1 time we did not finished it because the instance leader disconnected and it kicked us out.
That means that i spent 3 hours or more, daily, doing that run (some days even twice, like yesterday) and i’m in the perfect position to give you some feedback.
Notice the bold info:
- I’ve been in there with already 150 different players (I am starting to keep a list with data such as nicknames, proffessions and if they finished or left).
- Around the 30% of them left because they died. Not because it was long, not because we were waiting in a cutscene, they left right after they died.
- The 70% of the players never gives up, they would try and die even 10 times on the same boss until they finally figured out how to time the mechanics and special attacks of the bosses. When that happens, they don’t die anymore.
- The 80% of succeding players say that wants to repeat, we even hang out speaking about 10 minutes after instance is over (yeah, also optional event is over) just because we liked it and we like to comment about what happened or how to improve.
- A 30% of the players added me as a friend after telling them that i go daily and they can join if they want, a real proof of how this dungeon creates a bound and teamwork.
- You don’t need a special group, any group can suceed. I have done it without guardian, i have done it with 5 warriors, i have done it without warriors, i had 3 rangers once, i had mesmers, 3 engineers at same time, necromancers… only it takes is skill and patience, because TA Aether is NOT a dps race, it’s a place where you can control the battleground. If you control what happens around, you can be alive even 3 hours in any of the bosses.
- The mechanics are hard, the people die, the enemies hit hard. Nevertheless a 75% of the players think the fights are fun. (Someone told me yesterday that even if we were dying in clockheart, it was really fun to fight him for 15 minutes, rezzing, duo kiting, just staying alive as it was another mini-game instead of a final boss fight).
So now let me tell you what happens. The people that leaves, the people that wants an easy and FAST run, they will hate it, of course… and then i hate them. It’s not personal, it’s just my own choice of what it means “fun”. For me, skipping enemies, skipping the drama in a dungeon and skipping parts of it removes the inmerssion and the very reason of why i’m there.
There are some people that plays a game because they want rewards, and so many others plays for fun. I’m a fun guy, i don’t want rewards, i would even pay to go to TA Aether and get 0 items.
If you skip some part of the dungeon, you are just telling me that you are there because you want to get to the end as soon as possible and get the rewards. Really? aren’t you there because you need to help Caithe to stop the big machine that Scarlet is creating? aren’t you there to have fun? Getting rewards it’s worthless if you realize that GW2 is a virtual game, a world where anything that you are doing worths nothing when you log out and get back to the real world. Why do you play then? rewards, brag rights, fun? Again this is only my personal opinnion, but i’d choose “fun” over virtual rewards.
Honestly, Spoj, i don’t know the people that you asked for to get that feedback, but i’m gonna go to do TA Aether in 10 minutes with 2 players from different previous TA Aether runs. They learned, they liked it and they want to have fun. Hate is not a word there.
The problem about leavers and people that doesn’t want to repeat that is and will always be the same: Impatient people with bad attitude and selfish reasons to go into a dungeon. TA Aether encourages teamwork and patiencie, if they can’t deal with that then it’s good for me when they leave.
Have a good day. I’ll have a report with more data from this dungeon by january
(edited by Elrey.5472)
I am joining the thread late, but since this is a brainstorm… what if characters could actually get more permanent weapons skills based on the living world content?
It’s an interesting idea, but a balance nightmare for the devs, so I think it’s unlikely to happen.
New Weapon Skills are likely to come in the form of expanded weapon accessibility as ANet opens up more weapons for each of the professions. If I remember correctly, this is something that ANet has stated they want/intend to do at some point.
This idea came from because of how “easy” seems for Anet to create new skills. We can interact with several items in the game, mini-games, enviroments objects and most of them have their own skills. It might be a stone, snowballs, halloween items… everything with it’s own skills. So i figured out that Anet can develop skills easier than we would think.
Re-balancing might be a problem, indeed, but that’s why those “new” skills should be optional, in my opinnion. The content, dungeons and events would still be scripted to be done with the normal skills, although these ones might help a bit. Not a really big headache if one of these skills is not as powerful as the normal ones. Wouldn’t even be an issue if some new skills deal 0 damage but they add some crowd control.
Just my thoughs :P
I am joining the thread late, but since this is a brainstorm… what if characters could actually get more permanent weapons skills based on the living world content?
I guess several changes would be needed to the left side skills, to let us choose wich ones to use, as happens with the right side skills already. But eventually, everyone would get used to it and the living world updates (although they are temporary) would give us something permanent and useful.
That would add vertical and horizontal progression at the same time if i understood how progression works. And the very best of it? It’s optional and if you miss an update you would miss 1 skill that might be good or lame, but not 100% needed for any other content.
