really bad engineer
really bad engineer
—
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.
Seems possible on ranger, even without reckless dodge. Lots of evades on Sword + Greatsword, also two damage immunity skills for when you get stuck in the bubble.
really bad engineer
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).
Neither of those are warrior, friend.
really bad engineer
It feels so good to see someone thinks like I do in respect to dungeons. Everyone these days is saying that dungeons are too HARD. Which is rediculous. Personally, I found most dungeons – even the infamous Arah – to be too easy with a decent group. I think the biggest problem is the damage sponge bosses and the poorly thought out encounters, as well as the amount of fights that you can just skip.
Here are a few what I think are highlights of your post: the “worst offenders” in the current dungeon lineup.
The defend magg event:the biggest proof of imbecility of pugs,they corpse zerg the encounter,spending 10 s on repairs,because they are incapable of understanding that you can kill the mobs.Solution:CLOSE THE DOOR behind them,let me see how they will corpse zerg now
CoF is just made of sections which are so close to being awesome but are let down by a simple exploit or trick that just makes them stupid. This is one of them. Also whats with pugs never doing P3? Everyone afraid of a little co-operation?
Path1:The reason for a lot of crying on this forums,the fastest to complete path in the game,10-15 minutes.There is thou a problem with it.It requires a group that is set up for that path.While i have no prob with that,i can understand how someone with a random composition party or a pug group would fail miserably and decide the path is broken.
Nah, you don’t need a specialized group, just good co-operation. We had to take a few tries to get it but we managed to get it because someone would call a target, then me (the warrior) and an engineer would hit that target with 25 stacks of vuln, then the necro would spread that via epidemic. Odd however that one of the hardest parts of all dungeons is in such an otherwise easy path.
Overall a good dungeon where stability,stun breakers and condition removal are required to succeed.Koller is prob one of the best learning bosses in the game,requiring dodge at a certain movement and smart agro control.
Kholer is an amazing boss and there needs to be more bosses like him. Less damage sponge, more of a threat to you. He’s still too easy though. You know what would be a fun challenge? a room with two kholers. Imagine it.
My favorite dungeon.You can go full glass cannon,because most of the damage is avoidable.Alpha,second only to lupicus on fun factor.Why can’t you do more bosses like him?Cool events,cool bosses.
I love CoE. It’s so well designed, apart from a few of the bosses like the destoryer (pointless fight) and the golem. Still really exploitable though, like how easy alpha can be when you stack on him (More of a strat than an exploit) as well as having multiple people take the consoles in P1. What is the ugliest thing she has seen though?
Honor of the Waves
Bad.Bad.Bad
Easy mobs.Easy bosses.But the HP!!!15 minute of attacking while watching TV
The hardest part of HotW is staying awake. So bad.
Giganticus Lupicus.Give a raise to the guy that designed him.Superb boss,superb encounter,why can’t all bosses be like that?The camera zooms out,the fight seems epic,low hp boss,with multiple mechanics and behavior,just fun,fun,fun.You suck,you are going to wipe,you know what you are doing,no one is even getting downed,he dies fast and you loot the chest.
Truely another one of the rare skill based bosses. Need more like him and Kholer, less like Simin and Jinva. Why is a big pool of HP supposed to be fun anyway? Aren’t games meant to be fun? Where is the fun in autoattacking for hours? Right now half the bosses are “how fast can we kill them to get to the loot” instead of “can we kill this because if we do we deserve the loot”, which is stupid. Rewarding parties which have lots of warriors, instead of parties who are skillful. Generally things need to be more “Dynamic”. Take the burrows in P3 AC. Potential to be difficult, but even if you can’t control the breeders you can just remember where the burrows spawn because someone decided the burrows need static spawns instead of random ones.
Disagree with you on the flamethrowers in CoF though. I like those guys. They move slow and give you a chance to move out of the way. They’re like area denial. I might be biased because I’m soldiers build and can just ignore them, though.
TL;DR min/max bad, skill good.
really bad engineer
(edited by Writetyper.1985)
First off, If you are going for a legendary, you are not a casual player.
