Culling and The camera near the wall should be rewarded as gambits.
Well maybe they should patch in a bunch of utility stunbreakers for every class. Would be helpful if they did it before the stun warrior became Flavor of the Month.
Oh wait…
My prediction is 20 points in Discipline. Discipline is all about bursts and most of the 20 point traits were boring/underused.
For the sake of argument and derailing the threads intended goal of wishing for Deep Wounds again, here’s hoping that burst skills don’t have to connect to remove conditions because: blind spam.
I can’t be the only one who was hoping to see deep wounds come back.
Well, all hail our existing Mesmer, Thief and Necro overlords!
A stability/retaliation granting blast finisher that while traited converts conditions to boons on a 16 second cooldown defines overpowered all by itself. The duration you listed could be easily bumped to permanent status with traits which is also ridiculous.
Also consider that stability is only granted by utility or elite skills for any class. Giving Warriors stability on a weapon skill is also OP. On top of that, what warrior would ever, when given the choice, pick Balanced Stance in favor of Call to Arms under those circumstances?
I want to put things into perspective right now. Months ago I completed my dungeon armor sets from every single dungeon. Every set of heavy armor, every dungeon. So I’ve run them all quite a bit. I still personally find them compelling, and I love helping guildies when they need it.
But, when you compare the effort/reward ratio for any dungeon compared to spending the same amount of time hunting world bosses, it varies wildly. The dungeon hook is a “slow” grind to get exotic gear, while there is no guarantee that a world boss will drop you any exotics. But they can. And they’re not soul/account bound. Adding the jewelry recipes was a good attempt to make dungeons more interesting, but those recipes were almost immediately made obsolete by ascended jewelry.
So I implore Robert and team, please do something to make dungeons more compelling.
Personal suggestions requiring less effort:
Guaranteed rare(s) when all three paths are completed in a day. (once per account)
A Laurel (once per account, only once daily for any full dungeon clear).
Not bound palette-swapped Dungeon exotics as rare drops from chests.
Bonus tokens based on the percent of mobs killed in a wing.
A slightly better chance at lodestones from chests.
Suggestions requiring more effort:
Guild event style optional events after the dungeon has been completed for bonus influence depending on the number of guildies in the dungeon.
Extra-rare exotic skins added as a rare daily reward on wing completion.
Extra-rare dyes added, with a flavor specific to the dungeon, i.e. shimmering green from TA, Sparkling Gold from CM etc.
Difficult Bonus Events that unlock karma vendors with armor reskin tokens, for example the untarnished CM heavy armor or some specialized town clothes.
I’m well aware that this is pie-in-the-sky, but I hate the idea that dungeons aren’t as compelling or rewarding as far easier content and I hope to start a discussion to help change that.
I don’t have a priority list, so here’s everything that needs a fix instead.
ALL bosses in HotW need a flat 50% HP reduction.
Then HotW would be as fast as CoF.
Mel and Grenth need actual mechanics (and HP reduction).
Although I agree, getting a Karma Train to avoid red circles is often too difficult of a mechanic.
Whole of AC needs to be reverted to its old state.
Don’t agree. ANet should not shy away from blanket changes to dungeons in an attempt to make them more interesting.
Dog from CM2 needs to be removed.
Just… walk around him?
Sureshot CC needs less abilities.
He only has two abilities, all of which can be negated by circle strafing at any range.
Lupus still shadow walks to NPCs in phase2.
Brie’s phase thingy does not affect phantasms.
Can’t speak to that, haven’t been in Arah since Simin got nerfed.
TA trash needs less CC.
Trees, Vines, Dogs, Knights, Warden champs and Stonetouches. All of which can be easily avoided or dodged, save Stonetouches. Just stay out of melee or look for the tells.
Magg needs to be immune to aggro.
As in he shouldn’t generate aggro or attack enemy mobs?
Spider tree needs to spawn less spiders.
As it stands you just need to kill all the spiders, then max range the boss while dodging when he shakes his shoulders. I wouldn’t mind it becoming more interesting than that.
SE2 needs to be cut in half length-wise.
Removing Protection helps, but those mole people live on a diet of pure HP-ups. I agree that the trash in this wing is just cumbersome.
Bjarl mustn’t target Spire under any circumstance.
Agreed. Spire should be untargetable in all boss fights.
Tribune whatshisname needs a 50% HP reduction and safety nets in his lava.
Changing his damage output to approximately nil. Defeated players should be netted, sure, but not before then.
