https://www.youtube.com/user/strife025
https://www.youtube.com/user/strife025
When you already have a guardian.
https://www.youtube.com/user/strife025
You do know staff guardian has the lowest dps and by simply LoSing mobs and using a normal melee weapon you’ll do over twice the amount of damage…
Plus the only part I could see that working is in the first basement section of CM path 1.
https://www.youtube.com/user/strife025
Not for CoE. Probably because for CoE you do the same thing for all 3 paths up to the golem boss, so whatever flags they put in place are still activated allowing you to do the 3 paths from that point as long as you can get into said path to start the next event.
They didn’t even fix the easy methods for CoE “3 in 1” until the Feb. 26th patch.
https://www.youtube.com/user/strife025
BTW, what does 3 in 1 mean? I see that on the lfg.com site all the time?
There are certain ways to do all 3 paths of CoE in the same instance, basically negating the shared section from the opening path up through the golem event giving you the ability to do all 3 paths in 30 min instead of 45 min.
I’m not going to discuss the details or how to do it, but I’m sure you could join one of the lfg groups if you really wanted.
https://www.youtube.com/user/strife025
I just added up all my video runs (including the opening section 3 times and adding about 20 seconds to each of them) and it came out to about 39 minutes.
45 min. on average is a fair estimate for all 3 paths… that is if you don’t use the 3 in 1 method.
Your timeline is way off for the opening section though. You only need to kill the 2 groups, it takes ~2 minutes from entering the dungeon and activating the first cutscene, to the path vote.
Also my videos from the path vote through the golem turret boss (using no bugs) only totals 3:58. If you’re taking 1 minute to kill the first alpha fight and 2-4 minutes to beat the golem you’re not in a high dps group.
As far as Bjarl goes, doing it legit we usually get him down in around 2 min (1:45 in my video). Using the endless knockdown method with consumables it takes less the 1:30.
So not only are most of your guesstimates possible, they are much faster in a real speed run group. No need to guesstimate, there’s been videos up for a while in the sticky in this forum.
https://www.youtube.com/user/strife025
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Why would you bring a staff…
https://www.youtube.com/user/strife025
If you can speed clear CoE it is probably the best option because you have the chance of cores and you still get the silver drops like CoF. I rarely ever see lodestones though, cores are maybe an average of one per all 3 paths.
It really depends though, you can run 3 paths of CoE in about 30 minutes, compared to 4.5 paths of CoF. So you’re giving up less guaranteed gold an hour for a chance at cores/lodestones.
In terms of realistic farm in pugs though, CoF would be better since so many people run it and because it’s much simpler. CoE is only good if you run organized groups that know how to quickly do CoE.
Doesn’t 3 paths coe in 30mins mean using questionable tactics….3in1/2in1 etc?
Maybe >_>
https://www.youtube.com/user/strife025
I think Mossman would be alot better if he didn’t stay stealthed for half the fight and caused you to kite him until he unstealths because he 1 shots you at 40+ since you can’t even see him do his charge up move and will many times hit you while or instantly coming out of stealth, which wasn’t the case before January.
Sometimes he stealths like 3 seconds after he unstealths, which is the main reason he drags on.
https://www.youtube.com/user/strife025
I’m torn…
On one side, I know that there will always be content that will be farmed for gold and I am really happy that one of the best ways to do this right now is through a dungeon instead of mindlessly killing mobs over and over in open world.
However, it is disappointing that this heavily favors people that have a mesmer or warrior at level 80. If this was something that was viable with other classes as well, it really wouldn’t be an issue to me, but right now there are two main problems that prevent that from happening:
1) Warrior dps is so far beyond what any other class can do, it’s no wonder that many people won’t join a group for something like CoF unless it’s a 4 warrior 1 mesmer group. I’ve heard the argument of melee getting higher dps since it’s riskier to be in melee than in ranged, but melee for many other classes still isn’t close to warriors (rangers may be one of the best examples of this issue).
