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General Dungeon Discussion Thread - Part 2

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Posted by: Wethospu.6437

Wethospu.6437

One way to test is to check enemies which do different damaging conditions (quite many of them). I guess I will do some tests next week.

If enemies follow the formula it means condition changes affect them. Currently I have individual damage values for every condition and updating them is a pain. Just listing condition damage values would simplify it.

General Dungeon Discussion Thread - Part 2

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Posted by: Wethospu.6437

Wethospu.6437

My solution is just to not play it, at all.

Luckily Spider Queen and her attacks is a subject that never gets old.

Bite is a single target melee cleave. But her spray and webs are cleaves too.

What made you think I was talking about something else?
The spider has a bite attack, a web spray, a poison spray and poison aoes.

I did AC yesterday to be sure I was right. And I was. It still has the same abilities, and they still work as I described. Initial spider summons, poison fields, web cleave, poison cleave.

So many mechanics.

(edited by Wethospu.6437)

General Dungeon Discussion Thread - Part 2

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Posted by: Wethospu.6437

Wethospu.6437

Does anyone know if monsters’ condition damage follows the general condition damage formula? Also does condition damage round up or down?

(edited by Wethospu.6437)

zerk meta, viability of a class

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Posted by: Wethospu.6437

Wethospu.6437

Less restrictive LFGs fill faster which reduces the total run time. More restrictive LFGs usually end up with better players which also reduces the rune time. Hard to say how restrictive is optimal. But I really doubt that “2 ele/1 thief/1 guard/1 warrior” is better than for example “ele/thief/guard/warrior/anything”.

Nemesis's new video on necro DPS is brutal

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Posted by: Wethospu.6437

Wethospu.6437

It’s funny to see people in the topic saying they don’t care about Nemesis’ video, saying that it’s not worth it to reply to him, while replying, insulting him, etc. They really have nothing else to do with their time, poor sad fellows Let’s all have a minute of silence for them.

Let’s have a minute of silence for you.

Yes, please give him a minute of silence. Please give us a lot more silence if you plan on being a prick to other people without adding to the discussion.

Totally agreed.

Nemesis's new video on necro DPS is brutal

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Posted by: Wethospu.6437

Wethospu.6437

Except that his video isn’t really helping. His only stating the obvious without any solution.

People want relatively smooth runs. Most people aren’t good enough to carry inexperienced players so they need a way to exclude players with a poor performance. And that’s why people want “exp” or “meta” runs even when the run is usually far from it.

You say most pugs perform bad. Now imagine their performance if they had some crappy builds.

It’s funny to see people in the topic saying they don’t care about Nemesis’ video, saying that it’s not worth it to reply to him, while replying, insulting him, etc. They really have nothing else to do with their time, poor sad fellows Let’s all have a minute of silence for them.

Let’s have a minute of silence for you.

(edited by Wethospu.6437)

[@Anet] Can we get a red post for BW2 ?

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Posted by: Wethospu.6437

Wethospu.6437

If you want to see red posts bump 2 year old topics.

This is going to get Reaper nerfed

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Wethospu.6437

So is the issue about hitting something which can’t be damaged? That doesn’t sound too complicated to fix.

General Dungeon Discussion Thread - Part 2

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Wethospu.6437

Just wondering if anyone is willing to help with gw2dungeons and write descriptions/tactics for every single thrash enemy. Some general instructions what to look for when fighting them and how to counter them.

Nemesis's new video on necro DPS is brutal

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Posted by: Wethospu.6437

Wethospu.6437

Any support this guy gets saddens me about how people will agree with anything that opposes the popular opinion even when it’s wrong.

And for me it´s saddening that somebody who calls himself a “Forum Specialist for Dungeons and Fractals” is coming here trying to discredite somebody in one sentence who puts great effort in proofing his point. It´s OK if you disagree with this guy but you should at least invalidate his arguments with some more evidence and detail.

What saddens me is that some people accept pretty much anything when you make a 30 min video about it.

How will raids handle buffs?

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Wethospu.6437

I would prefer most unique passive buffs removed and boon system extended. But that’s not going to happen.

General Dungeon Discussion Thread - Part 2

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Wethospu.6437

Not really going to bother when he doesn’t tell what’s exactly wrong.