Evolved destroyer needs 2-3 more seconds on his window.
Don’t agree.
Simin needs to be less of a joke 1-shot encounter.
Can’t speak to this, haven’t done Simin post nerf.
And finally:
Every single boss fight in the game needs to have their inherent RNG removed. There is nothing more frustrating than to wait on a boss to do ability X when he decides to do ability Y a billion times in a row. Change the underlying game engine if it must be done but do it.
I really don’t see where you’re getting this perspective from.
Examples:
Malrona – TA UP – Attack pattern: melee, spit, melee, red circles, melee, spit, ad infinitum.
Lupicus – Arah – any path:
Phase 1: Definite timing pattern to grubs. Completely negatable.
Phase 2: Never repeats a skill
Phase 3: Attacks are all proximity related, then timing related.
Subject Alpha – COE – any path: Depending on path will always rotate between 2 elements and spam those attacks. i.e. fire spikes then earth circles then fire spikes then earth circles. Takes less than 30 seconds to make the full rotation, every time he switches to fire Warhorn can convert it to aegis.
I can go on, but I I really can’t think of a truly RNGed boss encounter. They all work off ability cooldowns.
(edited by Shinki.8045)
Cliffside needs some particular attention. The Arm seals have become incredibly difficult and kinda glitchy.
If you target a guy on the right seal to not be killed he will not break aggro unless the entire team is stacked in the giant mob of hate on the left seal. For some party comps, this is just unwinnable. Haven’t tried going back to the right seal, next time I’m in there will give it a shot.
After breaking the left seal, the animation played, the seal shattered and we ran to the other side. After hitting the right seal we noticed that the left seal had healed while we were working on the right one, and the shield went up around the right one. We got a charge, ran back to the right side and there was no seal to target. Holding CTRL showed the word “Arm seal” where it should have been, but positioning to actually break it was difficult.
I’m fond of this kind of discussion as lesser-utilized skills for all classes should be made more interesting, so here’s my two cents.
Some of those are just a smidge too powerful.
Bulls Charge stun would mean, when traited, it’s a 600 range immobilize breaker that gives you 100% crit on your hundred blades.
Endure Pain also reducing damaging condition duration on top of invulnerability would make it more invaluable than it already is. It would be hard, if not impossible, to chose another utility in it’s stead.
Earthshaker evading for the duration would make it unstoppably powerful. Zerg v zerg fights would entirely be dependant on a group of warriors stunlocking huge swaths of enemies.
On the fence with the Staggering Blow change, I would be ok with simply changing from knockback to knockdown.
Cyclone Axe damage increase: it’s already a solid skill for what it is intended to do, there’s no lack of Axe/axe warriors running around.
Physical Training at that level might actually allow a 100% stunlock with Mace/Shield and Hammer. While that might make people actually play Mace/Shield and Hammer, there’s probably less jerk-ish ways to accomplish that.
I am fond of your inspiring banners suggestion, quick math suggests that with runes you still wouldn’t be able to get 100% uptime on protection so that’s not ridiculous.
There’s some other underutilized skills that need some love too.
Sword offhand could be better, perhaps Rip could also apply cripple or vulnerability. Riposte seems alright, but the bigger problem with sword builds is condition damage being useful on a warrior. I think they would get a lot more use if we had unique condition stacks as suggested by the devs.
Berzerker stance definitely needs some love as it’s only maybe a niche skill for wvwvw snipers. Perhaps a might stack per melee crit for the duration, or extra damage applied while under the affects of Fury, something particularly Berzerker-y. Yes I know that would make for easy 25 stacks while double axing, but Forceful Greatsword is pretty much the same thing.
Rampage needs love though. Badly. Here’s my suggestion:
May require a duration reduction. Keep everything else the same but add this:
Unaffected by conditions for the duration of this skill. Do extra damage for each unique condition.
Now all of a sudden it’s an interesting choice compared to War Banner and Signet of Rage.
The cooldown is not shared. In some rarified scenarios you can use both bursts at nearly the same time.
As stated in every other post, we have the finishers. Leaps and blasts of every flavor, it’s simply our job to learn how to recognize them and apply appropriately.
So Axe is another viable candidate as well? That was my initial impression, the only trouble I can see with axe, from a control/tanking standpoint, is the fact that you only get the one AoE (the circle attack, and the auto-attack has some as well). Sword -might- have better aoe potential, but I’m not sure. Have you ever experimented with sword/hammer, Shinki?