2) Dungeons right now, as a whole, generally encourage glass cannon builds since damage is often avoidable through dodges and unavoidable damage is so low that there’s not much reason to ever bring a person running a full support build.
1) Warrior DPS is AoE. Thief DPS is higher, but only on single targets as their AoE stuff isn’t as strong. In CoF where you have several key fights with pile o’ trash, AoE is more important that raw DPS.
That said, my ranger has better AoE DPS than greatsword warriors which is why I speed run CoF using a sword/axe shout warrior who has enough boon duration bonuses that she can be standing around and still maintain 11-14 stacks of might, permafury, and permaswiftness. She also sticks 6 stacks of might on everyone around her. When she starts fighting, 20+ stacks of might aren’t out of the question, and since might buffs both direct and condition damage, and condition damage ignores armor, and sword autoattack stacks bleed…
Ya. No rangers get to the kind of AoE DPS she has once she gets going.
I’m also thinking of using her rune setup on my guardian to see what kind of ubertank it turns her into
Your ranger has better AoE dps then a GS warrior? What world are you living on..
And a sword/axe shout warrior in CoF… really… gotta be trolling.
https://www.youtube.com/user/strife025
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If you can speed clear CoE it is probably the best option because you have the chance of cores and you still get the silver drops like CoF. I rarely ever see lodestones though, cores are maybe an average of one per all 3 paths.
It really depends though, you can run 3 paths of CoE in about 30 minutes, compared to 4.5 paths of CoF. So you’re giving up less guaranteed gold an hour for a chance at cores/lodestones.
In terms of realistic farm in pugs though, CoF would be better since so many people run it and because it’s much simpler. CoE is only good if you run organized groups that know how to quickly do CoE.
https://www.youtube.com/user/strife025
Thanks for the feedback, Strifey, but let’s try to keep this thread on topic. We’re well aware of people’s feelings towards the Maw chest and RNG with it, and we are monitoring it closely.
Fair enough, thanks for the response.
It would be cool to get some sort of preview on upcoming dungeons that are being revamped in some sort of mini-preview that could possibly open up community feedback or even suggestions before it drops in the big patch.
For instance, I’m not sure if the plan is to just go in order and revamp all of the dungeons like AC, or if certain dungeons/paths are being focused on more? No clue what to expect in the March patch or future patches other then that dungeons and bosses are being looked at in general.
For instance I personally think some dungeon paths need more love then others from a balance/dynamics standpoint. Something like HotW which I personally think is in the worst condition, would be on I think most people’s priority list compared to something like TA, SE (except maybe path 2), and even CM if you were to go in dungeon order.
Is there a plan to just go through all dungeons in order, or focus more on what the devs and community think are unbalanced paths (as in challenge/fun/overall length) compared to most of the rest of the dungeons? Insight like that would be something interesting that could come out of interview segments.
I’m also personally interested on the dev team’s thoughts on some of the less challenging more drawn out events as well. This would include events that offer very little challenge such as Grenth in Arah P4 and unfortunately the mist collector/burrow event in AC p3 which is a dungeon that has already been revamped. For instance, defend Magg event is 3 min long, while the burrow event is 5 min long and is much more simple. I personally think shorter, more dynamic/challenging defend events are much more engaging. Doing something for 5 min. using one mechanic is ultimately boring and drawn out then doing something for 2-3 min. but at a faster more dynamic pace.
As a personal brain storm, it would be cool for instance if the burrow event in AC p3 was say 3 min instead of 5 min, and the number of burrows started ramping up. So it starts out kind of slow, maybe 1 burrow every 10 seconds for the first minute. Then at the 1 minute mark, maybe 1 burrow every 7 seconds, 1:35 after 5 burrows it would go down to 6 seconds, 2:05 it would go to one every 5 seconds. Then the last maybe 30 seconds, a bunch of burrows would pop up and you would need try and defend a wave of gravelings from the mist collectors using various skills/techniques to keep the gravelings away rather then killing everything. So maybe you could use Necro AoE fears and cripples/chilling, you could use elemental knockbacks, guardian line/ring of warding and sanctuary, mesmer positional manipulation skills, or even one option could still to go straight dps for the last 30 seconds focusing on defending one essence collector and cleaving everything.