Secondly, I really enjoyed my Arah runs for Dungeon Master. This game lacks things that are actually hard, or that have inventive mechanisms. Example: The Destroyer in CoE is a really cool concept… but it’s not actually hard because you can just WP zerg it and it poses zero threat apart from if you mess up. So everyone hates it. Then there’s the huge number of bosses that are just damage sponges: absoloutely no thought put into them. Feels like they just took a standard creep, upped it’s health to kitten levels, then went onto the next encounter. There are a few gems here and there that have both, and Arah seems to have the highest concentration of them. We needed a lot of teamwork and personal skill to get through it. I’m sure by now pugs have found a way to skip or glitch/exploit everything, but we were running with a bunch of people who had barely touched Arah so we had to figure it out for ourselves. This challenge is what makes games fun for me.
Simin still ridiculous though.
really bad engineer
I wish there was some way to get AC weapons without the glow. A lot of them are so good looking but then you have that crappy glow at night. Hell, I’d even make glow-less ones if they were rare exotics.
really bad engineer
Dungeons right now: Follow a preset pattern which is the fastest and most effective. Skip anything that doesn’t give money.
How is this supposed to be fun in anyway? I feel like this gameplay style was almost intended because of the leash mechanics and the complete lack of incentive to kill anything walking around. I mean, you may as well just cut the kitten and let us walk straight to each boss for loot. There’s no “gameplay” in running past something.
really bad engineer
Wait 1 guy opened up 160,000 presents?
@ 50 copper….. 800 gold?The buy/sell spread was for 90c – 1s20c prior to this being posted, and has since fallen significantly, so I imagine he was a large part of the demand that drove it up so high.
So yes, 160,000 presents at 1s, or 1600g. I don’t think he could have purchased so many at the 50c price.
He was the richest player in Guild Wars, and he’s one of the richest players now. I wouldn’t doubt him.
really bad engineer
Yeah well that’s what happens when you don’t bother to learn to dodge the whole time while you’re leveling.
really bad engineer
Sry, but I made a assumption. I think almost everyone made a assumption Ascended gear can only be acquired in fotm?
Actually the question was very badly worded. U are looking to getting an “ascended” magic find set.
Seems pretty fairly worded to me: Why the hell does something that is meant to be an upgrade have the same MF% as the rest of the gear? I read nothing about using it in fractals, and I read nothing about being a burden to the team. Please double check what you read before abusing a person for using MF gear in FOTM.
Anyway to answer the OP, it’s because it’s not the primary stat. I don’t really think 1 or 2% extra MF would be worth tonne of grinding on one with MF as it’s primary stat either.
really bad engineer
You dont need to open 1600 gifts. Jut buy that bell for 40 gold, problem solved..
>implying 40g is a small amount of money
Well, yeah, it is. You get about 4g from a full run of AC, more if you’re lucky. CoF is similar but faster. Playing the TP can get you this in a short time if you’re good. Precursors go for upwards of 300g, son.
Also, >using maymay arrows outside of 4chen xDDDD
Lol, “playing the TP” + “precursors”.
Easiest way to tell someone is lying: they put those two phrases in the same sentence.
Following the epick maymay arrows theme:
>lying
I never made a statement that was a matter of debate. How can I lie? It’s like one person saying “I enjoy this cake!” and you coming along and saying “YOU SAID CAKE! LIAR! I KNOW YOU’RE LYING BECAUSE YOU SAID CAKE!”. That’s a hue. That’s definitely a hue.
really bad engineer
You dont need to open 1600 gifts. Jut buy that bell for 40 gold, problem solved..
>implying 40g is a small amount of money
Well, yeah, it is. You get about 4g from a full run of AC, more if you’re lucky. CoF is similar but faster. Playing the TP can get you this in a short time if you’re good. Precursors go for upwards of 300g, son.
Also, >using maymay arrows outside of 4chen xDDDD
really bad engineer
I’m not going to lie, me (and most of the people I play with) aren’t playing it because it’s just flat out really boring. I can see why people would enjoy it but it’s just not engaging enough.
I was expecting some kind of dungeon where I could use my own gear and use strats with friends to survive for as long as possible, and what I got in return was Seigepocalypse: Enjoy your crappy weapons edition.
really bad engineer
You all need a lesson in simple probability maths if you think the Gift of Fortune is RNG. It’s a large sample size with a large probability of success. I’m too tired to explain it properly right now but the chances of getting 77 out of 231 with a success rate of 1/3rd are pretty good, and even if you fail you’d only need a few more. What, you were planning to gather exactly 231 ectos, exactly 231 shards and exactly 231 coins?