Confirmed by Colin: Dungeons are Dead

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Wethospu.6437

I bet Anet is bit annoyed at dungeons. There is no point trying to fix them because the effort has a higher gain when creating new content like raids. They also can’t just remove them because it would annoy lots of people.

Raids discussion

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Posted by: Wethospu.6437

Wethospu.6437

I think it’s good that they are exploring that option.

Your best LFG reads and puglife stories

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Posted by: Wethospu.6437

Wethospu.6437

Today I wanted to do the first part of CMP1 solo on Thief. Naturally after that I made a casual lfg to finish the path.

Near instantly my party gets filled with level ~50 characters, all with < 1k AP. I waited at the the barn when they bravely entered the mansion.

After 4 minutes they were still inside.

After 8 minutes they were all dead.

All leave except one who then gets enough courage to speak up. I showed him the way and then created LFG again. But that’s another horror story for some other time.


Think about someone getting revealed every skip and then you have to stealthresurrect everyone few times.

(edited by Wethospu.6437)

Separate Agony Slots On All Asc. Gear

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Posted by: Wethospu.6437

Wethospu.6437

The idea to force enough AR is ok so you know people have sufficient AR at higher levels. But:

  • You can easily skip levels so it’s pointless.
  • It’s so effective that you pretty much need max AR.
  • It’s the first level after agony damage increases which makes the whole agony mechanic pointless.

Much simpler way would be removing agony but requiring specific AR to even get inside.

Dungeon cutscenes?

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Wethospu.6437

I would love to have them on video too. I’m just too busy to gather them by myself.

Fury & Weakness (Removing Randomness)

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Wethospu.6437

I don’t think changes to fury are justified because the whole critical hit mechanic is based around randomness. Removing randomness from fury would cause balance issues without really dealing with the main source of randomness.

For weakness I would just convert the current version to a non-random one. Currently it has a 50% chance to remove critical damage and reduce damage by 50%.

Averaging that would mean 25% base damage reduction and halved critical damage.

Why "on successful evade" traits are terrible

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Wethospu.6437

If you want to reward “fast change of position” then those traits should also work when not dodging.

Why "on successful evade" traits are terrible

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Wethospu.6437


Simply put, there is a multitude of situations where you can dodge an attack but the game doesn’t register it as a successful evade. Dodge out of an AoE that’s just going down? You don’t get rewarded. Dodge early because you anticipated your opponent’s moves, rather than reacting to the attack? You don’t get rewarded. Dodge early because your opponent has telegraphed an attack with a large windup time? You don’t get rewarded.

Why should you get rewarded for dodging if you could have just moved out?

General Dungeon Discussion Thread - Part 2

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Wethospu.6437

I don’t get it why people say dungeons aren’t well designed.

Let’s pick CoE story.

The room with Evolved Destroyer is filled with inquest. You can only see this room through one window at start of the dungeon which isn’t even directly in the usual path.

After you complete the dungeon those inquest get replaced by destroyers.

will ghastly grinning shield destroy $?

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Posted by: Wethospu.6437

Wethospu.6437

Legendaries have an attribute swap.

I don’t really mind some skins being more expensive than the others. But in my opinion the effort to get a skin should stay relatively same over time.

Think of antique stuff. The era that produce them, they are nothing more but common items. Years later, when it is no longer available, price rose and people collect them. Same with these type of items “such as the shield”.

Back when the sheild is release, no 1 care about it, they only look at legend and say wow, u have a legend already, wow. “Cause it was extremly hard to get back then”. Now? it is the ghastly sheild turn to become hard to get or cant, they become valuable. If u want to devalue the sheild, people gonna start boycot a different item.

3 years is not antique though. Also you can buy cheap copies from the market if you wish. I don’t see that option available.

will ghastly grinning shield destroy $?

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Posted by: Wethospu.6437

Wethospu.6437

Legendaries have an attribute swap.

I don’t really mind some skins being more expensive than the others. But in my opinion the effort to get a skin should stay relatively same over time. 10000% price difference is way too much.

(edited by Wethospu.6437)

will ghastly grinning shield destroy $?

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Wethospu.6437

@BrooksP, what i said is sarcasm, i mean look how outrageous those demand are.