Also, I’m curious…Why Valkyrie jewelry?
Axe has more AoE than Mace due to Cyclone Axe. Mace 1 cleaves 3 targets total and that’s all it has, 2 and 3 are single target. Axe 1 hits 3, axe 2 hits 5 axe 3 is a single target snare. Sword only has AoE on the auto attack, similar to Mace and the snare doesn’t catch runners unless they’re in melee range.
I’ve experimented with every combo, I enjoyed Hammer quite a bit, all that control can really help the team, but it’s situational. Works great with the waves of Dredge in SE, allows overpulling in AC, can control the massive pulls in CM and locks down the knights in TA.
As far as jewelry I vacillated between knights and berzerkers depending on the encounter.
The forums hate the idea of Warrior tanks, but since my groups could never get a Guardian while we went for Dungeon Master I tanked everything.
Mace is situationally good. Those situations being Missile Deflection traited and there’s a lot of high damage missiles coming your way a la Arah Risen hunters. Everything else I did with an Axe/Shield and Longbow.
My spec for tanking the lot of it was Soldiers gear, soldiers runes.
30 defensive
10 Missile deflection (usually) 20 shield master (usually) 30 defy pain
30 tactics
10 empowered, 20 shouts, 30 shouts
10 discipline
10 inspiring shouts
I think, more than any other part of the build, that soldier 6 piece has a huge impact on the spec. Constant condition removal is an incredible boon to the team. I can give pointers for plenty of specific fights since I face-tanked everything if you have any questions.
This would make people actually put Berzerkers Stance on their bar.
Staggering Blow| Knockback 3/4s CT(root); 180 range AOE; 20s CD; Whirl finisher
SUCKS! this is by far one of the worst skills of any profession. It totally craps on any teamplay due to the fact its an AOE knockback that is gonna knock them out of anything you blast finished into (if you know how to even hammertime) Id rather see this skill with a .25 second daze on it and not root you instead of this hunk of clunky garbage. The only time i ever find it useful is to remove defiant stacks from a boss. Give it some real use please…
You blast finish from the point of origin of earthshaker, not the point of impact.
Also, it’s a good way to get stealthed thieves that are stomping a friendly away.
PS: Just checked and with the Shield Master trait, you don’t block projectiles, you reflect them, i.e. the ‘Blocked’ message doesn’t show at all which isn’t the case in that video. Unless they changed that in a patch between that video and today, you’re simply misinformed.
Shield Master increases toughness by 90 and lowers shield skill cooldowns by 20%.
Missile deflection, 10 points into defensive, reflects missiles while using any block skill.
Makes me wonder whether that works with Mighty Defenses. It could give Mace/Shield a much needed damage boost. And possibly make it a really dangerous set.
I’ll test it, that’s a great idea.
Inspiring Shouts is nice, however sadly it competes with things like Signet Mastery, Mobile Strikes, Heightened Focus and Sweet Revenge. And then there’s the fact that a lot of shout healers carry Superior Runes of Soldier, making spamming shouts for adrenaline a bit of a waste. But I suppose it could be neat with a well timed FGJ+Fear Me+On My Mark for some big hard-to-avoid damage.
The math on healing shouts versus inspiring banners, at least early on, claimed that shout heals were only competetive if spammed on every cooldown. I chose that as an option as I figured it would give a great adrenaline boost for something I’d be spamming anyways. With the incredible amount of Adrenaline this allows for a frontliner it’s hard for me to see a strong argument against it. Your mileage may vary.
Savage Leap is one of the reasons I prefer Sword/Warhorn over every other weapon set. In my eyes, Savage Leap is like a Warrior’s Heartseeker. Unless you happen to be one of those people who spam Heartseeker.
And this is why I made Howler.
At OP tips, quick breathing conversion when using warhorn 4 is bugged and does not pull that extra condition off. It converts a slow.
I just tested this with Icebrood elementals in Frostgorge. Changed frozen and bleeding into Swiftness and Vigor, only used Charge.
Could you post footage of using Savage leap for the Dark Room? I wouldn’t mind skipping that part.
Not really, but I might be able to describe it. It really helps to have a Fiery Dragon Sword for that part, or the mad king back pack. At the very first jump in the dark room turn around and hug the wall going to the right around it. There’s a small lip you can walk across. When you get to the edge of it, face about 45 degrees to your left from the wall, savage leap and hold forward while in mid-air. This should get you on the first platform. Land, head left up the stairs. When you get to the first set of beams, Stop. Face the lit door 90 degrees away from the beam, savage leap and hold forward. You are now done with the dark room.
