Honestly I’m bit afraid that results might be inconsistent. Stuff may look completely obvious but we have no idea if everything works as expected (unless tested). I have done some minimal testing on SE P1 and Dredge-potions seemed to work against Inquest-patrols while Inquest-potions worked against first golem boss (hit ~20 times with and without potion, get average damage and also look at min/max damage).
If someone knows extensive test about this I would really like to know.
Most of the weapons have their uses.
My weapon uses for dungeons (solo attempts and normal play):
GS: Main DPS-weapon. Mobility (skipping).
Axe-main: Main DPS-weapon
Axe-off: Arah p1 Light-champions (while dodging).
Warhorn: Group mobility (skipping). Chilled, Immo, Cripple removal.
Hammer: Many Silvers. Need to CC (solo)
Mace-main: CoE p3 Destroyer (tanking its hits), single-target CC (solo)
Mace-off: Many Silvers. Need to CC (group).
Sword-main: Mobility (skipping).
Sword-off: CoE p3 Destroyer (tanking its hits), basic boss weapon for single-target damage (unless bleed-cap).
Shield: Lupicus, perhaps some other bosses.
Longbow: Arah p1 Tar-boss. Main ranged weapon
Rifle: 1200-range.
—
Afaik there are no court knight variants with deviant so they are still susceptible to focused cc.
Except that one Champion. Probably no one knows it even exists.
One of the few encounters I willingly use a ranged-swap, on melee-range though. Whiskey, pfft.
Only issue I have with them is that their “well”-attack actually follows them while red circle stays still (converts boons and conditions, also does nice damage).
Well, difficulty for some people mean “I-win-faceroll”. Anything dangerous, if even slight capability to kill you. is “artificial difficulty”.
It’s horrible what kind of crap skills Mesmers get: http://wiki.guildwars2.com/wiki/Mantra_of_Concentration
Scholar-runes are very powerful. But you have to ask yourself, how often are you above 90%? With 25% up-keep it’s about even with Ruby Orbs. If you think you can keep it up 50% then I would go with Scholar.
As far as I know, Sigil of Fire only really scales with Power, Precision affects hit-rate but internal cooldown dominates. I believe with high Precision and CritDamage, Sigil of Force will come out top (also increased damage on structures and doesn’t use internal cooldown).
Strife explains it very well: http://www.youtu.be/b-WJP0LR5VU
However it is bit outdated and you should have at least Balanced Stance to counter Necrid Trap (needs Stability). I personally use Dolyak Signet too.
Doing your first (or few) solo is probably the hardest. Sure, dungeons have some differences but mechanics don’t drastically change. But I guess I will eventually have to rerun all paths (revamps, nerfs, etc.).
And yeah, hopefully this topic now doesn’t completely die when it finally picked up some attention.
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Yeah, fractals are fine. I was thinking about having different categories for levels 1-9, 10-19, 20-29 and so on (doing lvl 1 or lvl 9 puts you in same bracket). Bit busy so I will take a look at them tomorrow.
Kholer with infinite adds? Doesn’t he spawn them at 75%, 50% and 25%?
Added my Warrior TA F/F Solo (music still editing so might want to wait for few hours).
Also something I added: Lupicus Thief randomfightfan, Spider Queen Engineer Vargamonth (lvl 36!!).
Also added video lengths.
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Dang, my cover is blown
Lupicus barely moves unless you make him.
You could use Sword/X + Sword/Y if you wanted Sigil bonus.
I agree Warrior got more damage, that just shortens fight though.
Yes, I have spare ones because I constantly weapon-swap and use Burst (restores one bar) to keep it up. I need to have spare, otherwise I’m toast. At any moment if I can’t evade twice or have Stability/Shield Stance I may get killed.
You can take damage as a Thief too. You don’t have that much less effective health (you got 16k on video, I got 18.5k-19,5k). The game is all about dodging/evading attacks.
With weapon-swap you probably wouldn’t. But for most of the attacks you don’t need Endurance.
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Totally evade or totally get killed by it?
Warrior resistance? All Lupicus attacks 1-2 hit me.
If we compare phase 3 attacks (correct me if I put Thief ones wrong):
Life Drain (when he rises):
Thief: Shadow Return, Infiltrator’s Strike.
Warrior: If GS and Whirlwind available: Whirlwind + dodge (take damage if bad timing), otherwise 2-3 dodges (out of endurance, take damage if bad timing) or Shield Stance (Necrid Trap may kill you later)
Life Drink (channel): Same for both (2 evades).