As example: a hit that could stun for 3 seconds. Some classes would think it’s great because they don’t have enough crowd control, some others would not need it because they have it.
Not sure how it’d affect PvP since i never play there.
Point 2: Or two votes but leader must be one of them. (Since he starts the dungeon and 2 annoying players could kick him out and break the group down).
To point 3 i’d change into:
- Dungeon leader should be marked in his avatar (a little icon in a corner).
- Leader can set another player to be the leader.
Good, easy, perfect. Agreed with this suggestion.
1.000 deaths is ok… for the first 5 months. The game is evolving and the players are completing everything (slowly, but doing it). Eventually we all kill thousand of enemies and i wonder… why to stop the achievements at 1000?
This suggestion should be quite easy to develop. Just increase the slayer achievement by 3 more ranks
2.500
5.000
10.000
Nobody will get them instantly but in 6-7 months we’ll randomly complete them while doing random stuff and playing the game, and that “surprise” it’s always a good one.
it was fixed! i love this puzzle
Not gonna happen. I’m a plugin programmer and designer for different top MMOs and i can tell you that in-game store Mods will never work because of several issues. At least not in GW2 or any other MMORPG that i play.
1: Anet would need to test and validate every design (worker needed for that) to avoid exploits designs, virus, broken ones, etc.
2: The UI actually interacts with the game more than it seems. We might change the colours or images, but changing position of anything will cause issues for sure or make some options unavailible. If that happens, then Anet couldn’t fix that because they aren’t suppose to. The right owner should fix it, patch it, go throught point 1 and hope it doesn’t breaks anything else.
3: Lack of interest in headaches. If the UI market throught in-game store would be on the table, Anet would create and provide 5-10 different UIs and that’d be enough. They would remove the point 1 and 2 and still get more money from this suggestion.
Sorry man.
TA Aether path completes all that info (except first boss, where you can drag only the robot out of the room after first wipe).
I think Anet did heard our problems and created a dungeon that adresses all that. However, now they need to fix all the old ones.
On the bright side, dungeons are getting better with TA aether one.
The last thing I need is some goofball spamming some legendary emote in my face or spamming it at trading posts and banks.
Then maybe put cool downs on emotes so they can’t spam?
Actually /rank emote has a cooldown. Would work nice.
Are you sure you didn’t do it on same day? Jormag chest is a daily reward. Also make sure you did hit and actually fight, AFK people won’t get reward (i think).
Contact support, a GM should be able to port your guardian away.
I usually lead all achievements there twice per day with random PUGs, i just love the place. It usually takes 3-4 hours to complete but that’s why i like it, it encourages teamwork and it creates bounds with the other players.
Contact me inside the game tomorrow and we’ll do it. Assuming the group it’s average at oozes and first boss, I can solo the last 2 bosses (if everything else goes terrible wrong).
By the way, i am also playing in EU (Baruch bay)
My name is Aens Windstorm
(edited by Elrey.5472)
Man, the tool is on Beta. This is the kind of stuff that it’s suppose to be fixed once it gets full version.
I’m thinking this will be fixed in tomorrow’s patch.
Either that or i’ll probably don’t play in another week :\
Yeah, “play like you want”, i know …
The lfg tool doesn´t function like it should do. Please re-read the quote of the wiki.
If finding a group nearly does take longer, than the encounter itsself, something is wrong.
Why should I be punished for wanting a group that fits me? If someone isn´t as nice as me and is ranting at me, I have the right to leave and shouldn´t be punished for that.
Yes, I know, maybe it´s his right ranting at me, cause thats the way he plays like he wants.
Antiexploits mechanics will always have this kind of situations. Living with them is better than 2 random players joining 500 groups and disbandind them by kicking out the leaders.
not a fan of what happened, but if that stop people to sell instances then i’m happy it happened. ^^
I’d rather that people banned instead of encouraged (notice: this is just my personal opinnion). Selling dungeons just removes the only fact that should mean in a game: The fun.
I don’t think that’s a bug, i think it’s a mechanic to not exploit the tool and get people joining several groups in little amount of time. So you can join just 1 group each 5 minutes? sounds good to me. If you don’t want to play with certain classes then it’s your problem because all them can be good enough for each dungeon as long as player knows how to play it.
This is getting ridiculous now… a small fix for that should be easier to do. I guess it’s working as intended and Anet just disabled it.
Small amount of passion lost for GW2.
What do you mean? I play in very low graphics and i always see the red circles. Getting out of there is not a problem at all.