@Maddoctor, If it run out too bad for others, u are now a collector of some thing truely rare and worth admiring. Am pretty sure u whine this hard cause u want 1.

It is only a blob of pixels. The high price comes from artificial limitation.

General Dungeon Discussion Thread - Part 2

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Posted by: Wethospu.6437

Wethospu.6437

I would place my bet on the downed tank concept!

SOLO arah

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Wethospu.6437

No idea, maybe check wiki?

Fix "To The Limit" pls

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Wethospu.6437

It also has the wrong audio line. You’re supposed to shout “To the limit”, but ingame it’s “I will avenge you!” – Wich is strange since that is not even a skill …

If my memory is correct, “I will avenge you!” was a warrior skill that once existed during development (was presented in a dev blog or something like that) and it would make allies rally if the warrior kills a mob after shouting that. It was probably scrapped when the down state system was refined because people can rally themselves when downed just by attacking the same mob that the warrior is.

They’re probably just reusing the SFX of the skill until they get “To the limit!” recorded by the character voice actors for all race/genders.

It was a weird skill since you could mass resurrect all nearby NPCs.

General Dungeon Discussion Thread - Part 2

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Wethospu.6437

At the moment it’s one point for every participation. So a solo gives one point, trio 3 points and a full party 5 points, splint among the participants.

I propose 4 different categories…

Full Party, Trio, Duo, Solo

As far as UI, not my forte.

You can use the usual filters for different categories, etc. Except the ones which are bugged at the moment.

General Dungeon Discussion Thread - Part 2

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Posted by: Wethospu.6437

Wethospu.6437

Leaderboards visible at http://gw2dungeons.net/dev/Guilds and http://gw2dungeons.net/dev/Players


Do people want a universal ranking? Something which would combine all categories. Problems:

  • Which categories should be included?
  • How to treat records which fit multiple categories?
  • How many points categories give?
  • How to show it on UI?
  • How to select it on UI?

Any other wishes?

LF people to duo/trio dungeons/fractals

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Posted by: Wethospu.6437

Wethospu.6437

15?

[vC] AC p2 6:27

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Posted by: Wethospu.6437

Wethospu.6437

There is no rounding rule. You are free to put there whatever you want. Approvers are free to put there whatever they want. If you think this is a problem feel free to host a meeting for a rule change.

However the official guideline is to always round up. That’s what approvers should follow but I’m not enforcing it since it’s not a rule.

[vC] AC p2 6:27

in Fractals, Dungeons & Raids

Posted by: Wethospu.6437

Wethospu.6437

Your guild was on the meeting so I’m sure you aware of the correct procedure. Otherwise we are free to put there any time we want.

[vC] AC p2 6:27

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Posted by: Wethospu.6437

Wethospu.6437

Luckily that’s not my problem.

[vC] AC p2 6:27

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Wethospu.6437

No offense Enko but like, I don’t mind our timer being corrected, that’s nice and all but least be accurate.
https://www.youtube.com/watch?v=kNzej25JELQ
Every record till now has been rounded down.

All times should be rounded up.

General Dungeon Discussion Thread - Part 2

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Posted by: Wethospu.6437

Wethospu.6437

Sure enough, Shift+F5 fixed it \o/

One thing I’m missing UI-wise is a hint as to how the “filters” input is meant to be used. Looks good otherwise

There will be instructions when I get all functionality done.

I actually panicked when the query gave nothing after I put my name into the search box… /o\

Seriously, I like the tag system. It helps me browse through without having a definite name in mind. And… where can I find Illusionary Mage in Ascalonian Catacomb? :O

Try tag “Summon”.

To the dungeon/fractal/raid community...

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Posted by: Wethospu.6437

Wethospu.6437

Perhaps the problematic part is “attacking other people”.

Lots of people don’t have a thick skin. They aren’t looking forward to “getting attacked”, no matter how justified it is. They won’t bother staying to defend themselves. They just leave and we are left with a small community which doesn’t get dungeon updates for 2 years.

General Dungeon Discussion Thread - Part 2

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Posted by: Wethospu.6437

Wethospu.6437

Ye, I just fixed that about 30 mins ago. You probably have the old javascript file cached.