Necrid Trap:
Thief: Shadow Return, Infiltrator’s Strike.
Warrior: If Shield Stance ready: Shield Stance + dodge (eat 1 tick unless very optimal timing), If Balanced Stance: Balanced Stance + dodge, If Dolyak Signet: Dolyak Signet (eat one tick) + dodge, else: DEAD
Frenzied Blasts:
Thief: Shadow Return, Infiltrator’s Strike.
Warrior: 1-2 evades (usually eat 1 tick, more if just used 1 evade).
As you can see above, Warrior is pretty much forced to take damage. Also sitting on wrong weapon means you will get killed (can’t constantly spend ~2 dodges on every ability), failing to manage Adrenaline also means death.
Did you even run out of Endurance with Thief?
Engi op, please nerf
Good job man!
Elementalist here. Soloed AC story halfway on one occasion, went back and finished the job today.
Part 1: http://www.youtube.com/watch?v=w8K6QmrPvps
Part 2: http://www.youtube.com/watch?v=TXe6kZc4KwAThey’re not from the same run (I felt it would be redundant to upload the first half of the full run, and it somehow lost the first five minutes anyway), but I do have it recorded and it leaves off at the same point as the video I do have. Hopefully that’s all right.
Might do a continuous, less-mistake-filled run someday, when I’m up to it.
GJ, not going to watch the whole thing though.
If possible, use Windows Movie Maker (or similar) to edit the video.
CoF p1 would be truly impressive full solo
I have tried that but couldn’t even get past boulders (not to mention gate-lock…).
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Uploaded my 2nd video of me soloing Lupi. This one is a true solo which should make all the haters happy (or angry idk) :P. Really hope you guys enjoy this as much as I enjoyed getting it for you guys!
Good job!
But I honestly wouldn’t call it harder than for example with Warrior. For phase3, just to survive, I need to constantly weapon-swap, burst skill, Whirlwind Attack, Shield Stance, Dolyak Signet and Balanced Stance, and sometimes that’s still not enough.
I guess we finally have a boss which you have to interrupt.
Played fotm with glass melee (ranged swap on dredge) up to 30, got disappointed how easy that still was, haven’t played fotm since then.
Bosses need defenses and not just stand there like idiots.
I dunno, Lupus and Alpha just stand there like idiots for the whole duration of my sword waving in their general direction.
If you can do it without dodging, then good job.
Yeah, that’s fine.
Bosses need defenses and not just stand there like idiots.
On my signature there is a link to my dungeon guides (text) if you get problems with another path.
With Vile Oozes it is important to focus. They split at 20% to two Lesser Oozes which combine to Vile Ooze if they reach each other. If you kill multiple Vile Oozes at the same time most likely some Lesser Oozes reach each other.
CC-skills (stuns, etc) are very effective against Silver-enemies. Kiting is also useful against melee-enemies. Run in circle, keep hitting and dodge if Ooze gets too close. They stack conditions fast so avoid getting hit (Weakness (10 s), Crippled (10 s), Poison (10 s) and 3 Vulnerability (10 s) per hit).
Ancient Ooze is a tough one to melee (random behavior). You can melee but you need mobility skills (leaps) to quickly get on range. Dodge back once/twice when you see it glowing. Try figure out who is it trying to hit and stay behind Ooze (so that Ooze moves to another direction which you dodged).
Key to beat tar-boss is to keep it burning. If it burns its attacks just do some and burning, otherwise attacks spawn enemies and “stun” people (if you walk on AoE). Whisky can be used to keep up burning but much better if you can do it without (elementalist, longbow warrior).
Also it is important to control small tar population. Quickly go stand on springs when boss disappears to prevent most of tars (and keep boss burning). However you don’t have to stand on them when boss is out.
Spider-room is also skippable but you need to be able to grab those crystals. My groups rarely kill them but you can try have 1-2 guys just kiting the champions while rest of the players kill other enemies.
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It is a huge mystery which stats to focus on for big damage. My vote goes for Healing Power.
2 things are wrong with EffPower
1. It doesn’t take into account attack/ability speed or weapon damage, so comparing EffPower between different classes will lose it’s usefulness or something.
2. The website only takes into account SOME of the damage modifiers, there are a few traits like the 20% damage under 50% that the website doesn’t pick up on.
And those points are relevant to this topic because…?