That would be something I’d think would be alot more fun then running around to the same order of burrows for 5 min. with hardly any challenge. And possibly with previews of something like the AC changes before it happened, the community could give suggestions or feedback on what you did change or even things on what you didn’t change that people have suggestions for.
https://www.youtube.com/user/strife025
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interview and all that sort of stuff has to go through our community team. There’s no way I can personally commit to any of that stuff since it’s a public relations thing.
I try to browse as many threads as I can, and certainly bigger ones more quickly grab my attention, but I’m not a forum mod or something like that – I’m a developer dev – I spend my day building stuff, so I can’t post in every thread or even as many as I’m sure you all would like me to. I do what I can, and I’m sorry it isn’t more.
As for FoTM, there isn’t much I can say about it. Yes we have plans to keep doing stuff for it like new fractals, and more agony resistance will be released in time… aside from that there’s really not much to say. FoTM is in a good place, and ever since we resolved the reconnect issues with it, there hasn’t been many complaints aside from that players can’t get to high scales as easily anymore, which is something we intended in the first place but that players found exploits around.
The only thing negative about fractals right now is the rewards from the Jade Maw chest. Ever since the January patch, it seems loot is terrible at high levels and the chest got worst.
Various groups in my guild do 30/40 runs every night, and the last chest seems to be much more erratic and overall less profitable. There have been countless times where I received no rares or cores/lodestones at 40+, which I personally think shouldn’t happen at that high of a level. Every single run someone, if not more then one person, get only blues and greens at 40+. Since simple world events where you can auto attack afk on dragons, etc. and get a guaranteed rare are in now, I think the chests should be looked at to at least guarantee one thing.
Maybe something like
0-9 – Nothing Guaranteed
10-19 – 1 Rare Guaranteed
20-29 – 1 Rare and 1 Core Guaranteed
30-39 – 1 Rare and 1 Lodestone
40+ – 1 Rare, 1 Lodestone, 1 Core
This would go along way to making higher level fractals worth the time investment and helping balance out some of the high lodestone prices.
https://www.youtube.com/user/strife025
There are good suggestions and bad suggestions. This one is just terrible.
https://www.youtube.com/user/strife025
As someone with 7 80s, this change was needed.
This game isn’t about using dragontimer and sitting and farming chests all day. It hurts the rest of the game by causing huge amounts of lag and overflows while events are going on, which makes it very annoying for things like the new guild quests and any other things they plan to add to flesh out zones.
Before the buff to group event chests, there was never overflows and far less lag during events. Having a guaranteed rare per day per event is still loads better then what we had before the chest buff, and overall it’s a pretty fair compromise to get people to still do an event but not overload zones because of how easy it dragontimer makes it to hit everything. Not to mention you have to think about the economy and rewards of doing other things, it’s much harder to balance rewards for other styles of play when you can just port around and use a webpage to get 10+ rares an hour with minimal work by just auto attacking a dragon while you go browse the internet or watch t.v. on a 2nd monitor.
Everyone whining obviously knows nothing about balance in terms of economy and reward structures or has never played other MMOs, because this is by far the lowest risk/ease to get valuable items out of any game I’ve played as it currently stands.
https://www.youtube.com/user/strife025
burrow event can be done under 3min with ele ice bow
You do know the burrows spawn in the same exact spot and time every run, and everyone completes it at the same time assuming you don’t lose either of the mist essence collectors…
This event is exactly 5 minutes long once the collectors are setup, and it takes the npc maybe another 30s to setup the collectors before the status bar/event timer appears in the top right. This event alone, takes almost as long as a full CoF or SE run. Then of course, you still have to do the opening sequence to the spider room which involves waiting for the slow moving npcs, then you are forced to kill the spiders and spider queen now, then you have some running between events, have to still do the 2nd burrow event which fortunately does go quickly, and then you have to wait for the npc again before you can run and kill the last boss.
