theres a few of these 1 member of your party has to deal with in CoF 3rd path.
i find them easy to deal with on a guardian, but that’s due to reflecting their ranged attack and simply dodging their melee-spike attack.
so what the OP is saying is, he’s never played GW1, where you can get max level within a day and the best gear along with it very easily.
one of the events in Southern Straits of Devastation can be completed and the Escort will turn into a vendor for a short time and sell Baby Quaggan tonics for around 1s20c, might be 1s32c.
the issue is that if you enter an Area where it’s already night it wont glow, you have to be in an area that’s day and then wait for it to turn to night for the weapon to take effect.
All my gold to the man who voiced Quaggan’s
OoohooOooo.. Nice Teeth.
it would help if Arenanet came out and actually told us the whole statistics of MF.
on the Wiki it states it ONLY affects Yellow “Rare” items, yet im willing to bet none of you believe this to be true, i know i dont.
not to mention the following:
is MF applied on kill or looting?
Does it affect opening loot bags/chests?
Does it affect the Mystic Forge?
Does it affect fine crafting materials?
Does it give a greater chance of Salvaging Ecto’s?
so many questions Arenanet could answer once and for all with an official response.
ye i’ve experienced this encounter more than i care to remember, i was just looking for some insight into what we could improve with our current dungeon group as we run with a fire ele for example.
thanks for the input, will probably give this boss another shot sometime next week if we can finally get inside Arah.
impressive kill, did you bring anything special to the fight? i noticed high stacks of bleeds for example, did you feel that made a difference in dps along with poison being kept up on the boss?
it will probably be added down the line
in GW1 places like The Deep and Urgoz’s Warren were built to fit in more players than the normal party size.
though i dont expect they will ever go higher than something like 8 players.
yeah im not a big fan of the stats on the gear either, so many shields with condition damage on it.
was also hoping to find a Cleric Heavy set but there isnt one.
this boss is actually incredibly easy and im expecting he will eventually get buffed.
the best way to kill him is to ignore the crystals completely and just hit him hard and fast.
Bring a guardian for group-wide Stability have him save Tome of Courage for around 25% mark to full heal the group and get right back into the fight.
Poison is somewhat essential to this fight and should be kept on the boss at all times.
it’s really not hard.
this is by far the easiest CoF path atm.
I’m sorry but how is using the glyph of renewal on Magg an exploit?
well from what i understand as i havent seen this in action.
Glyph of Renewal in Air will ressurect a target at your position, so it means they use it to pull magg’s body away from the area where the enemies spawn so he never gets hit and you wont even bother having to defend him.
look up Polymock from GW1, it’ll be returning in GW2
you can find an Asuran portal in Rata Sum that leads to a Polymock Arena, but you cant enter yet.
you may enjoy fighting Subject Alpha aswell, sadly this is the end of the list for fun boss encounters.
no races
no classes
instead spend time on existing races and classes and improve them further, i dont want another expansion where classes are added that completely disrupt the balance of the game.
thats all i really care for at this point, there are many places i would like to see but im under the impression we will eventually get round to see’ing them all anyway.
tell your guardian to bring Wall of Reflection if he isnt already, it will save you alot of issues with the Inquest grenadiers.
anyone discovered a workaround to the problem? so far i can enter HotW without issue but AC/Arah are completely broken for me.
noticed guildies who also cant enter CoF, but some can.
have tried relogging/switching to alt/teleporting to and from HoM without success.
they put in place a kind of karma cap, if you reach it the game brings your karma gain down for an hour or two, it’s part of the whole Anti-bot thing
it’s a special pve boon that you cant remove, not an actual regen boon, so it wont work, otherwise that would just be too easy.
removing his might buff does work though he quickly gains it back.
i do it or try anyhow with the bugs, for the tokens, especially now with them being Account Bound.
plus it’s just my personal preference, i like small group challenging content, farming the same 3-4 events in Orr with a zerg is completely void of any fun, PvP always changes so dungeons are my consistent place of fun, or they were anyhow.
Im not sure if i know what are you talking about.
With this effigy i had always problem when his hp got to 30% – then he starts heal even more than at the beginning. Part 30% -> 0 took us more then 100% -> 30%
oh sorry i read it as first boss of path 1, the slavedriver guy.
for tips of defeating the end boss of path one, it’s just to go full on nuke and ignore the crystals, poison will help immensly and so will Stability, if you have a guardian consider using Hallowed Ground around the boss and have everyone stay in it, it will make you immune to any knockbacks for a good 10+ seconds.
in general Stability helps alot, i’ve never beaten this boss whilst having someone focus on crystals, it’s just easier to burst him down.
i find him easy, just kill the first fiery effigy that spawns, and ignore the second, each time i’ve done this path the boss dies around about 10 seconds after the second one spawns.
i have trouble hitting them still, though oddly enough i find the Elementalist Elite, Fiery Greatsword works perfectly fine and is a massive boon to have if your running this path.
not saying it’s impossible without one but it’s by far alot easier.
that’s the easiest path now with all the problems added to path 2.
Did it ever occur to anyone that instead of implenting this DR system which is buggy at best and makes Legitamate players suffer, that instead you should of maybe implemented a lockout system that locks you out after completing a path?
so for example if i and my group complete path 1 for HotW and then go back into the dungeon to complete another path, path 1 will be completely grayed out/unavailable to me and my group so even if we wanted to repeat we couldnt, this way i could enjoy my 180 tokens a day as promised and then come back tommorow or farm another dungeon for another 180 tokens, etc.
you will have problems when one or more players have completed the route already and the rest of the party has not but i feel this is far better to this DR system, which is treating legitamate players like exploiters because they can complete the content at great speed when they did nothing but play the game as intended.
.
http://wiki.guildwars2.com/wiki/Polearm
the Polearm was considered as another weapon type.
type in [&AgFPWQAA] in GW2 and you can see the Steady Weapon version of the Polearm.
i have exactly 2000 atm, shame they currently arent used for anything.