To put it in perspective using an anecdote, me and some friends farmed some karka using the exact same route and MF amount for the exact same amount of time as an experiment on the drop rates. We all had pretty much the same amount of shells, as well as potent and powerful bloods. Are you going to tell me that drops are exactly the same every time now?
1st legendary = 278 shards used (edit: or was 273 or 278 one of those 2; its been a while)
2nd legendary = 438 shards usedRng….
Either you’re flat out lying, you are extremely unlucky, or you’re doing it wrong. Goes without saying use the 1 clover recipe, using the 10 clover recipe reduces the sample size by a factor of 10.
What really is down to pure luck and RNG is the mystic forge precursor. The chances on that are small so you could throw in way more than the expected amount required and still not get it if you’re unlucky.
Lying? Have you farmed the karma to get my clovers? NO so believe or not I couldn’t care less. That’s what I spend for the second 77 clovers and I’m sharing my experience. Same as some spent 80 shards and got 70 clovers out of that. Lying again? pls…
I can even add my last 5 clovers:
9 tries -1 clover
11 tries – 2 clovers
12 tries – 1 clover
4 tries – 1 clover
really bad engineer
You all need a lesson in simple probability maths if you think the Gift of Fortune is RNG. It’s a large sample size with a large probability of success. I’m too tired to explain it properly right now but the chances of getting 77 out of 231 with a success rate of 1/3rd are pretty good, and even if you fail you’d only need a few more. What, you were planning to gather exactly 231 ectos, exactly 231 shards and exactly 231 coins?
To put it in perspective using an anecdote, me and some friends farmed some karka using the exact same route and MF amount for the exact same amount of time as an experiment on the drop rates. We all had pretty much the same amount of shells, as well as potent and powerful bloods. Are you going to tell me that drops are exactly the same every time now?
1st legendary = 278 shards used (edit: or was 273 or 278 one of those 2; its been a while)
2nd legendary = 438 shards usedRng….
Either you’re flat out lying, you are extremely unlucky, or you’re doing it wrong. Goes without saying use the 1 clover recipe, using the 10 clover recipe reduces the sample size by a factor of 10.
What really is down to pure luck and RNG is the mystic forge precursor. The chances on that are small so you could throw in way more than the expected amount required and still not get it if you’re unlucky.
really bad engineer
(edited by Writetyper.1985)
Does this sigil and sigil of purity have different CD times? meaning they’ll both work (removing up to 2 condi on a separate 10s timer)?
No, it doesn’t work like that. If one sigil procs the other will be put onto cooldown for the same amount as the one that procced. The sigil in the main hand will be the one applied if both are procced at once. Would not recommend.
really bad engineer
The biggest problem is that a lot of dungeon sections are just not fun. I think they need to be more fun by being more challenging. Not more challenging as in “this is kittening rediculous” mechanics which make you want to tear your eyes out, but something that tests your own skill instead of simply a gear check. All these bosses which are simply just pools of HP and require nothing in the way of personal skill – like HotW bosses, like The Ghost Eater, like the Golem in CoE, the list goes on. They are not fun to fight because you’re not challenging any kind of skill which you have. You’re just using FGJ or spamming Shatter or stacking bleed or whatever you do that increases DPS for your particular class because it’s not a challenge, you’re just trying to get through it quickly for loot. That’s not to say there are a lot of interesting boss fights in the game – alpha is pretty good (And let me tell you, when I ran this with my friends before we knew what the stacking method was, it was huge amounts of fun. Fights against that guy are just chaotic), kholer is pretty good, ect. And then, most unfortunately, there are the bosses that are just so close to being a good concept but fail because they have no real dynamic to them, they’re just a pattern – Either that, or they have so much health it’s kitten There’s the guy at the end of CoF 3 who revolves around knockbacks but all you do is find a safe spot and follow a pattern while you wail down his entirely too large health pool. There’s the destroyer in CoE P3, which, has an interesting concept but he provides absolutely no threat to you outside of “that kitten is kittening annoying and doesn’t need to be there, it’s slowing us down from the inevitible”. I also don’t like the concept of “skipping” but hey, what are you gonna do if they don’t have rewards. My other main complaint is that pulls and exploits and other such tricks have become such a mainstay part of dungeons when you run with pubs is that dungeons are no longer a test of skill, they’re a test of knowledge of paths. The “kite room” in CoF path 2 is a cool concept for a survival fight, a real test of how many warriors you have, but everyone knows that you do the kite method because that’s just the way everyone does that dungeon.