General Dungeon Discussion Thread - Part 2

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Wethospu.6437

A prototype for the new gw2dungeons.net search engine: http://gw2dungeons.net/dev/Search

Is Zerk Gear Really Optimal?

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Posted by: Wethospu.6437

Wethospu.6437


His advantage grows further when healing is taken into account because his armor is much higher.

With 1 skillcoefficient / second:

Berserker DPS: 4547.9*1100 = 5002690

Berserker DPS against Healing Signet: 4547.9*1100 – 3423 * 362 = 3763564

3763564/5002690 = 75%.

Knight DPS: 3368.7*1100 = 3705570

Knight DPS against Healing Signet: 3368.7*1100 – 2391* 362 = 2840028

2840028/3705570 = 77%.

Both builds lose about same kind of damage output.


With 2 skillcoefficients / second:

Berserker DPS: 2*4547.9*1100 = 10005380

Berserker DPS against Healing Signet: 2*4547.9*1100 – 3423 * 362 = 8766254

8766254/10005380= 88%.

Knight DPS: 2*3368.7*1100 = 7411140

Knight DPS against Healing Signet: 2*3368.7*1100 – 2391* 362 = 6545598

6545598/7411140= 88%.

Both builds lose about same kind of damage output.


So the end result is that healing doesn’t really change the outcome. Knight gets a tiny boost if players manage to do low damage against each other.

(edited by Wethospu.6437)

Is Zerk Gear Really Optimal?

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Posted by: Wethospu.6437

Wethospu.6437

Why don’t we have 2 warriors test it out by playing the same build, one full zerk, on with a mix of more defensive gear, then hb each other so that it evens out, see if that target stats is something to consider then have a duel to see if then the other stuff like the build , healing , whatever makes a difference ?

Some attributes can be easily calculated.

Raw Damage = Power * (1 + Critical Chance * (Critical Damage – 1))

Damage dealt = Raw Damage / Target Armor

Hits to kill = Target Health / Damage dealt = Target Health * Target Armor / Raw Damage


So a duel between player A and B. If A needs more hits to kill B then A obviously loses.

Hits to kill (A) > Hits to kill (B)

HealthB * ArmorB / DamageA > HealthA * ArmorA / DamageB

DamageB * HealthB * ArmorB) > DamageA * HealthA * ArmorA

So you can calculate numerical strength from Power, Precision, Ferocity, Toughness and Vitality. Higher the number, more optimized the attribute allocation is numerically.


Healing changes this a bit since it’s basically a health boost. The easiest way to include it is to estimate healing gained (based on duration of the fight) and just add it to the health value.

For something more sophisticated, you need to measure time to kill instead of hits to kill.

Time to kill = (Target Health + Target Healing) / DPS dealt = (Target Health + Target Healing) * Target Armor / Raw DPS

Time to kill = (Target Health + Time to kill * Target HPS) * Target Armor / Raw DPS

Time to kill = (Target Health * Target Armor / Raw DPS) / (1 – Target HPS * Target Armor / Raw DPS)

This can be put like this:

HealthB * ArmorB * (DPSB – HPSA * ArmorA) > HealthA * ArmorA * (DPSA – HPSB * ArmorB)


Some examples based gw2skills.net:

With berserker amulet: 2167 armor, 19212 health and 3334 raw damage. Total numerical value: 138 802 934 525.

With soldier amulet: 3067 armor, 28212 health and 2244 raw damage. Total numerical value: 194 164 801 776.

With barbarian amulet: 2167 armor, 31212 health and 2345 raw damage. Total numerical value: 158 607 367 380.

So a soldier warrior is about 40% stronger than a berserker warrior and a barbarian warrior is about 14% stronger than a berserker warrior.


With about 30 s fight you get about 10000 healing. So let’s add 10000 to all health values:

Berserker gets 52% stronger.

Soldier gets 35% stronger. Still 25% stronger than a berserker warrior.

Barbarian gets 32% stronger. Becomes 1% weaker than a berserker warrior.


With dps formula: 1000 weaponstrength, 1 skillcoefficient / s, HPS = 362 / s

DPS = raw damage * 1000 / s.

