Petrify is not a issue when you can dodge it (with Reckless Dodge).
Balthazar is easy (avoid circles, dodge spin).
Melandru is easy (afk ranged).
Lyssa is easy when you can kite her around the statue to relieve pressure and Shake it off! to counter Confusion.
Grenth is easy (tank boss until other guy reaches next spot).
What’s even more funny than killing a silver monster in Arah and still not rallying (traited)?
I have tried to do P4 with other guy but I don’t think our DPS was even close. But maybe with two Warriors…
Watch the arm to dodge infection. Dodge when arm is up. This will prevent all grubs except one on start of phase 2.
Kick has no audio, just very small visual cue. But you can expect one kick between every other animation (sometimes two, sometimes zero).
I use almost full Berserker with Scholar runes.
Have you ever listened GW2 sounds with 2x or 4x speed? While mesmerizing you will lose your sanity.
Anyways, I always pick random music from YT-service. Why bother when you can’t please everyone.
Goal was to do it fast so that leaves thrash out of question.
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First of all I shouldn’t play during encode because video is full of slow-downs and frame-skips. But if you can endure that you can watch our very tired duo-run (was like 02.00 or something). Video is about 13 mins. We will probably do a new run with better quality and hopefully faster time!
http://www.youtube.com/watch?v=U7JQlxox9pM
And yes, we skip thrash. And use Spy Kits.
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Me and many others want this game to be skill-based, not work-based. If you can’t do something answer should be get better and not farm harder.
I want to show-off my skill, not wealth. Pretty much whole PvE is already about wealth so is it too much to ask that something stays skill-based?
And by the way, having played GW1, I can assure you that this is not like in GW1. In GW1 you actually need some skills to pull it off because you are forced to do it with non-full team. In GW2 you just play as usually and get more rewards with very little extra effort.
Path 2, during final boss fight, 2nd phase. Teleported whole team where 4 technicians and 4 deadeyes stand for apparently no reason. Boss resetted of course.
Did terminal get destroyed? I guess adds may continue attacking it.
Add WP’s everywhere, add death penalty which increases respawn timer (15/30/45/60 or 30/60/90 seconds).
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Took me like 3-4 attempts to kill Alphard on my Warrior, actually quite hard without huge amount of projectile reflects.
End-boss is very easy as you said.
Whole purpose of completing achievements is actually doing them. If you just care about tokens you have no reason to complete harder paths.
What annoys me is that you gain nothing but just devalue legit achievements. Smart move from people selling this service though.
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It is an issue and they are working on it. Maybe next year.
It would make sense if you actually 2-3 manned entire dungeon. But when you can speed-run it with 5 guys and then invite 3-4 random guys something is bit off.
When you see “Legendary” people who simply suck you know something is wrong.
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Also, in P4, grenth has 5 portals to defend so you cannot afk (not with ease) and would be beneficial to not afk.
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Quite easily duo-able. But yes you are right, if you want to actually become better player you should try to participate in fights. Very hard to not be beneficial to the group.
Vitality is quite bad stat for Warrior because of high base-health.
Everyone can dodge twice which is usually enough. Every class also has access to evade/block on medium-cooldown.
But I agree it is frustrating if you actually try to play it smart.
You should pretty much ignore the circles and use immunity skill or 2-3 dodges/blocks.
Food is “fine” because it shows.
Giving completion achievement only for doing >50% of dungeon would be a good way to go (DC’s/rejoining party shouldn’t screw it up).
Heavy armor: 5%-15% less damage depending on toughness.
And do you really think they have first balanced classes and then added heavy armor without any thought?
Either people think that
1) everyone should do their best
or
2) being above average (= doing good) is enough
or
3) own performance doesn’t matter as long as he gets optimal rewards
I’m ok with type 2 people but..
How do you know that you are doing good enough?
will you still stick with MF if your team is extremely good and run is going extremely well (=good chance that you are dragging team down)?
Can I go afk in some fights if I out-perform everyone in my DPS set?
Space isn’t really an issue but lots of it makes it bit easier. Learn the fight and do it as intended.
I really hope they remove every WP except first one and add check-point system as in fractals, and close doors.
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He exploited part of the map to get there, but that’s beside the point. He still killed a boss solo.
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Yep, I could have also soloed path 2 but path 3 with that exploit was easier.
And yeah, useless defensive stats are also bad. Still better than MF though.
I think actual issue is that most end-bosses are jokes. As long as they are easily doable with brain-dead people this kind of thing will exist.
Is this the boss where you can just go melee, dodge some attacks and kill boss in few mins?
I admit reading is often harder than soloing Lupicus.
It shows you spent time, like everything you can ‘accomplish’ in this or any game does.
So if not time spent, what would qualify a player for obtaining a precursor?
Gold.
I think I can quite safely assume that there are a lot more people who have a Legendary than people who have soloed Lupicus. That tells something about that achievement.
Your friend comes next to your cage and fires away. You can’t help yourself.
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and the fact that some players can solo lupi… nothing else to add.
—Bit off-topic but just too curious. Do you know someone else?
I heard one ranger have done it.
You mean the one who didn’t know half of the fight?
I think I have now like 20, 30, 0, 0, 20 with focus on Greatsword damage. Main weapons are Greatsword + Axe/Warhorn. But good to have Sword (leap), Mace (block), Shield (block) and Rifle (ranged).
Equipment mainly Berserkers (power, precision, crit dmg), got like +60 Toughness and +60 Vitality from equips.
Skills are usually Healing Surge, For Great Justice!, Banner of Disclipine, something, Warbanner/Signet of Rage.
On open-pve I usually swap banner for Bull’s Charge and Axe for Sword to get mobility.