In short:
-Cut down on the bosses which are just chunks of HP. I honestly don’t understand what the point behind these fights are. Hitting something for 5 minutes isn’t “fun”, it’s just a chore. Is it to beef out the dungeon with extra content, so that you can’t finish it in 5 minutes? Well, add some “stages” in that make it take longer minus the HP-whittling tedium. Or, up the skill required to kill it. Double damage, less health.
-Graveyard zerging is a stupid methodology. Fractals is a good start but it suffers from other problems. A happy medium would be good.
-Too many skips, pulls and exploits make running dungeons a silly routine instead of something actually engaging. Even something that should be fairly dynamic like the burrows in AC are ruined by the fact that the burrows spawn in the same location – pubs have a solution to make life easier on their routine, have one person tank the first burrow while everyone else kills the others. Something as simple as making the burrows spawn in random order would fix this.
really bad engineer
Honestly the crystals have so little of an impact anymore that you should just DPS focus the boss. Put poison on for optimum results because it reduces heal potency.
It seems like your group suffers from a complete lack of DPS, or you have some kind of glitch I’ve never seen before.
really bad engineer
We’re aware of this bug and I’ve personally already seen to its fix. He was/is indeed attacking with a 240-280 degree arch from his front, so for the time being you will have to get directly behind him to avoid being hit by the screech. This will be fixed!
Honestly, I’d really like to see such a devestating attack be kept – he’s just another ezpz boss otherwise – but the visuals should represent this to avoid confusion.
really bad engineer
Can you explain why a sigil like this is good? Seems to me like a waste of an upgrade slot, as it is only useful if 3 things happen all at once: 1) Get condition cast on you, 2) Within the few seconds that it lasts, get a critical hit, 3) Proc the 60% rate to transfer.
It sounds bad on paper, but it’s quite good in practice. It is of course, as you mention, a little unreliable, but for those times when you just have a tonne of conditions on you it can ease the load a little bit. Also, irritating long duration conditions that you seem to rack up even when using other sources of removal – such as burn against a ele or poison against a ranger – are almost guaranteed to be removed eventually after you hit your target around (assuming a crit rate of 50%) 3 times. I can’t talk about this sigil without mentioning the time yesterday when a confusion stacking mesmer in W^3 let me tap him once with a throwing axe, and then melted himself because his confusion stack got reflected at him. I feel like it loosens my warriors reliance on Soldiers runes + shouts build to get rid of condtions, frees up my utility bar a little bit.
It’s pretty good in Dungeons too. A lot of creeps, especially bosses, have long duration conditions which they will often apply, such as the Spider Queen in AC.
In a way it’s like “passive” condition removal with the perks of being able to be a little controllable (Although, of course, being RNG it is quite unpredictable) and also with the added bonus of reflecting the spell.
really bad engineer
If you can survive the initial burst, switch to rifle and hit Kill Shot. It tracks through stealth and most bursty thieves are of course, squishy.
really bad engineer
Needs to go back to like it was in beta, giving might. Extra Fury is pretty useless considering how easy it is for a warrior to get.
really bad engineer
i’m a full exotic warrior. i run around with a full exotic guardian friend.
at first i thought that he was tougher then me because in difficult fights my health bar would be going from half to full twice every fight while his wouldn’t seem to move at all. then i realized that i was holding twice as many mobs as he was in every fight, and when he did start to lose health it would usually be all of it very quickly.
a high defense guardian may seem to be incredibly tough (and they are) but in terms of absolute survival (at least in pve) warrior have them beat.
plus i’m worth 280 extra attack power just for being near me in fights.
We’re talking PvP here. It’s pretty much undisputed that warriors are good in PvE. However in PvP they suffer from what I like to call the “ursa” problem: huge potential for a lot of consistent melee damage, but absolutely no way to apply it because the counter is as easy as not standing still.
Anyway, staying relevant, the one thing I can really find that warrior does pretty well is initiation/control. We have a lot of AOE control – hammer burst skill, fear me for starters. The only thing is, that just isn’t worth being a warrior over a guardian though.
really bad engineer
(edited by Writetyper.1985)
Walls of text! OMG. Use knights armor, Berserker weapon. Mix of knights/berserker trikets with berserker jewels. Thats the best build. It gives a good balance of defense and power. Or use the karma soldier armor found in Orr and mix it with knights armor same trinkets as the 1st one.