Berserker (A) vs. Soldier (B): 92 579 891 M vs 126 288 974 M

Berserker (A) vs. Barbarian(B): 106 143 729 M vs 105 549 719 M

Soldier is about 37% stronger than berserker. Barbarian is about 0.5% weaker than berserker.


What about 2 coefficient / s (everyone deals double damage)?

Berserker (A) vs. Soldier (B): 231 382 326 M vs 320 453 776 M

Berserker (A) vs. Barbarian(B): 244 946 164 M vs 264 157 087 M

Soldier is about 39% stronger than berserker. Barbarian is about 7.8% stronger than berserker.

(edited by Wethospu.6437)

Is Zerk Gear Really Optimal?

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Posted by: Wethospu.6437

Wethospu.6437

We are saying the same thing, we just comment on it differently!

Regarding Toughness, I just compare each value (3200,4200, …) to the base 2200. You just compare each one with the previous (2200 vs 3200, 3200 vs 4200, …). The gradual diminishing of the value is apparent in each example.

Regarding Strength now… What you mention is absolutely correct. But if you compare it from the baseline, from 1000 to 2000 its 100% damage increase, from 1000 to 3000 its 200% damage increase.

Its just that Power scales in a linear manner (graph should be a line) while Toughness scales in a curved manner (graph should be a curve).

It’s important to understand what you measuring. Just looking at numbers in vacuum easily makes you jump in wrong conclusions.

The important thing to realize is that on the damage formula, Power is numerator and Armor is denominator. For example if you have 10 and multiply it with 2 you get 20 which is 100% more. But if you divide with it 2 you get 5 which is 50% less. Similarly you multiply with 3 and get 200% more but dividing “only” results 67% less.

Yes, if you drew a curve, damage increase would have a straight line while damge decrease wouldn’t. So based on this Power scales linearly while Armor doesn’t. However, if you multiply and divide with same value they cancel each other. So no matter how much you stack Power and Armor they will cancel each other as long as you add them equally. This is only possible if Armor has same returns as Power.


If you want to see how Armor scales linearly you should measure “hits to kill”.

Let’s say that with 2200 Armor you can tank 10 hits. 3200 Armor gives 31.25% damage reduction which means you can tank X hits where X * (1 – 31.25%) = 10. In this case X is 14.55 hits.

4200 Armor gives 47.62% damage reduction when compared to 2200 Armor which means you can tank 19.10 hits.

From 2200 to 3200 you can tank ~4.6 hits more. From 3200 to 4200 you can tank also ~4.6 hits more.

Edit: I had to round the final values since apparently you can’t say 4, 5 and 5 together.

(edited by Wethospu.6437)

Is Zerk Gear Really Optimal?

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Posted by: Wethospu.6437

Wethospu.6437

3200 is 45% more than 2200. 1/(1.45) = 0.69, so 31% damage reduction as you said.

4200 is 31% more than 3200. 1/(1.31) = 0.76, so 24% damage reduction.

If you want 31% damage reduction again you need 45% more armor, which means getting 4640 armor.

Similarly with power. From 1000 to 2000 gives 100% more damage. But going from 2000 to 3000 only gives 50%. If you want 100% more damage you need 100% more power.

ACS Cave Troll Solo Man Mode, level 33 necro

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Wethospu.6437

Very nice

So is he always poppable in AC, just with a random location? Or is it RNG if he shows at all? Seems like I never get to see him anymore, but it might just be because I’m not walking down the right passages…

I believe he is. There are at least 7 spots on story.

  • “Spider Queen” room
  • Two spots after the corridor (left and right)
  • Room with Master Nente (behind stairs I think)
  • At bridge after “Kholer” when going to ACP2 spike traps event or ACP3 burrows
  • In the area before ACP3 burrows and ACP2 spike traps event
  • In the same area as above but opposite side (bonus burrow event on story)

(edited by Wethospu.6437)

Is Zerk Gear Really Optimal?

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Posted by: Wethospu.6437

Wethospu.6437

Toughness doesn’t have diminishing returns. It should be pretty obvious that 1%-unit of damage reduction is much more valuable when you already have a high damage reduction. For example from 0% reduction to 1% reduction makes barely any difference but from 99% reduction to 100% reduction makes you invulnerable. So it only makes sense that you need more and more toughness to get that 1%-unit.