P3 is significantly longer then AC P1 and a majority of other dungeon paths further proving my point you don’t know what you’re talking about. You could run CoF 1 twice in the time it takes to do AC3.
https://www.youtube.com/user/strife025
(edited by Strifey.7215)
Welp, that’s alot of text
https://www.youtube.com/user/strife025
(edited by Strifey.7215)
AC p3 will never be CoF 1 because it has a timed event meaning you are forced to be slower because of the terribly boring burrow event.
If you knew what you were talking about, you would have referenced AC p1 which is significantly faster then p2 or p3 because it doesn’t have a timed event and can be speed run much faster, not to mention the last boss of p1 is the quickest and easiest of the 3 paths.
Also the reason AC isn’t as profitable is because you can’t use the tokens for rares for ectos, and there are no lodestone drops even if molten is one of the cheapest.
Those 2 things alone are reason enough AC isn’t that profitable compared to CoE or CoF.
If you did want to run something fast that had more useless tokens (i.e. not 68+ rares) and was still extremely fast, you would do SE1 which is another 6 minute path and it can also drop destroyer lodestones, that would be much closer to CoF 1.
https://www.youtube.com/user/strife025
(edited by Strifey.7215)
I’m pretty sure most people realize that CoF 1 will eventually get nerfed, I’m surprised it’s actually taken this long.
But I’m the type of player that just goes with the flow, if it gets nerfed then people will just run the next best thing. It’s obvious it’s going to happen, no use crying about it when it eventually does.
https://www.youtube.com/user/strife025
Fun fact, at 48, the part where you farm dredge trash and that Champion takes roughly 22 minutes if you do the pull trash to gate way.
That’s very inefficient, it takes us <10 minutes at 48.
We pull the boss + first pack to the back of the room, that way you can kill the boss quickly with no more adds other then the first pack.
Then after the boss is dead you just stand and melee cleave all the dredge that keep spawning.
https://www.youtube.com/user/strife025
I prefer the term “GW2 trinity”.
https://www.youtube.com/user/strife025
LoS is a pretty common strategy in every game. It’s natural that you would stand behind walls to force ranged enemies to come towards you or mitigate their damage while killing melee mobs in instances where the AI won’t cause them to walk towards you (i.e. not in this game).
That’s like saying kiting is overused.
https://www.youtube.com/user/strife025
(edited by Strifey.7215)
Yea I noticed it’s only the last grub that spawns on my mesmer clones as well.
They fixed him actually spawning them on npcs when he raises his hand, but forgot to fix it for the grub that spawns on his transition to p2.
https://www.youtube.com/user/strife025
Main reason for me is that SE tokens can’t be used to get rares that turn into ectos, while CoF and CoE can.
The lack of usable ecto tokens really hurts the farm run aspect of SE.
https://www.youtube.com/user/strife025
(edited by Strifey.7215)
I’m at 49, 40, and 26 fotm on my 3 mains and find the new AC very easy once you figure out the bosses. They all die even faster then before because with the increased mechanics challenge, they decreased their health.
To me, story mode is the beginner mode which the devs have been advertising since release. Explorable requires more teamwork and actually thinking and using specific strategies for certain parts or bosses.
If you have teamwork to handle the mechanics, the bosses die faster now. Granted it took a couple run throughs of each path to figure things out, but I feel like alot of people just give up once they fail thinking it’s too hard and it should be nerfed instead.
https://www.youtube.com/user/strife025
(edited by Strifey.7215)
Rangers are pretty much the best PvE class if you know how to spec them, and you have a decent gear. Sure they do a bit less damage than warrior, but then again everyone does. However, rangers can’t get downed or die (unless rest of the team is dead) and they do massive damage (again, if you spec properly). I do any dungeon, fractal, and even did Simin (arah 4) few times without any problem before the last patch (when he got nerfed), where we had 2 rangers. It’s all about knowing how to build and how to play.
