Well, I suppose if we want the fastest possible routes…
Note: every description here involves mountains of skipping and potentially cheesy tactics. You have been warned.
Path 1 – Start dungeon. Skip to the ooze boss, clear the room, probably best to clear the risen patrol in the back of the room too. Kill ooze boss, he drops this orb thing, take it to the stargazer in the previous room. You can ignore the champion ooze that spawn. Run to the crystalline room, they arent aggro so you can cross the whole room to break from anything chasing. Come back and kill them. Hop down, trigger the detonator to clear the path and run to the tar boss. Kill him, clear to the pre-lupicus area. Hug the left wall, you can usually ignore all the monsters. Kill the aboms. Kill lupicus, and then run to the stargazer at the very end, have a few people take the reflective crystals and roflstomp the boss. Easiest way to avoid NPC glitch – find out who she is following, have them stay behind in lupicus room while everyone else goes on ahead.
Total run time – probably about 45 minutes or so. I reckon a good group could cut that down.
path 2 – head to first boss as normal. Kill her, run through next bit ignoring the golem suit thing entirely. Kill the first group of risen, then charge through the rest hopping over the cliff. Activate the detonator, then run, hugging the left wall to avoid the drakes. Kill the abom boss, clear to lupicus as you did in path 1. Kill lupi. Run through the next bit, swim, ETC, you can dodge the sharks entirely. In the next room area you can hop on bits of the ship in order to reach a cliff on the right side, this lets you ignore the mines, and the 2 groups that are in that corridor. Sneak around to alpherd, kill her. You can run through the next bit too, but it is rather tricky. Once you reach the final room you can hug the left wall, and jump up a rock to reach the final boss without having to mess around with the walkways or any monsters.
Total run time – about an hour. Less with a good group
path 3 – run to the left side at the start, this triggers the mob to move towards you. Back off, then proceed to the right. You can fight the crusher and archer without getting any aggro. Kill them, then hop up the wall behind where they spawned (you have to jump into the little coral loop thing) run through everything to the spiders which you will most likely have to kill. Kill them, then the magecrusher. Swim through the tunnel, kill the gorillas, do the hot potato and clear to lupi as normal. Kill lupi. Run through to the chicken cage. You may need to kill the spiders. talking to the chicken gets you that WP for anyone who cant make it through. Run to the altar hugging either wall in the arena to avoid the giants. Finish the event as usual (protip: the wraiths target the first thing to hit them. You can have 2 people be dedicated “tanks” to take all wraith aggro, while the other 3 cap the circles) Kill final boss.
Total run time – like 30 minutes? Good groups can shave this down to 20 or so.
path 4 – cant really “speedrun” this one. 7 mandatory bosses, and a lot of pretty unskippable trash.
As for simply completing the paths normally, it’s still not that bad. Path 2 becomes much worse if you are deadset on no skips but that’s about it.
Arah is really all about how well you can bossfight. Trash can be annoying, but if you stick to the general rule of thumb: illusionist > mage > hunter > anything else. You should be fine.
The truth is a little less glamorous. Iron marches is one of the least complete zones in the entire game. That text you see there is a note from a graphic designer to either his co-workers or himself. Reminding them to quite literally “cut out” that piece. There’s another one somewhere in iron marshes that says something like “content not finished” on the floor.
Yup I was pretty sure what’s marked as a “bonus event” and what gives the usual event completed medals counts, however what is confusing me is that some boss fights seem to count while others don’t and I can’t seem to be able to figure out what does that depend on
I believe anything that updates the mission objectives counts.
For instance, when you are doing AC, if you aggro kohler it updates the top right mission objectives with a “Defeat lieutenant” thing.
Earth elemental or fire elemental is about all i’ll use. I dont really notice them doing much sadly.
Oh, however, for dungeon paths where you must destroy destructible objects, fiery greatsword does wonders.
For example at hodgins burrows
1 → meteor shower and lava font
2 → ice bow 4 and lava font
3 → fiery greatsword 5, 3, lava font
4 → hopefully your teammates picked up the icebow and deals with this one
5 → hopefully your teammates picked up the FGS and deals with this one
6 → meteor shower, lava font
Similar results on the Magg devourer part.
But that’s about the only good use I have for it.
Some things in dungeons are events, and some are not.
Typically anything that calls itself “a bonus event” like the HoTW dragon totems will count.
Sometimes events are simply always along the path. Such as CoF 1 in which you kill the champion hellstorm, regardless of whether Roshan spawns, it always counts.
Others are just kind of random. For detha, I assume it was prepping the mortars that counted as an event. I believe some of the Magg route counts. I dont know about many others because I usually dont bother to check.
But in short, yes, some dungeons have events that are either mandatory to finish, or just bonus events, which will count for your daily.
Anyone can interact with it.
Yes. a Table thing spawns.
Yes but the buff is very weak. +2 to all stats. It is however a different icon, which means it will stack with traditional nutrition buffs and potions.
No. Anyone can interact with it as many times as they want for as long as it’s up
No the keg does not count to the achievement. You can however get 25 stacks of drunk. (pointless, but hilarious)
Some healing skills do. For instance the guardians downed #3 is a healing skill that affects them (and they are obviously downed) as well as anyone else near them.