However, all attributes have diminishing returns when compared to other attributes. More you stack one attribute, more valuable others become.

The only reason why toughness feels weak is that our base defense is about 2k while the base power is only 1k. If you want to mathematically optimize your power and toughess then aim for power = toughness + armor.

Armor - toughness

in Bugs: Game, Forum, Website

Posted by: Wethospu.6437

Wethospu.6437

A bug report like this is useless because it doesn’t have any proof.

If armor was bugged I’m sure someone would have made a detailed report about it.

Static fractal schedule

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Wethospu.6437

You won’t get any new fractals for “a game mode that is all about a continuous grind”.

ACS Cave Troll Solo Man Mode, level 33 necro

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Wethospu.6437

Copypaste from reddit: https://www.reddit.com/r/Guildwars2/comments/3h7n7z/acs_cave_troll_solo_man_mode_with_level_33/

Hello, I recently started playing a necromancer. At level 32 I went to do AC story and wanted to kill the Cave Troll. My party told me he is impossible to kill with a pug (pick-up group) and “just oneshots everyone”. I thought that sounded like a good challenge for a fresh necromancer.

To make things bit more interesting I decided to add two simple rules:

  • no dodging
  • no damage taken

Here is the result.

If anyone wonders why I’m not using minions the reason is that he gets bugged. For some reason he doesn’t want to attack them and just stares at them adorably (ok, as much adorably as possible for an ugly troll).

Breakdown of the encounter

His base attack shoots a homing bouncing projectile which can’t be blocked. It also dazes and removes boons. Only way to deal with this is to evade or break line of sight. Since I’m not dodging I have to move around a corner, a lot. This may sound simple but if I move bit too early he will stop at the corner and then I have nowhere to hide. Similarly if I move too late his attack will just come through the corner. Additionally lots of my own attacks need a line of sight too. It’s really easy to get own attacks obstructed.

His the most dangerous attack is the leap. He jumps at someone and deals lots of area damage and launch. When he lands he shoots a projectile at each nearby targets which does also lots of damage and knocks down. Naturally, all unblockable. I could have simply broke line of sight so he would leap towards a wall but I wanted to handle this differently. I decided to immobilize him so he can’t jump to me. The shockwave he shoots can be easily jumped over.

Unfortunately necromancer doesn’t have that many immobilizes. If I get really lucky I can use the immobilize from Death Shroud but that’s not so cool. Instead I interrupt every other leap right before he hits so it goes on full cooldown. If I miss a single control skill I won’t have his defiance stripped on time.

His last move causes fear and weakness on nearby targets. This can’t be blocked or evaded. This is not very dangerous normally (except when he fears you down of a ledge). However the fear allows him to land one base attack so I need a way to deal with this. Luckily I have the whole Soul Reaping traitline unlocked so I can just make Death Shroud to give stability.

Any questions, feel free to ask!

(edited by Wethospu.6437)

List of Dungeon Bugs

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Wethospu.6437

I heard Underground Facility gets stuck if you kill Rabsovich too fast. Is this correct?

General Dungeon Discussion Thread - Part 2

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Wethospu.6437

Here https://youtu.be/K4U4bUt-xlE is a version without getting hit. Some mistakes and weird stuff but does the concept seem ok?

I like it better than the first one. It’s about as exciting to watch as any solo that’s more or less kiting around a pillar, but the extra challenges you added (at level, no dodge, no damage) make it much more interesting. That, and I can’t even imagine the amount of solo AC farming you’ve been doing to get the troll RNG to play nice :P

One suggestion for the video, at the beginning where you list the conditions of the fight, add that it’s at level.

Here are two cleaner ones:

https://youtu.be/caotrVrY7v8 (very lucky)

http://youtu.be/ByNj4DX2FzA (no luck, more control)

Which one you guys prefer for reddit? I like the latter.

General Dungeon Discussion Thread - Part 2

in Fractals, Dungeons & Raids

Posted by: Wethospu.6437

Wethospu.6437

Ye, you can jump over it. I will probably do fractal solos after expansion so I don’t have to deal with RNG.

(edited by Wethospu.6437)