Runes is doesn’t mater, use solder runes for condition removal, Rage runes for crit, or strength runes for power are all good. Do not use berserker armor.
You seem to be missing a little bit of Vitality with that Toughness. Instead of so much zerkers, have a little Valkyries here and there, because toughness quickly looses it’s worth without some vitality to work off.
really bad engineer
So in this event added a new sigil; Sigil of Generosity. It’s very good, and cheap, I’ve been using it quite a lot and I really like it. There’s just one hitch: it straight up makes Sigil of Purity obsolete.
Sigil of Purity:
60% chance to remove condition on critical, 10 second cooldown.
Sigil of Generosity:
60% chance to transfer condition to foe on critical, 10 second cooldown.
I’m not sure if sigils are meant to be “balanced” as such, but this is straight up better, no argument, no pros or cons. Is this intended?
really bad engineer
Honestly? This boss just takes some simple awareness and dodging. If you’re having trouble with you I urge you not to try Alpha or Lupicius.
really bad engineer
This just in from OP: Pubs are bad at co-ordination. More at 11.
Whilst this is certainly the case its not even the crux of the problem. They have no NEED to be well coordinated for the purposes of CC alone, simply because Defiant doesn’t integrate well in the success of boss fights. That’s why pubs are bad at coordination, they have no cause for improving it.
So what if bosses had attacks that must be CC’ed? Some pubs will fail, others will start to coordinate to get rid of defiant; we’d run into the issue somewhere down the line that Defiant is clunky and not intuitive.
I believe there are a lot of bosses/objects that were designed with a need to be CC’d – anet did say their trinity was “DPS/Support with a little Control” instead of the standard – but pubs have just found workarounds to it which have become the norm and so nobody wants to experiment with defiant removal.
Take alpha or kholer for example: Big, orchestrated attack with potential to screw everyone over quite briskly. Perfect for being interrupted, but people have gotten mass dodging/aegis use/quickly saving their allies down to an artform that there is no real point complicating things via messing around with CC – it’s just everyone DPS and then save yourselves.
I did like that in the tixx dungeon toxx would heal after she did the spin, so we had to have people either interrupt that or use poison to negate it’s effect or just have 5 warriors
really bad engineer
(edited by Writetyper.1985)
Every patch, something new breaks in a dungeon. Things like endless unkillable waves of mobs in Sorrows Embrace path 1 that made doing that explorable mode impossible. Then a week later, a fix goes in, and its another take on…endless unkillable waves of mobs coming at you. And that was just SE.
You have a strange definition of broken, friend, and an even stranger definition of unkillable. I’ve done it three times for my gift of forgeman, each time with a pub. Anet add in one section in a dungeon that isn’t a kittening waltz in the park and suddenly it’s “broken”. That’s a hue. That’s definitely a hue.
The fractals DC I admit is an annoying issue, but it’s an engine limitation. I hope there is an overhaul of the way it works soon so I can start running fractals safely again.
really bad engineer
This just in from OP: Pubs are bad at co-ordination. More at 11.
really bad engineer
NightyNight, if you are so good on thief, why don’t you show the rest of us a solo Lupicus kill?
Until you do, thief is still going to be bellow warrior in terms of utility in dungeons.
I don’t even need to adress that , its self explanatory.
No, it isn’t. Do please share
really bad engineer
This has nothing to do with reflex, its all about muscle memory.
How is it all about muscle memory when I did it first time? I didn’t know you could have memory of something you haven’t done before
Also, how is it muscle memory if there are three, different paths?
hue
really bad engineer
(edited by Writetyper.1985)
I still don’t get why ANY PvE content is in WvW. Why are there even creeps? You’re running away from a zerg and then suddenly HELLO I AM RAPTOR YOU ARE NOW CHILLED
really bad engineer
Very disappointed. 1 hour of anticipation as the patch downloads, and the JP is doable first try. I understand that a lot of people complained about the Clock Tower but that doesn’t mean you have to make the jumping puzzle this easy. Hell, can’t we have different difficulty levels or something? That way everyone can be happy…
really bad engineer
Speak for yourself, when I first saw that I immediately fell in love with the Charr.
really bad engineer
They say that when you use Battle Cry.
Also I’m pretty sure they’re not atheist – they aknowledge the existance of gods, they just don’t need ‘em because they’re pretty great by themselves.
really bad engineer
sigils work with banners now, just by picking them up.