Yea, the class with no reflects, bad party wide boons, not much utility outside of rezing, pets who get destroyed in dungeons, and bad melee damage compared to other classes is definitely the best PvE class… that must be why so many people love rangers in their groups.
You have just opened everyone’s eyes to the power of the ranger that no one could see.
No reflects? Offhand axe.
Bad partywide boons? When it 18s of fury, swiftness and might bad?
Bad melee damage? Show me a melee build with a disengage, and two dodgs on the weapon skills.
Bad pets? They’re being looked at.
Okay, they get a subpar mainly self reflect by taking a bad weapon with a large cooldown, many other classes get those, which still don’t compare to guardian or mesmer which are actual practical reflects for the entire group which is what I was referring to.
It’s bad compared to other classes that provide more boons without having to use subpar weapons and can use utilities instead.
You just answered your own question about bad melee damage. Sword has terrible damage and 2 dodges has nothing to do with damage, those skills are great at making you do less damage though.
There is nothing ranger offers to the group that a guardian, mesmer, or warrior can’t do better other then maybe rezzing a fail group in the first place. Far from the best PvE class.
https://www.youtube.com/user/strife025
(edited by Strifey.7215)
Rangers are pretty much the best PvE class if you know how to spec them, and you have a decent gear. Sure they do a bit less damage than warrior, but then again everyone does. However, rangers can’t get downed or die (unless rest of the team is dead) and they do massive damage (again, if you spec properly). I do any dungeon, fractal, and even did Simin (arah 4) few times without any problem before the last patch (when he got nerfed), where we had 2 rangers. It’s all about knowing how to build and how to play.
Yea, the class with no reflects, bad party wide boons, not much utility outside of rezing, pets who get destroyed in dungeons, and bad melee damage compared to other classes is definitely the best PvE class… that must be why so many people love rangers in their groups.
You have just opened everyone’s eyes to the power of the ranger that no one could see.
https://www.youtube.com/user/strife025
Sadly it doesn’t matter what you or anyone else thinks since the group starter has the control to kick whoever they want. It’s not just for dps, rangers have crap utility compared to other classes and anet puts so much emphasis on pets that are useless a majority of the time in dungeons. The one thing ranger is good at is rezzing, and if you are picking classes for rez skills your group has failed before even starting.
If a ranger doesn’t like it, they can start their own group or roll something else. That’s the reality and that’s the answer to the OPs question.
I have a ranger, many people in my guild have a ranger, there is 0 reason to ever take one into a dungeon if you have alternatives. What may be fun for you isn’t fun for everyone, and vice versa. A large portion of people find fun in doing things as quickly as efficiently as possible. GW1 PvE survived on speed runs and finding the most efficient combinations, and that’s a big focus for many people in GW2 also. Granted there are people who don’t care and want to play whatever slow inefficient combo they want, so it just involves finding those people or finding a more casual guild.
You or anyone else isn’t going to change the opinion that rangers are subpar in dungeons assuming the same skill level of player. So you can either roll with the punches or do something so you have an easier time finding groups.
https://www.youtube.com/user/strife025
Yep, my technique is to run by them and not waste my time.
https://www.youtube.com/user/strife025
Yea it’s buggy, that’s why our guild groups rely on interruptions instead which gives more control to the actual player to “avoid” the rocks.
https://www.youtube.com/user/strife025
Not much you can do but roll another class or hope Anet makes them better in dungeons.
For anyone saying you can bring a ranger into a dungeon and do fine, you are correct, but if you were a good player, then bringing another class would just do it faster and easier and offer more to the group.
That’s why people don’t want rangers, there’s more leeway to be bad and not help the group.
https://www.youtube.com/user/strife025
Welp got all my guides up for new AC. It took a couple runs to figure out the new mechanics, but there are ways around things and it’s really not that hard.
Obviously a pug isn’t going to have the exact organization a guild run has, but there is a ton of leeway between my guides and actually failing.
Spider Queen is pretty simple once you figure out her moves and strategy.
You can mitigate the annoyances of ghost eater in path 2 by using pull moves and just lifting the ectos when they get into the white ring. Pretty much every class has ways to move mobs, easiest of which are mesmer temporal curtain and guardian greatsword.
