Yep, like most of players who have ever played Fractals.
Zerker good. Signets, not so much (Rage and Stamina fine).
OP don’t necessary have jumped over the wall on second light, he might have had a party that left after completing that part :P
Really nice video tho, tried soloing with me Mesmer but did not do enough damage to even get him to second phase.
Good job!
The way game works now I don’t think there is way to go with people and then solo (boots after last guy leaves).
And yes, I used map exploit.
Gratz
Tell me, his single bolt attack. Does it miss because he shoots it over you or something? It seems that way.
It has minimum range.
I think I have already reported it (how to skip second Corrupted Light part) via in-game report. Though I can PM you info directly if that’s better way.
Good analysis. But you missed one vital thing, burst skills granting Endurance. It got much easier when I realized I have that little trait.
Oh yeah, thanks for doing it.
well, after wiping for 2 hours and not being able to down him, I must say this video is epic! But, I am just ticked off….. how do you manage to lower its health faster than a full group?
Glass-cannon warrior
Does his autoattack don’t hit on melee range on phase 2? You didn’t seem to have dodged it at all.
Yes, it has a minimum range. Downside is he does 17k melee hits (slow) and AoE attack hits immediately.
Next challenge: beat him solo while he has 1 stack of Empowered!
You mean with 2 stacks?
Actually I was going to try switching Endure Pain to Frenzy and get it with 0 stacks, hopefully in 13 mins.
I read “melee” and imminently thought “a warrior”.
Hate how this game favors 2 classes over everybody else.
I thought this was a boss you can’t melee.
Anyways for me it makes sense that melee-classes melee.
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You can dodge grub knockdown but my internal clock is not that accurate.
Added video with 2x speed to make it faster.
Well, if someone can send me few precursors and few hundred ectos.
Then I will do it with Frenzy.
With 2x speed (~7,5 mins):
http://www.youtube.com/watch?v=3p_b4Vnv8iY
Swapped Endure Pain to Frenzy and did it in 13,5 mins.
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High HP isn’t really solution in long fights. Unless you can heal it up it just provides a buffer.
Make sure NPC is alive before entering. Not sure if related but better safe than sorry.
All I’m really asking is if I duo my friend can leave and if I solo I can invite other people. That really shouldn’t interfere with “kick everyone get booted” idea.
If every party member leaves you get also kicked (even if you are leader).
Well my actual issue is “1” because I like trying to solo dungeons and then invite people when I can’t progress or just for rewards. I don’t think I have to tell what happened at end of Arah P3. :P
It is just way too strict at the moment. You won’t get a chance to invite people after kicking so why also boot based on that?
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As you might know Anet implemented a feature to prevent people kicking their party and inviting guildies/friends for fast rewards.
However there is something which you may not know.
1) If everyone in your party LEAVES you get booted.
2) If you try to invite anyone while alone you get booted.
“2” is not a big issue because you rarely go solo. But “1” is seriously annoying if your party gives up and you want invite people.
It was only long because we did bad (though I’m not in hurry). Definitely not boring, however Destroyer could get some extra attacks to spice it up.
You are defending an unnecessary change to an already annoying boss.
Yep, I know I’m probably in minority. But I will run this path now and see if that changes my opinion.
You’ve been talking about it without actually having run the path?
It’s annoying; it was a long, slow, boring fight before; now it’s a long, slow, and frustrating fight to PUG.
It might be fun for a well coordinated group, but aren’t all those guys off running fractals?
Encounter ran exactly as I expected. So yes, I was able to talk about it even when I hadn’t run it post-patch.
Bah, I also hate Dredge Ice Elemental. That ice shard thing on ground. Has like twice as big area.
Yes, yes and yes.
Agony resist is still very useful even with wrong stats.
Ok, run finished. Died few times trying stuff and because of lack of experience.
Gunners just need to move a bit now. When down there you need to move a bit too, it is fairly risky so getting skills to help is suggested. As a Warrior with Mace/Sword I could just tank every attack without moving an inch. And still moving wasn’t that hard.
Also you can just do it normally -> all in DPS.
Robert, any chance to move last WP to that area? Running doesn’t really have a purpose when fight can’t reset.
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You are defending an unnecessary change to an already annoying boss.
Yep, I know I’m probably in minority. But I will run this path now and see if that changes my opinion.
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I’m not defending this boss fight, I’m defending this change. Evolved Destroyer has plenty of issues which I agree, however increased range hardly makes them worse.
If increased range forces people to actually play the game then it is a step in the right direction. Personally I welcome any change making dungeons harder (meleeing Destroyer was already quite easy).
Yes, it sucks that they didn’t fix actual issues. But those fixes can be the next step.
Anyways, I know I’m wasting my breath because you clearly want to this be an issue (your lack of any argumentation and “funny” comments kind of reveals that, sorry).
I see my mutually exclusive posts. So let’s end it at: Just as tedious, even more annoying.
This is an issue because he’s pretty much the worst boss in the game. If you had done him you’d know.
Sure, moving on.
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As I said please make up your mind. But it is good that we agree that increased range doesn’t make it more tedious.
Make up my mind on what? He’s just as tedious and even more annoying now.
And yes, you can’t literally go afk (unless macro).
Thanks Captain.
But standing on one place spamming one button is quite same.
No it’s not.
Do I really have to quote what you earlier said:
Increased range makes him even more tedious than he already is. If he had lower HP this wouldn’t be a problem.
You shouldn’t be surprised I get confused when you say stuff like this.