Power × [1 + Critical Chance × (Critical Multiplier – 1)] × Damage Multiplier.
With 5 Mesmer + Ruby I get: 2870 Power (with 15 Might), 89% CritChance (2088 Precision + 13 CritChance + Fury), 2.39 CritMultiplier, 1.56 DamageMultiplier
That’s: 10016.
With 6 Orbs: 2805 Power (with 15 Might), 90% CritChance, 2.49 Crit, 1.56 Damage
That’s: 10243.
Unless buildcraft gives me completely off numbers I simply fail to see this Mesmer Rune thing.
Se Path 1 guard solo
This was my first try so some parts are a little sketchy, i don’t know all the safe spots on the bridge but figured out a different way to do it towards the end. The fact that you solo’d the third golem and tazza okittenerker war is amazing, took me until 25% health to figure the golem out and i still can’t find a pattern in tazza, seems like the push/gs toss skills are completely random.
I spazzed and clicked the record button and turned off a little of it but got it back on for the end.
It really helped when Tazza occasionally stopped doing attacking (annoying but not much I could do about it). Basically it was just about dodging everything (as usually).
Golems weren’t too tough. Well telegraphed attacks.
you don’t have the thief that soloed lupi
As good as the thief solo was, it was not officially a solo, considering he was helped with the ressing, I believe wethu will only post it if its officially done 100% alone.
Yep, because he didn’t. I’m not going to accept partial boss-solos. :P
I’ll get on recording a Thief Subject Alpha solo, I was intending to for a while anyways. Any requests for a specific version of the possible three? Think I’ll tackle the Spider Queen, too.
Do all? :P
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Well played! Looking forward to 12 min run.
Warrior can trait blocks to reflect projectiles.
Yes. “The Effective Power formula can be simplified to
Effective Power = Power × [1 + Critical Chance × (Critical Multiplier – 1)] × Damage Multiplier”
Last Scholar Rune gave 4 times as much EffPower as difference between 6 Ruby Orbs and 5 Scholar Runes.
My current build on build-craft (http://gw2buildcraft.com/calculator/warrior/?8.0|1.1g.h2|7.1g.h2.g.1g.h1j|1g.7e.1g.7e.1g.7e.1g.7e.1g.7e.1g.7e|2s.d14.2s.d14.3s.d1a.1g.67.1g.67.2s.d1a|k59.u3ab.0.0.k65|54.j|0.0.0.0.0|e)
With 5 Mesmer + Ruby: 7181 EffPower
With 6 Ruby: 7278 EffPower
Reason why I actually roll with Scholars is that I need just 25% up-time for 90% health to get on-par with Ruby Orbs and since there are so many encounters where you are > 90% of time above 90% it really pays off.
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All classes can also deal damage so I don’t get why people complain about Warrior DPS.
Any chance to do Volkov legit too? Anyways, I added it as a partial solo.
Also added Ranger MrMurgleis HotW Story partial Solo and Guardian Sanderinoa faster Lupicus kill.
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Hello, I need some advice regards first Champion (Head Scientist). My party was unable to kill it, no matter what we tried.
Please take a look at the attachment and provide helpful suggestions!
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Hopefully they also buff signets, too.
Acronyms in full:
Citadel of Flame
Caudecus’s Manor
Twilight Arbor
Honor of the Waves
Crucible of Eternity
Ascalonian Catacombs
Sorrow’s Embrace
The Ruined City of Arah
My guild just took 4 lvl 80’s and a lvl 63 into AC explorer path 1 and could not get past the Champion Spider (mostly because of the little spiders)…after running this dungeon many, many times. Wait, before you say we’re built wrong…we’re all accomplished in PVE (with 100% world completion, daily farming in Orr, and able to hold our own in WvW).
IMO, it has become way too hard since the latest patch on February 26th. I feel that this game is becoming too frustrating. Since there are other options in the MMO world, I’m thinking of branching out and trying others because of this. Is anyone else feeling as frustrated as I am?
I don’t understand why everyone has sooooooo much trouble with the spider/spiders. I can usually take them all out by myself dying only 0-2 times.
I have a video here http://www.youtube.com/watch?v=qmkhyONc7m8
First of all this was done in one take so there are some fails/destroying of burrow that I decided not to omit. Also go to 5 minutes in for spider solo.Wethospu (hope I got his name right) has posted a much better melee solo of the spiders which you can also check it as its a much better example but I don’t have the link.