I agree Grast is unreliable in path 3, luckily it brings meaning to interrupts and you can mitigate the boulder attack by simply stunning him and using control actions to remove 5 stacks of defiant in between which really isn’t that bad.
The devs actually attempted to make AC more interesting and require more thinking and mechanics to successfully complete them, which is a start in the right direction. Granted there are a few bugs/kinks to work out, but overall new AC is fine. Everyone complaining just doesn’t want to use their brain and wants an easy mindless run that you can do on 35s in subpar gear, which is terrible since dungeons are suppose to require teamwork and more skill then overworld encounters. If they made it easy for every 35 pug, then anyone organized or any 80 group would just blow through it again without even paying attention which is what happened before.
Sorry you actually have to use your brain and some teamwork now.
https://www.youtube.com/user/strife025
This is the current speed run time we have btw.
https://www.youtube.com/user/strife025
WvW needs progression, which hopefully March brings, besides that it just gets boring and pointless and culling sucks.
https://www.youtube.com/user/strife025
Most of them probably found other good players or guilds and don’t pug anymore.
https://www.youtube.com/user/strife025
Basically, I WvW’d exclusively outside of queue times the first month and was in Titan Alliance on Henge, when TA broke up I realized WvW was pointless because of the lack of progression and the terrible culling made it not fun, because I actually like reacting to what’s on my screen, not a bunch of invisible people.
So I transferred to almost exclusive PvE which was alot more fun for trying to figure out how to speed run dungeons and actually working with 4 other people where more twitch/skill showed through.
These days, my WvW basically involves PvPing in the EB Jump Puzzle which is actually a blast. The March update which both fixes culling and adds progression is a big step to getting people back into WvW.
https://www.youtube.com/user/strife025
would love some post-patch runs (ac mostly)
Path 1 and 2 are up, the Shared Path and Path 3 will be up in the next 1-2 days after I commentate them.
I also re-recorded Arah Path 3 last night, so that will be up in the next couple of days after AC.
https://www.youtube.com/user/strife025
It can be interrupted, that’s the method we use since as you mentioned, Grast is unreliable.
https://www.youtube.com/user/strife025
Yes did 48 daily last night, we had to use the right side of the map with that bridge and kite him around from top to bottom, you can jump off the bridge to the bottom level for some kite room.
https://www.youtube.com/user/strife025
The thing about big fish in a little pond is that you may not notice that you are swimming in your own kitten
so basically you’re mad?
https://www.youtube.com/user/strife025
Cool story bro, sad you can’t handle a PvE guild.
https://www.youtube.com/user/strife025
You pull Rab to the back of the room with the first pack, then once you kill the adds you can burn him down solo then go to the back of the truck and burn down all the adds for the next 10 min. without him, just like before.
As far as the fractal, I agree it’s way too long and pretty boring, even if you do get alot of miner bags. The whole fractal revolves around endless spawns of mobs with protection buffs with alot of health at 40+.
https://www.youtube.com/user/strife025
That Crusher/Hunter change was a “pleasant” surprise for my guild last night. Caught us all off guard and we almost wiped. Twice. xD
Yea luckily some other people in my guild did it earlier in the night so I wasn’t caught by surprise. But they definitely were when it first happened to them :p
https://www.youtube.com/user/strife025
For those upset about the changes I made to Food items that life steal on crit, and the spy kit, here’s some words:
Spy Kits: permanent stealth at the cost of karma isn’t good. It’s practically exploitative since it’s a pay-karma-to-win scenario, and it needed to change. We test all of our dungeon content without the use of external items to make sure it is all capable of being completed. This has led though, to a recent surge in players using items from the open world in dungeons to trivialize content or outright break bosses designed to present a specific challenge to a five man group.Food item life steal on crit Cooldown: The best heal in the game can’t be 100 blades or other similar attacks. If you want to play a glass cannon, there should be danger involved, and the food buff mitigated the danger and allowed glass cannons to stand and trade blows without having to utilize their own heals or dodge rolls. They could just stand still and win – and that’s not the type of dynamic combat we want for our game. We test our content without the food buffs to ensure they are capable to players without access to them, and make sure the balance is good enough for players who don’t have those buffs. There are a lot of other viable food buffs in the game, and this one food buff meant a core few items were dominating all the others.