Anyways, I know I’m wasting my breath because you clearly want to this be an issue (your lack of any argumentation and “funny” comments kind of reveals that, sorry).
Increased range only affects afk-shooting (you can still melee and move while shooting). If AFK shooting doesn’t make it less tedious then lack of AFK shooting won’t make it more tedious.
The tediousness of this boss is unrelated to whether someone AFK shoots or not. Is this really this hard to understand?
Besides, with the shield recharging every nanosecond it’s very hard to press F, shoot and go AFK. Did you even do this boss?
As I said please make up your mind. But it is good that we agree that increased range doesn’t make it more tedious.
And yes, you can’t literally go afk (unless macro). But standing on one place spamming one button is quite same.
Increased range only affects afk-shooting (you can still melee and move while shooting). If AFK shooting doesn’t make it less tedious then lack of AFK shooting won’t make it more tedious. So increased range didn’t make it more tedious.
Either I’m missing something (likely because people are so bad with describing situations) or you can’t make up your mind.
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Increased range doesn’t make its HP higher.
Increased range makes him even more tedious than he already is. If he had lower HP this wouldn’t be a problem.
Yes, more tedious because you can’t afk-shoot.
Increased range doesn’t make its HP higher.
Can’t afk shoot anymore? How horrible!
In open PvE it doesn’t matter that much what you use. Frenzy + Hundred Blades should finish off everything very very quick (if you can’t use Frenzy without Endure Pain better just scrap both).
In dungeons Frenzy shines only in few situations (when you have limited short time to deal high damage). Using two utility skills just to use Frenzy isn’t good when you can take For Great Justice! and get more DPS for entire party.
Shake It Off! is also a good skill offering a stun-break and condition removal.
Anyways it would help more if you could explain your situation more precisely.
In PvE I usually Eviscerate if there is combo-field and some distance or if I have Surge ready. Or just because I can.
I even use GS burst skill if desperately need Endurance.
I think AC requires ghost slaying which you need to craft.
SE is mostly dredge but inquest on p1.
CoE is undead for Alpha.
… for a while I decided to show you yet another Lupicus from Warriors perspective!
You may want to mute sound and play music of your choice in background.
Video is here: https://www.youtube.com/watch?v=Vod_q58CN8M
No idea if I can post it somehow fancy.
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Initially you want to reduce shield stacks. If you have time spend some time killing adds.
Any chance to get full fix/tweak notes for dungeons? I know you guys have been plugging map exploits in old dungeons, too.
If I’m in a bad PuG I equip defensive skills.
I’m just encoding video about our last duo-run, will take a while (actually had some focus this time).
Just 9 kicks though.
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Ok, I went to Lupicus. Always at least one kick per cycle (infection + roar), sometimes two, rarely two kicks between animatons (this is what gets me). So yeah, not every other attack but let’s say every third attack.
And I dodged 10 of them in a row.
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Soloed full-melee and then wondering how to dodge those kicks when every other attack is a kick? Doesn’t make really sense.
Grubs don’t bug out if you don’t get infected, simple.
My bad, forgot to mention that my friend is ranged.
And my dodges do damage.
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Lupicus only kicks melee targets. It could kick me between every animation (like it does when soloing) but it won’t because it is aggroed to my friend.
I don’t understand your issues with grubs. Dodge infection, win the game.
And anyways, I have soloed phase 1 on full melee.
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Meleeing some bosses are very much worth it, however, in many situations like P1 Lupicus the risk grossly exceeds the reward.
The kick is just one of those example that shows how ranged are favored in such a situation, if that ability is indeed intended to be avoided, it would’ve have been on par with many of Lupicus’s ranged ability, at least ~1 second ramp up time + average distance travel time. It almost leads me to believe that move is designed as a “do not melee me” ability. I think a fundamental issue with melee in this game is that designers need to realize every melee move needs a ramp up time to compensate for lack of projectile traveling time. There needs to be at least some room to avoid, instant attacks are not acceptable at melee range.
I admit kick on phase 1 is very hard to avoid. If your reflexes simply aren’t fast enough there is not much you can do (except melee burst during its slow animations).
However if you are running with same people the aggro stays about same. Like when I duo it with my friend I get 0-2 kicks during phase 1 (he gets a lot more if he tries to melee). Soloing is quite harsh when you get kick between every animation.
Last duo-encounter took ~13 minutes. Full-melee seems to pay off, not that I have clocked runs where I use ranged.
Your vitality is killing you.
Biggest threat in P1 is getting kick in your face and then getting eaten by Locusts. Melee works quite ok in P2 too (Lupine Blasts have minimum range, melee attack has long animation, doesn’t use dash) only problem being Frenzied Blasts. On melee-range when you see circles you are already dead. P3 should be quite ok if you can dodge out of Nedrid Trap.
Where did you get those names? From data file or just being creative?
Combat-log. I also get hit sometimes. :P
Biggest threat in P1 is getting kick in your face and then getting eaten by Locusts. Melee works quite ok in P2 too (Lupine Blasts have minimum range, melee attack has long animation, doesn’t use dash) only problem being Frenzied Blasts. On melee-range when you see circles you are already dead. P3 should be quite ok if you can dodge out of Nedrid Trap.
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Max-range everything and prepare to die in Maw.
If you have low base stats then your survivability probably comes from something else.
Maybe I’m missing something but when I get hit by agony on my Warrior I’m pretty much forced to get out-of-combat regen. Where as some classes seem to heal through it just fine.
I’m so happy to be a Warrior with naturally high health.