You might just need to look around better. Some areas are 3m, some others are 6m, some are even 20m BIG kitten areas. In those ones it might seem like no Red circle appeared but the sad truth is that appeared away from you and you didn’t see it because you were in the center.
My suggestion? Play in eagle-camera always and as far as possible from you.
Stack and kill which is also known as (Tank & Spank) is a common thing in MMO’s, Unless ANet wants their mobs to shoot through walls this thing will continue, it’s how the AI reacts when it doesn’t have a target in line of sight.
Before playing GW2 i was a huge fan of Lotro instances and raids. There you need to do such stuff like: Keep an enemy 20m away from another, while keeping a 3rd one sleeping, dazed or confused (that kept the attention of 2 Crowd Control players busy while the other 3 were either tanking or killing the other enemies. And if any of the CCers died… you would had a hard time or wipe).
Enemies did get buffs like “if you are in 10m range, you will die”. And they could also change that buff to “if you are too far, you would die”. It was honestly hardcore mechanics because you had to adapt and create dinamic strategies and not only stacking everyone in same place and smash buttons.
Lotro effects wasn’t that “fast”. Here in GW2 we can’t root or immobilize enemies for 15 seconds, but i think we should be able to, and then give an enemy a reason to be away from us while we kill the other enemies.
And all of that… just speaking about trash enemies. Each trash pull was different, refreshing, hard and challenging (and unskippable).
I’m not saying that GW2 should be that hardcore in crowd control, but i don’t really like this faceroll level that we face in dungeons.
(edited by Elrey.5472)
Sometimes you check on the dragon timers or any other websites showing the world events and you see 1 is active. Then you go there and you find out that it has 3% health left and it dies before you can do 1 single hit.
To fix that, i’d love to see if the API could export info with the actual % of health each 60 seconds, or maybe each 25% of health but that could be problematic with enemies that can heal themselves.
I don’t know the limitations but something to know the health of big enemies like Tequatl or Jormag Claws from the websites would be neat.
I noticed this isse trying to fight Behemoth, months ago… yeah it’s annoying.
I hope it gets fixed in the next update (in 4 days) :\ this out of the game is a reason to exit the game 2 hours instead of playing while i wait for friends to ge tonline.
Signed! I’d love to wear this even as town clothes. (Did anyone found out good town clothes to wear? … i think i saw just 1 drop in the last 6 months)
make barriers that will open only after the line of mobs is kill.
That’s also a good idea. But still people would Stack and kill those. I’d love some suggestions to stop stacking wich removes all skill involved in a fight. More Crowd Control would be great in GW2.
Looking forward for this. I’d love to fight against my friends on a 1 vs 1.
And that’s why most mmos have an area that you can’t access past lvl 20. Queensdale should have that feature…
To be honest, I don’t really like Underwater Combat all that much. Spear abilities seem to be the only weapons that are any good underwater.
Agreed with you, and positional awareness using a spear is quite annoying sometimes.
I agree with most of the original post.
I love the mechanics of GW2 and enjoy the combat and artwork greatly but I just feel like there isn’t much to do.
You could do a daily fractal, and then spend 10 minutes finishing up your daily achievements but that’s essentially all the end game content feels like at the moment. Unless you go to WvW or PvP and not everybody likes having to run around a WvW map setting up siege to capture buildings.
Dungeons and fractals are pretty much the only end game PvE content and they don’t have a feeling of longevity.
Perhaps I’m being overly critical because GW2 is a great game, I just feel like there’s not much to do once you get map completion and ascended gear etc.
Time for Anet to start developing raids. not 5-players based dungeons, but 10-players dungeons that last 2-3 hours and rewards are worth that time.
Don’t get me wrong, guys, i’m not against all the people doing speed runs, this is a suggestion to add a reward that equals a not speed run, because right now is not that worth to wait 40 minutes in a run if you can do it in 20 minutes.
Ok, first of all, this is an idea based on Twilight Arbor Aether Path.
As you might know if you tried that dungeons, you got a 0% chance to complete if you go blind and ignore the mechanics. The group wouldn’t even past beyond the oozes. What makes me think… why that happens?
-The dungeon takes some time.
-The dungeon got special features and need specific strategies.
-The players must be skilled and not just smash buttons.
-The adaptation level is high and you need to adapt to possible random situations.
Instead of being bad things, ALL of them are good ones, so what fails? Rewards. Right now the community is based on doing something Fast because they got more rewards. Several players has lost the point of view “i’m playing because it’s fun” and they are now saying “i’m doing this because i got more rewards”. That said, TA Aether path is out of the league.
What can we do to fix that problem? I got an idea that will actually fix 2 problems.
-Get the hard and challenging dungeons back on schedule.