For those also thinking I went rogue and did this, I went through all the checks and balances, and discussed the changes with leads. While I do have the power to change dungeons, things that affect the world outside of dungeons is handled through meetings to make sure everyone is on board with a proposed solution.
As someone who used spy kits and omnom ghosts I agree, it was nice while it lasted though.
Now how about all those bugs that got introduced with the new AC :x
https://www.youtube.com/user/strife025
That’s pretty impressive. There’s one thing puzzling me though, shouldn’t he turn invulnerable when he reaches 50% of his health?
I always thought he’d immediately turn invulnerable once he started transitioning into the third phase, but apparently they either changed that or there’s a 1-2 second timer before he turns invuln.
No, he turns invulnerable when he goes into his holding his face type animation that is the transition from p2 → p3. He doesn’t just automatically go invuln at 50%.
Depending on when he does his AoE and your burst potential while in feedback, you can dps as much as possible until he finishes his AoE animation and goes into p3.
If you watch some of my Arah walkthrough guides that were made about a month ago the same thing happens, just not to this degree since we weren’t trying to maximize dps and speed clear him at that time.
https://www.youtube.com/user/strife025
Lupi was the same in my runs last night, we ended up doing the speed clear video that I’ll have uploaded today.
What’s your time on Lupus?
Posted it in the other thread with the Lupi speed kill videos:
https://forum-en.gw2archive.eu/forum/game/dungeons/What-s-your-fastest-Lupus-kill/first#post1528370
https://www.youtube.com/user/strife025
Here was our attempt:
We used general sigils btw (pretty much accuracy and force), so it could probably be pushed even further if someone wants to actually buy Sigil of Undead weapons.
A big part of maximizing dps is just his rotation, we actually got him to almost dead once @ 1:31 but he did no barrage in p3 and used his float in the air invuln move twice, so we knew we could do way better.
https://www.youtube.com/user/strife025
(edited by Strifey.7215)
Lupi was the same in my runs last night, we ended up doing the speed clear video that I’ll have uploaded today.
https://www.youtube.com/user/strife025
Seems like there were changes to a few bosses that don’t show up in the patch notes.
The most significant I saw from tonight outside of AC is in Arah 3.
The Crusher/Hunter are significantly different now.
The Crusher has a large AoE heal and constantly revives dead risen, which includes the hunter and the group of 4 mobs at the closed door area. This means for speed runs where you only kill the first 4 mobs, you can’t pull the duo up to the door area anymore.
The Hunter now has an additional large poison AoE field and charge up projectile which can be reflected and is a Champion mob instead of a Legendary.
Because the Crusher has other skills now, he doesn’t spam his insta-down crush move as often. You can actually just focus the Crusher and ignore the hunter and use any projectile reflects you have. If you are organized, you can just time your condition removal incase you get immobilized and just full on dps the crusher quickly.
So the mechanics are quite a bit different but if you’re organized it’s actually quicker. Doesn’t look like anything changed for other bosses in Arah 2/3 though.
https://www.youtube.com/user/strife025
(edited by Strifey.7215)
I ended up doing AC tonight, for Path 3 I was extremely disappointed that the essence collector defend event is still as long and boring as ever. It continues to rank as my 2nd least favorite named dungeon event behind Grenth in Arah 4, mainly because they are both long and extremely boring.
Also Path 3 ended up bugging after the 4 burrow event which has never happened to me ever which includes many many path 3 runs. After killing the 4 burrows, we waypointed to the next waypoint like we always have and we saw that the npc was dead outside. So we went back to the previous WP, rezzed him, and he never opened the door to let us advance.
https://www.youtube.com/user/strife025