Have you confirmed charge works the way you say? Last time testing was done on it there was a bug where it wouldn’t remove the snare then remove a separate condition.
I’ve been using it in this fashion for weeks.
Maining Warrior since release has taught me a great number of lesser-known Warrior tricks and I figured this would be a good time to share some of them. Hopefully there are more out there we can add to the list.
Eviscerate can actually be used in conjunction with 2 other Burst Skills, Combustive Shot (at the right disance) and Kill Shot (traited and at the right distance). Evisc into Combustive Shot not only hits like a truck but also applies Fire Shield. You have to Evisc while the shot is still in the air, so it’s basically, Burst/swap/Burst. For what it’s worth, Kick also knocks someone perfectly into Evisc range for a nice undodgable Evisc.
Tremor hits twice in melee range, once as a melee hit and the second time as a piercing knockdown projectile. This is a projectile finisher also, adding some nice flavor to an already impressive skill. Fighting a blind spammer is where this is really nice, the first hit will miss while the knockdown will still disable the target.
Quick Breathing is a better-than-advertised condition removal skill. Charge first removes all snares from your team then removes a condition, turning it into a boon. This will turn Burning into Aegis, Vulnerability into protection, bleeding into Vigor, Blindness into Fury and if you’re really tricky, Fear into Stability.
Missile Deflection changes Parry and Counter Blow into 3 second long missile blocks, rather than blocking only one attack. If they only block missiles, you still get adrenaline at the end making the skills win/win/win in those scenarios.
Smoldering Arrow explodes on impact, making it a great aoe blind spam. Particularly shines when pulling Warrior groups in high level Urban Battleground fractals as it can negate several of their charges simultaneously. IMO proper use of this skill separates the men from the boys with Longbow.
Leg Specialist has a much farther reach than realized, making it a nearly invaluable trait. This allows Throw Axe, Crippling Slash and Bladetrail to immobilize. It also allows your Spear Chain to immobilize 3 targets. It also allows Hammer Shock to immobilize 5 targets making them unable to avoid (or at the very least burn condition removal making them vulnerable for) an impending Earth Shaker. I need verification, but I swear I’ve seen targets get immobilized in a crippling arrow cart field, but my field of vision was obscured by castle walls in almost all of these circumstances.
Earthshaker is a Blast Finisher from the point you leave, not the point of impact. On paper that’s kind of a bummer as some fields would be nice to blast when you get to those fools, but when you think about it area swiftness or weakness or even 3 stacks of might pale in comparison to blast healing your ele/ranger buddy or even better, AOE stealthing yourself and your team turning into a giant AOE Stealth Stun Bomber.
Backbreaker someone in WvWvW and they will not survive. May be confirmation bias.
Inspiring Shouts is handy in a shout heal build and rather versatile owing to the nature of shout skills. If 3 shouts are about to be up, you only need 1 bar of adrenaline prepped to fire a fully charged burst skill. You can charge it the rest of the way during the animation of an Evisc, while charging a Kill Shot, while leaping for Earthshaker, while swinging a Skull Crack (very small window though) and while a Combustive Shot is still in the air.
Savage Leap will allow you to finish the EB jumping puzzle in record time, allowing you to skip the dark room almost entirely.
(edited by Shinki.8045)
Mace is great in PVE if you’re soaking up hits for the team.
3 traits in defense affect Mace directly: Cull the Weak, Sundering Mace and Missile Deflection.
Missile Deflection allows Counter Blow to block/reflect multiple shots while untraited it will only block one. In these situations it’s a secondary Shield Stance, allowing 6 seconds of blocking while damaging opponents.
This in mind, I typically run Missile Deflection and Mace Mainhand in Arah, against most Risen pulls (reflecting the bouncing hunters axes is a ridiculous amount of damage) and some Arah Bosses (Berzerk Abom for example). In Grawl Fractal, if the team has the hits to pop Legendary Imbued Shamans shield it’s a great way to help deal with all the lava eles. In unassigned fractal 10+, it allows easier approach on the Harpies, once you get in melee range you can effectively neutralize one for the team.
Personally, I really like one-time skins. They are just cosmetic and it’s a good way to show prestige for vets of the game in a few years.