Edit: Here is a link to a thread where some help with the spider was posted incase anyone is interested.
https://forum-en.gw2archive.eu/forum/game/dungeons/Any-advice-for-AC-spider-boss/first#post1563929
Added my Warrior CoF Story solo (music still processing so wait few hours if you want music). I guess TA has to be next even though I don’t really like it.
Added Guardian pdfrod’s Spider Queen Solo (AC exp).
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I love elitist groups. It always makes me feel good when they rage-quit, it’s just too funny.
Like when rest of the team was on ledge against Crusher and I pushed him up and he killed 3 of them.
Also Lupicus used to be so funny. I mean how elite they can be if my meleeing somehow messes up their stacking and gameplay?
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1) I don’t fully agree. If enemies are able to dodge out of your STATIC skills, its no ok. Because they will most certainly spam that dodge
4) This will make anti projectile skills useless. They could simply eliminate those skills and leave the mobs as they are. I dont agree with this.
6) This takes too much processing, resulting in lag or chaotic behaviour of the mobs. Risky to implement
1) Then they are out of endurance and you can punish. They will avoid bit more damage but in return their health can be lowered. Makes conditions and CC more useful while punishing direct damage.
4) Anti-projectile would still provide decent damage (if enemy hits it ~2 times before noticing) and very superior defensive skill instead of current “fire&forget-I-Win”-button.
6) Occasional “am I too close?” or checking direction to dodge out of AoE doesn’t sound very expensive or chaotic for me. Obviously melees would still be close when sticking to same target. Making them move as a group mostly meant aggroing whole group if one is attacked. I’m not really wanting/expecting complex tactics (like how to optimally attack targets behind corners).
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Enemies (particularly AI) need serious buffs (in no particular order):
1) Enemies dodge out of Hundred Blades, AoE’s and similar stuff.
2) Enemies can move while attacking (especially melees).
3) Ranged keeps distance even when players “disappear” behind corner.
4) Projectile-based enemies move if unable to hit because of anti-projectile.
5) Projectile-based enemies move closer if player zig-zags.
6) Enemies are aware of each other. They avoid stacking but still move as a group (when players attempt to pull, go behind corner, etc).
7) Melees leap, snare, etc.
8) . . .
@haviz
So basically, a player that uses what the game offers him to kill a boss faster is somehow, by your judgement, less skilled then some other player that runs around him for 10 times longer?I bet you travel around the country with a horse, because using a car is so stupid and mainstream.
His point probably is (and if it isn’t then it’s my point) that you shouldn’t feel good/awesome because you can drive 40 kph. However, going by foot at that speed…
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As expected, bosses with telegraphed one-shot mechanics are considered good. Exciting but still simple enough that everyone can feel good for pressing one button.
His dash in phase 2 is a projectile so anti-projectile skills stop him. While “waiting” he is “invisible!” but able to use abilities. When it ends he does normal “landing”-knockdown.
Training dungeon with one of the best rewards just doesn’t fit. It’s good to keep in mind that other choice would have been lowering the rewards (which would have also caused an uproar).
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If you are EU I can come carry, tomorrow though.
To coordinate a 5-man simultaneous dodge is too excessive. They die too easily with a party to bother with dodging it. For the grub in transition, just focus fire it and you’ll be fine.
For phase 2 if you can’t handle that aoe spam, just don’t go near him. I also cannot stress how important it is to dodge the green targeted squiggle (it is also an AOE btw) and his shadow walk. If this is giving you trouble maybe have your party utilize more ressing skills http://wiki.guildwars2.com/wiki/Revive#Skills_that_revive_allies (not that mesmer one though)
Phase 3: Stability/block/ teleport skills are your best friends. If you are caught in his bubble of doom you can dodge inside of it too to avoid damage. Again if this is a problem for your party use them revive skills. Cripple and imobo will help ease the pressure of his attacks too if you need.
Experience: Killed Lupi 80+ times as full melee as a glass warrior.
Coordinate dodging infection? If Lupicus waves at you then dodge, simple. If someone can’t dodge then just kill it.
On phase 2/3 just side-step single-bolt, keep side-stepping to one direction, change when Lupicus shoots.
On phase 2 big AoE keep dodge/use immunities as much as you can afford, not all circles get drawn so don’t rely on circles.
If you don’t want to go completely blind you can check text/video guides (for example http://guildwars.incgamers.com/forums/forumdisplay.php?244-Guild-Wars-2-PvE)
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