-Improve the community by creating skilled players having fun.
This is the fix: If someone in the group completes more than 5 achievements inside the instance, give everyone in the group 5 achievement points.
By doing that you will make that some players step up, bring newbies to dungeons, explain battles and make sure they work as intended becuase that will help all of them. By giving a group reward based on someone new to the instance you will fix:
-No experienced requirement anymore.
-No rush runs, since people needs to learn fights.
-Players will learn how to not just “stack and smash buttons”.
-Players will have a reason to go back to TA Aether path after all achievements are done (to help others).
-Speed runs will still be run for dungeon items, but hard runs will also run for achievement points.
-It would encourage people to keep bringing new players to dungeons and help them achieve the goals of challenge instead of ignoring them and saying “just follow us”.
And i can’t think of anything else. Nevertheless, this is just an idea but it’s even exploit-proof, by making someone to need 5 achievements you can’t just invite someone near final boss to get points for everyone. The player will actually need to be in the whole dungeon and get achievements all over for that to count.
I’ll be happy to see some feedback on this, what do you think?
I learned how to play full zerk d/d ele in dungeons and survive and it made me way better with all my other classes. People love easy content, dont know why. My main problem is the rewards man…. I have the WORST luck.. ugh
Yeah well i can agree on that.
I already got all the achievements inside TA aetherblade and my new pet… so now why to come back? I actually did yesterday a run with all achievements for a group of 4 newbies just for fun. (awesome group, btw. They were listening and it all went smooth. They even said comments like “i never had this fun since i am lvl 80”).
What makes me think on this: You don’t need to be mad awesome to success, you just need to learn in the right way and be prepared for challenges. This group knew we couldn’t go blind and did wait 1 minute for explanation before each boss.
Now the problem with GW2 is that most players want experienced people for groups and will not wait 1 freaking minute. I mean, someone tried to kick me out of a dungeon this evening because i was afk on the phone 90 seconds (inside dungeon but the group didn’t still killed any enemy, so we didn’t exactly started).
Until people realize that 1 minute is worth to wait, most of the community is doomed.
To counterattack that, i will still do TA aether path daily with groups of players and make them have as much fun as possible. We can beat the zergers!
P.S. Anet, please add some kind of reward on this. As example, if someone in your group completes more than 5 achievement in that dungeon, give the other players 5 achievement points. This would encourage to people to keep bringing new people to dungeons and help them achieve the goals of challenges. That would completely break down the rush runs and would be awesome
Well i love this instance. Done it 5 times in the past 2 days, full runs, and i seriously hope Anet put more long and challenging Instances like this one in the game. Otherwise it’s a faceroll and people will get bored really soon.
As example, a player left because he died twice. Seriously? When “not dying” was a standard to play videogames? If you die is because you did something wrong. Do it right and you will not only survive, you will also learn how to play better.
It discourages me how something that is fun and challenging is still not fixed. This puzzle is one of the main reasons why i keep playing. It just amazes me as same as Super Mario did in my old SNES. You actually need to try several times to win and be really skilled.
So… something that i love and it get’s broken… please fix it, i love GW2 but i love that puzzle more than WvsW or PvP
This bug happened twice already, one in fractals and second one in Twilight Arbor Aether path. The first time happened when my group was killing the Thaumanova Reactor final boss and the second one when we were fighting Spur.
What happens?
You can’t just swap weapons neither by they key bound to that action or clicking in the button left to your skill number 1.
How it happens?
If you skip an animation, it randomly won’t let you swap weapons.
I need to confirm if this happens only if you had cooldown on swapping weapons or anything like that. Please Anet could you do some tests about it?
How to fix it?
If you open your character pannel, you can click on the swap button between your 2 weapon sets. That fix it.
Please fix it, it’s not too bad but it’s really annoying because you start a boss fight without the abbility to swap weapons unless you try from character pannel. This could lead to some pain for some players.
Random (but maybe useful) info for Anet:
1: Weapon sets: Both times i couldn’t swap from Longsword to Long-bow.
2: Warrior, female, lvl 80.
3: days 1-3 of december, 2013
I’m sorry if my english is broken, and take care!
Due to lag on your side, the server thinks you fell from too high when your pc thinks you didn’t fell. Sadly when they both try to sync, the server rules, so… it tells to your computer that you died because you fell from too high. Then your pc accept that and show you dead.
It’s lag, happens to me once or twice per month, kinda funny sometimes.
Why not to put statues of the first 5 players on each server doing an specific content? For example, first 5 players that completes the living world achievements. The statues would change each 2 weeks or so and everyone would want to be there for brag rights. That would drag some attention from players to do the living world achievements lol.
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