It’s also a great way to alienate new players. It doesn’t affect me personally. I have 4 skins via Baubles and have been lucky with an additional 4 skins via chests (opened about 100 chests I think).
I’m just thinking about little Johnny Gamer who picks up GW2 this summer, sees someone running around with the Super Greatsword and says “Oh wow, I really want that! How do I get it?”
“Sorry, Johnny, it was a one-time event. You’re out of luck.”
Not the greatest experience for a new player.
I disagree. In the new players mind it may demonstrate that the game has cool, one time only events with neat visual rewards. This, for me at least with GW1, made me more likely to try the events.
Sometimes I get upset at the devs for the lack of information on class balance.
Then I remember that back when I was playing Star Wars: The Old Republic, we only heard from the devs about once every few months, and all we had on the forums were some PR guys whose job was to tell us that they didn’t know what was being worked on, or couldn’t tell us.
Perspective: We can all use it.
As someone who mained a Shaman in WoW when the first wave of class patches were being bandied about, I agree with this sentiment.
Those of you saying that not being informed about closing an exploit is a breach of trust may want to consider the document you signed allowing you to play this game specifically stating that you wouldn’t use exploits. Trust is a two-way street, exploiters.
There are spots where you can jump over the walls. Not sure if it is intended or not, but it’s not always necessary.
ANet has said that these are intentional and clever uses of the terrain by the playerbase.
Plus its an opportunity to explore different uses for utilities outside of combat.
This is the kind of thing I love about your dungeon content. The polar shift from the GW1 “Your only interaction with the world is murder” to thinking your way around content in more dynamic ways is fantastic.
An entire fractal based around tossing the sphere in Arah would be fun on a bun.
Also, thanks for the confirmation Robert.
Honestly with a little practice this is the easiest and fastest fractal.
I run a Warrior also, always take the farthest wisp and rarely fail. For this fractal I switch to Soldiers Runes armor and pack all shouts, just in case I need to remove cripple. Skills to take otherwise:
“Shake it Off!”
Signet of Stamina
Signet of Rage
Before picking up the wisp switch to x/Warhorn or drop a banner and give yourself swiftness. Activate Signet of Rage while running. Bunny hop and learn to see tripwires.
There are spots where you can jump over the walls. Not sure if it is intended or not, but it’s not always necessary.
Compare the chests/mob loot to say, running Arah.
I’ve run every dungeon enough to get a full set of armor from all of them, plus weapons. In that time I’ve gotten 1 exotic drop from trash, 3 from chests. In this last 2 weeks I’ve gotten 4 exotics from Fractals trash pulls and that does not include chests.
If anything needs the loot buffed I would argue Explorable Dungeon trash should get it.
How do you guys handle condition removal with a banner heavy build? Mending?
Warhorn + Trait or “Shake it Off!”
Run Twilight Arbor saying that with a pug group, the dogs pretty much wiped our entire group due to the aggro I got, I was downed instantly, before I could at least heal up with my pies and try to tank the dogs for a bit as people killed them, but now that is not a viable option.
Those dogs are why you have a Hammer. Leg Specialist + Hammer Shock makes their charge inneffective, then stun and smash.
Or: Smoldering Arrow them before they charge.
Or: Shield Stance and let them pile up on you.They don’t pounce or waste a pounce on you if your already knocked down or have a immunity to it up, they wait until its over then waste all there CDs on you.
This is patently incorrect. You can test this solo: enter TA, clear to the first dog group. Shield stance and engage, watch as they all pounce you while you are immune. This is how I lead the charge through them every time when we skip them.
In For/For after the bubble room I would pull the pack with “On My Mark!” and before they get into pounce range, shield stance.
You can also use the same tactics when you fight Nightmare Court Knights to negate their stuns, but they aren’t as scary since the patch.
Run Twilight Arbor saying that with a pug group, the dogs pretty much wiped our entire group due to the aggro I got, I was downed instantly, before I could at least heal up with my pies and try to tank the dogs for a bit as people killed them, but now that is not a viable option.
Those dogs are why you have a Hammer. Leg Specialist + Hammer Shock makes their charge inneffective, then stun and smash.
Or: Smoldering Arrow them before they charge.
Or: Shield Stance and let them pile up on you.
It’s constantly bandied about that Hammers do less damage than most Warrior weapons. I wouldn’t argue that, except in the rare occasion when you’re fighting massive crowds. Particularly those with a high-damage veteran mixed in. F1, 1 (third hit) 3 and 4 all hit 5 targets. 2 and 5 are single target control skills.