Oh boy, this could be very good for stacking might with sigil of battle, especially considering 2 banners = blast finisher every 5 seconds.
really bad engineer
K so now I have to manually cancel triple chop? I mean fast hands is nice but I was deliberately doing that because it does less damage and has less aoe… ?
really bad engineer
How on earth did you think up that exact of a number?
It’s the maximum a computer running at 16 bit can work with. (2^16)-1
really bad engineer
I’m probably in the minority, but I want to see things being harder. My idea of “endgame” is not grinding for gear but doing it because it’s great fun. And honestly, my idea of fun is being challenged. Think of your standard non-MMO game. I hate to use it as an example, but Black Ops. Why do people play Zombies? They don’t play it for more gear, they play it for zombies in itself, to challenge themselves. We need something to do at the end of the levelling/grinding journey.
If I was in charge, here’s the changes I’d make: Make bosses less of a damage sponge. Autoattacking something that poses no threat to you for 5 minutes is not a challenge, it’s not fun, it’s just a blatant chore. HotW is the worst offender. Half health, double damage on a lot of bosses in this game. Take out all the Sorge the Zealots, the Svanirgardirs, the Searing Effigies and the Ghost Eaters and replace them with Kholer and Lupicius. Alpha is pretty good but he has a kitten amount of health and you have to kill him three times for seemingly no reason.
Second thing I’d do is reduce the amount of exploits/tricks you can do to skip/make encounters easier instead of actually fighting it. Right now, running some dungeons such as AC is just using a set run of tricks/pulls over and over again to get through. There is no skill in following a pattern. Even parts which should be fairly dynamic – such as protecting Hodgins in the first path – have a set strategy that pubs use when they run it (One person tanks the burrow while everyone else hunts the others). Something as simple as making burrow locations random could force people to adapt. It should still be the same time to run something, just harder instead of a set pattern of pulls/skips/exploits.
And as for new content? I’d prioritize something with a smaller team. There is more room for tactics with maybe 3 people. Something more like a skirmish, something more similar to the aforementioned black ops zombies – a challenge of your groups skill to see how long you can stand rather than following a set pattern. Something you can log on every day and think “oh man I can’t wait to do some x after running some wvw and spvp because it’s fun” rather than “gotta do AC for my tokens soon”. And I’d also like to see some kind of self-contained “conflict” instead of the standard dungeon philosophy of “here are a pile of guys, kill them until there are no more”. Make things that respawn for a good reason. Make things that make your team require tactics, rather than “spam FGJ and auto”. Make points that you need to choose between that say, give buffs or spawn allies, tangible objectives that require teamwork and communication and that can’t just be rolled over by a pug. Something like the graveling burrows in AC, or the second last seal on Cliffside, but on a larger scale.
really bad engineer
how bout we learn to read patch notes at all
really bad engineer
char bound.. because some people don’t know how to play their alt class correctly at high level.. lol
Well then they shouldn’t go in to high level fractals with a class they are unfamiliar with. Seems pretty simple to me?
really bad engineer
I personally absoloutely love that a dungeon has a section which actually requires teamwork and a bit of skill to finish rather than just facerolling for once, but considering most people use explorable modes as a farming method, I think it’s kind of unfair to have it be three times as difficult as any other path. However, as doing the hard parts such as this, Kholer, the old Effigy, the Clock Tower and the explosive room with Magg in CoF P2 were some of the most enjoyable parts of this game for me, there needs to be some kind of place we can go for difficult content like this. Fractals doesn’t cut it really, although it’s up there. I just don’t see what the point of grinding for all this stuff is if there’s nothing in the game to really challenge us besides high level fractals and WvW.
really bad engineer
Remember, no fun.
This just in everyone: AFK Autoattacking is fun. Guild wars!
We’ve been in this opera already. You cannot AFK autoattack on destroyer, pre or post patch.
Standing at the top pressing “1” or “F” is half a step away from AFK autoattack. I can hardly categorize it as “fun” either.
really bad engineer
Remember, no fun.
This just in everyone: AFK Autoattacking is fun. Guild wars!
really bad engineer
People get this mad over a stupid dungeon? What they should be mad about is how P3 in CoF’s difficulty is about 100x that of the other two paths and that you still have to kill yourself to kite for Magg.
Silly pug method. I’ve done it with 4 people not kiting. I actually really like that they have some actually challenging parts like Fractals, P3, SE P1 and that part, balances out the mindnumbingly easy dungeons like HOTW
really bad engineer