But key point is to experiment different skills (especially utilities, frenzy, endure pain, balanced stance, shake it off, etc have their uses).
And on dungeons both you and enemies melt fast because it’s highly offensive. So getting Knights (toughness, power, precision) might be a better solution with ranged-swap.
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If this is again Cliffside equip your team with 10+ Experimental Teleportation Guns (aka portal guns).
I would love to magic ally find Legendary in my mail-box after showing legendary skill s.
That said I will never get a Legendary.
You guys duo’d Simin yet?
Haviz replied other part so I pick just this. We actually tried it for like one or two hours (+ the time to actually get there). We didn’t really bother with Tears because they actually respawn quite fast and I could dodge the effect reliably (with help of Reckless Dodge I guess). But in the end, not enough DPS, no matter how fast we ran sparks (he tried both ele and necro).
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and the fact that some players can solo lupi… nothing else to add.
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Bit off-topic but just too curious. Do you know someone else?
Easiest way to make dungeons last is to add gear-checks. And the some RNG.
But yeah I agree, dungeons are simple. However I must say I have noticed some boring bosses actually be challenging with just 1-3 guys.
I don’t disagree. Just that the only actual GC build I read posted in this thread had +200 toughness and +200 healing on a warrior. Note that an entire exotic armor set is 763 stat points. So the only claimed GC build posted here can take at least 3 times as many hits as a true GC ele, for example. Over 20k health, over 1400 defense… this is not a GC, but is being considered as one.
Not sure whether you talked about my example but those 160 toughness and 160 vitality come very very easily. If you want one trait that’s already +100. Throw in stuff like Ancient Karka Shell and Ascended Gear and you haven’t sacrificed much damage for that (compared to Berserker Exotic).
But nowadays I’m rolling with +60 Toughness and +60 Vitality.
Good point. And quite interesting idea (though I prefer inviting friends when not running with full group). If there is good demand, 3g for everyone isn’t too bad (though you lose some karma, tokens, exp and money).
However, for some reason, I assume worst.
Issue might be that you need 4 players to beat Tar (unless I’m missing something). So either those 2-3 players got bored (at extremely easy end-boos) or magical “boot” happened.
It is still not a question about viability. It is a question about ranged players being able to faceroll. Melee is very viable just because dungeons are simple and easy (when you can solo Arah something is really wrong). Personally I do my best to avoid ranged because it is so boring and I find this really a balance issue.
There are (at least) two severe issues: side-stepping projectiles and slow melees.
Ranged players can very easily mitigate lots of ranged damage by simply side-stepping when melee players need to use dodges. When enemies hit hard (Agony) this becomes a clear issue. Not sure about solution, maybe AI should come closer when we side-step or just have faster projectiles.
Everyone knows that if you are melee you need to have mobility or ranged kite you to death. That’s why it’is weird when many many melee enemies lack mobility. Again ranged players can mitigate lots of damage with simple kiting when melee users need to spend dodges (or rely on unreliable out-ranging/circling). Solution would be simply adding low-damage mobility skills which enemies just use as gap-closers.
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On open-PvE there is no point running anything defensive when enemies deal so low damage.
OP was complaining about glass in dungeons.Olfinbedwere.5049And some people are too lazy to respec for dungeon groups.
Fair enough. I didn’t read it carefully when it was mostly about open-PvE.
To be quite honest, the most easiest times I’ve had in dungeons is when we’ve got one or two party members that are just straight melee. Coming from someone who has done almost every single dungeon and FOTM post 20, the game is not anti melee but more punishing against melee who do not take the time to understand how monsters work, and do not understand the general fundamentals of being a melee character in Guildwars 2.
Its almost a Dark Souls approach to melee combat except everything is a lot faster in Guildwars 2. You need to be in the proper mindset as well as being able to detect visual ques in combat.
To answer Rukia’s answer about encounters that are easier in melee. I cannot say “required” but subject alpha is sooooooooo much easier when everyone is in melee range. Moss man is a ton easier to keep track of if he’s kept in place. When the cultist master on cliffside fractal is kept in place by melee, he’s also easier to keep track of. colossus rumblus of AC is a truck ton easier to deal with in melee. The destroyer harpy grawl shaman of that fractal is also mega tons easier with melee that can avoid the lava arrow and the AoE. So many encounters are made trivial by having a few melee for control.
Of course melee is superior when played properly. PvE is so easy that this is easily doable. That still doesn’t remove the fact that ranged get it much much easier (where you either stand still, move bit out of circles or in worst case keep tapping A,D,A,D to evade projectiles).
And “The destroyer harpy grawl shaman”…. On range you A/D/A/D/A/D to avoid its arrows and dodge occasional firestorm. On melee you need to dodge those arrows, dodge that firestorm, dodge everything… and that’s easier?
It’s true.
I’m a melee-only player and even after mastering my classes some PvE fights are impossible to be melee’d all the time – or at least it’ll be more inefficient to do so than switch to ranged.This is a major design flaw as people are just ranging all the enounters very easily as a workaround, therefore thinking the game is easy.
They really need to adjust this, a mob shouldn’t be a threat only if it’s in melee range and a joke from afar.
This.
And this “this” is coming from a player who melee soloed Lupicus (which is actually well balanced for both ranged and melee unlike many many other encounters).
Yes, with practice melee is very doable but what practice you need for ranged?
Melee would seem fine if ranged wasn’t so kitten easy.
I understand skipping when encounters are easy, boring and don’t give decent loot. When you simply gain nothing from the fight (fun, skills, wealth) why bother?
I also understand it if you are doing a timed run.
On open-PvE there is no point running anything defensive when enemies deal so low damage.
OP was complaining about glass in dungeons.