I like hammer versus some Arah Risen Spider fights, Bandit packs in CM, jumping to harpies on platforms and holding down the saboteur in the Uncategorized Fractal, whittling down the crowds in CoF2, Smushing Stonetouches in TA UP, saving allies from scavengers in AC, initiating on crowds in the Urban Battlefields fractal and so on. Not a great boss weapon, but that’s why you go out of combat before a bossfight.
So, situationally, hammer is great. As is most every other Warrior weapon except Axe which is always good.
For the subject of Risk/Reward:
Chest rewards are enormously disappointing. That’s when you even get a chest at the end. Some dungeons don’t even reward you with loot for killing the last boss.
No path in AC rewards with a chest at the end, but the bosses are lootable.
CM path 1: lootable boss, no chest. Path 2: lootable boss, no chest. Path 3 lootable boss and a chest.
In every path of TA you can neither loot the boss or get a chest at the end.
SE path 1: lootable boss, no chest. SE path 2: no lootable boss or chest. SE path 3: Lootable boss, no chest.
CoF: Path 1: lootable boss and chest. Path 2: no lootable boss, lootable chest. Path 3: lootable boss no chest
HotW: Path 1: Lootable boss and chest. Path 2: lootable boss and chest. Path 3: lootable boss and chest.
CoE: All paths, lootable boss, no chest.
Arah: Path 1 lootable boss, no chest. Path 2: lootable boss, no chest. Path 3: lootable boss and chest. Path 4: lootable boss, no chest.
Beyond that random discrepancy, the big chests are now almost always worse than the tiny little ones mobs leave on the ground. As it stands you’re lucky to complete every path of a dungeon and get an ecto, unless you burn your tokens to do so.
As a warrior I want the best looking armor for my character design . I’m speaking about noble armor bought with seals of beetletun .
I’m very disappointed as atleast for Humans you can’t buy from anywhere the parts that have the same design as noble armor but look much better , as Sergeants in Claypool wear it (Liddy , Neal and Soto) . The one from caduceus looks battled compared with the one worn by Sergeants.
Sergeants:
http://wiki.guildwars2.com/wiki/Sergeant_Liddy
http://wiki.guildwars2.com/wiki/Sergeant_Neal
http://wiki.guildwars2.com/wiki/Sergeant_SotoA big MINUS from me Anet.
Who doesn’t sees it or believe can go to Claypool town and see the fact . (gauntlets, boots, helm, pauldrons .. al look different on noble than on NPC) They look more knightly as they glow better and are more shiny .
The Pauldrons on all 3 are Noble. The rest looks like various tiers of the human cultural armor, except for Soto who wears most of the Noble heavy armor.
Precisely why I recommended it. You could give advice to teammates, or even just enjoy looking at a different character for a bit.
As for the getting one-shotted bit, what is one shotting you in full P/T/V gear? Just curious, I’m sure I could give some advice.
We spent almost three hours without getting further than removing 10% of his health because of this. We were all 80 geared in full exotics, one elementalist (me), one mesmer, one thief, one warrior and one guardian. A big waste of time.
This fight was already a pain prior the patch, now it’s a real spike in the… hole…
Sorry for the delay for the reply but:
Is this your standard Dungeon party? As in can you earnestly work with these people using different strategies?
When my standard dungeon party was having problems on Subject Alpha I told them to all stand on me in melee and dodge when I dodge. Made it cake.
From your description it really sounds like you are spending more time cleaning up your teams mistakes than making them yourself. Also in the second encounter you can soften up an undead tendril and if you go down it’s an easy thing to rally from. Stacking on him also makes breaking the crystals a snap.
Now if a player dies, he has to WAIT and watch OR the other players HAVE TO revive him, even if they’re in danger, putting themselves in EVEN MORE danger.
In my opinion a legitimate point. An option to spectate while dead would be neato.
It was like this in Guild Wars 1. We could double-click on any party member to have the camera move to them. It made death more… entertaining in a way. We could also help the alive players by watching their back even though we were dead. We weren’t completely useless.
They should bring this back at least.
Precisely why I recommended it. You could give advice to teammates, or even just enjoy looking at a different character for a bit.
As for the getting one-shotted bit, what is one shotting you in full P/T/V gear? Just curious, I’m sure I could give some advice.
Thank you for the confirmation Robert. I may be in the minority but I love these changes and appreciate the constant polish to this content I adore.
Another thing I want to add is that reviving through interaction (“F” by default) isn’t the only way to revive someone from the downed state— you can kill rally by tagging a target and revive on its death. This is mainly for non-boss encounters or bosses with adds that you can rally off (i.e. flying shaman in volcano fractal).
This needs to be emphasized. I’ve tried to ingrain into Guildies that while in a trash pull if someone goes down it is their responsibility to call target on a mob. It is on the team to decide if they can kill that mob or res the person faster.
Also, some dungeons have some easy-rally tricks:
AC: Baby gravelings from the breeders.
CM: Some of the terrible pulls have non-elite thieves but for the most part CM trash is horrid.
TA: Every single one of the corrupted flowers. Pre-nerf you could tell who knew this trick at nightmare vines, because they never died.
SE: Path 1 you can rally on the barriers.
CoF: Non-elite devourers in P2, but rally tricks are hardly necessary for CoF.
HotW: Spawned non-elite ice elementals, ice turrets.
CoE: Undead tendrils in the 2nd and 3rd Subject Alpha fights, non-elite risen
Arah: Summoned Risen Hawks (summoned by Risen Hunters). You cannot rally on Lesser Oozes, but you can on the larger ones… only after their rather lengthy death animation. You may be able to rally on the rock-tossing hands but you really don’t fight near those.
Now if a player dies, he has to WAIT and watch OR the other players HAVE TO revive him, even if they’re in danger, putting themselves in EVEN MORE danger.
In my opinion a legitimate point. An option to spectate while dead would be neato.
If farming Karka, the missile reflection talent coupled with Mace+Shield lets you wreck a group of them in seconds.
Tested it back on Nov. they are bugged.
There’s been a lot of patches since then. Has any testing been done recently?
For some encounters starting a res is a sure-fire way to get boss hate. You can kind of use NPC ressing as a taunt in these encounters.
Boss specific tip:
Lupicus: If someone needs ressing in phase 1 there needs to be more AOE on the locusts. In phase 2, unless you have a ranged res you need to wait until right after a shadow port or an AOE spam to res someone. In phase 3, unless it’s in his melee range, res like crazy. If the downed person is in melee range, try to kite him away.
Ah I didn’t try it since the new patch, good news if path 2 is a bit easier. Thanks for the info!
Not sure what part of For/For you were having problems with, the Leurent pull was nasty but doable with stuns/blinds. The Knights in general are tough, but I didn’t fight any last time I was in that path, save the Leurent pull (which was a nightmare cultist, archer, knight and Leurent. Way easier.)
After the recent nerfs TA is not difficult. The Nightmare vines red circles do very little damage and Leurent and company got mega nerfed so you can even do the entire pull at once now.
The only parts that may be hard for some people would be: Path For/Up nightmare tree. Not actually a problem, you can stand back and ranged if you don’t AOE the tree/send in illusions or pets. Single target the tree at max range and try to stay awake as no spiders bug you. Mesmer boss: she’s just irritating.
No one seemed to mention:
The first Wraith in the Grenth fight reflects projectiles and must be melee’d or he’ll reset, hence the bones on the ground near the runes. At every 10% damage he’ll teleport to the next rune.
Beyond that trick no encounter in P4 is so tough that it requires a guide except for Simin and Lupicus, and you ought to know Lupi by now.
- Killed CoE3 destroyer in 5 lazer shots but we’re also Omnom believers looking for Operative’s Creed recipe so not really aiming for faster.
Just so you know, Operative’s Creed recipe drops in path 2 of Arah. I got it from the corpse of the last boss.
I got the recipe for Operative’s Creed, it dropped from the last boss corpse in Mursaat path of Arah. I did not recipe a bag of wondrous goods or a dungeon specific piece of loot besides it.
There’s a large number of bosses that die leaving an unlootable corpse. Examples:
Shukov: SE path 2
Mage Crusher: Arah path 3
Giant Terrible Ooze monster (along with every other ooze in this dungeon) Arah path 1
Nightmare Tree: Every TA path
Graveling Breeder: AC path 2
High Priest of Grenth: Arah path 4
I’m sure there are more, but Shukov in particular seems to be an oversight as no one seems to have the JC recipe (or at least no one is selling them) with his name on it and neither of those golems drop bags of wondrous goods.
This strategy is useless now as the fight has changed. You cannot damage her while she is stealthed.