Im not sure if ele skills do. But I believe i’ve seen a ranger, and even a thief somehow heal me besides the typical revive.
the SE stuff has always been bugged out. For the longest time the shoulders couldn’t even be worn by light classes. Anet just never got around to fixing it.
hexfoundry unhinged: Sparkfly fen at the hexfoundry waypoint
coddlers cover: timberline, in the quaggan village area near the waypoint that likes to vanish a lot
tribulation caves or whatever: behind the tribulation rift scaffolding in dredgehaunt
hidden garden: find one of the guardians in maelstrom and kill them, go through the portal and the entire area is the jump puzzle.
I think that’s all the new “jump puzzles” there are a few other ones that are basically mini dungeons.
There’s a large captain planet reference (complete with a bunch of asura mocking the one who stands for heart) at the start of the metrica.
It does. Just not from EU → US or vice versa.
Any US server can play with other US servers. You party up, and then when someone enters it prompts everyone regardless of server, and itll dump you all in the same instance. Same for EU, if all your party is also EU.
Why, this is cheaper recipe?
No, its not even the correct recipe. I just think a vial of flame makes more sense, being that it’s rodgorts eye (rodgort is a fire demon)
btw, anyone know this guild in sbi? claim stonemist everyday without any buff. pl if u read this stop claim it unless you can benefit everyone.
Lol. My guild on BG has a similar similar logo — red heart with a white beaver.
I think you guys took AB once when we were trying to claim it. And then you didnt throw out any guild buffs either
Despite the legendary im going for having the stats I want. I support this wholeheartedly.
Also if you complete the same dungeon path, or other dungeon paths too quickly, you receive less tokens.
Normal first of the day tokens: 60
Doing same path before reset: 20
Doing same path third time : 10
Doing 1 path, then another, and finishing the second path within something like 20 minutes: anywhere from 30-60 tokensWhat if only one path is viable =(
what do you mean, “viable”? The others being bugged?
bugged or impossible.
Sorrows embrace is a good example of this.
Path 1 is currently much too hard for all but the craziest of teamcomps, using perfect skill rotations and co-ordination.
Path 2 takes ages to slog through, and then apparently the final boss is bugged (confirmed bugged) to be way overtuned. My friend who tanks lupicus like it’s going out of style told me he considers the fight at least 3 times as hard.
Path 3 becomes the only path that’s actually doable without a crack team of cyborg enhanced teammates operating on hivemind ;o
I never even noticed the dye change. I logged on, and got 2 dye in 20 minutes. That’s average for me. During the halloween event I clocked 8 dye in 30 minutes. I just get metric buttloads of dye. Both pre and post nerf.
My guild has mentioned that they are getting less ecto from their rares. Guildy salvaged 20 rares with black lion kits last night and apparently only got 1 ecto. They’re all trying to convince me anet stealth nerfed the ecto rate <.<
I assume it probably takes something similar to the following
eldritch scroll
mystic coin
vial of liquid flame
giants eyesThe vial is in there because its rodgort, the eyes are because its an eye scepter thing, and the others are just typical ingredients. It would also help explain the price tag a little.
Its 100g on market, now vial requires around 150g to make, so i dont know if its actially a vial thats a component
I was almost correct! I like my recipe better
Well, I’d examine what are your reasons for getting that Legendary in the first place. Is it because you genuinely like the skin? Or is it just because you feel like you have to “keep up with the crowd”? If it’s the former, then by all means, continue to save up and slowly farm/buy the mats you need. The Legendary isn’t going anywhere, and prices may fall/stabilise again in the future, making it easier for you.
If the latter, you don’t need that Legendary in the first place then. Buy what YOU like, not what others say is cool/awesome.
And if you want a Legendary purely to get that medal on your character creation screen, then just do some research to find out which is the absolutely cheapest Legendary (hint: it’s probably going to be one of the underwater weapons), and get that.
I think the currently cheapest is actually the moot. Cheap precursor, and IIRC the gifts it needs take exactly 0 lodestones, which are the most expensive materials.
Believe what you want. First you say “double dagger is useless in dungeons”. You’re the one that brought up Lupicus. I never said it was optimal either, I said it could be done. WvW defending can mean a whole lot more than just sitting on a tower. I’m sorry if you get burst down in 5 seconds, but I rarely do.
Again you’re putting words into my mouth. I never said I use it all the time for every dungeon path or defense. I said I have done it on every path. That doesn’t mean I do it all the time. Reading comprehension much? I also mentioned that if there’s a zerg outside I will switch to staff. Again that whole reading thing. But if there’s only like 10-15 people you bet I will go outside the walls and wreck some havoc with D/D.
Staff you will get picked apart on the walls just as much as going out with d/d. You were assuming good opponents there right? Because they’re not going to let you sit up top and bombard to your heart’s delight either.
Where did I say D/D was useless in dungeons. I said if he plans to do them he should bring a staff because, and I quote “there are certain situations that you must use a ranged weapon for.” Not every situation. Not even every situation of every dungeon. But certain situations, of which lupicus is one of the easiest examples to point to. You’re the one who claimed he used D/D for every boss of every path (which means you were playing sub-par and were dragging down your team for quite a few bosses)
I play in the tier 1 bracket. I held off 30 JQ people without defensive siege with only 6 other people on the wall with me. I assure you, nuking people from the wall is cake compared to jumping down. Even in lower tier brackets, hopping down into 15 people usually means death, just about everyone has some form of immobilize or cripple. And 15 people can wreck you if ~4 of them are paying attention.
Female charr engineer.
Question? Did they remove the waypoint at the Tar boss? I know people used to drag Lupicus back there and zerg him, however that is one seriously long kitten run back.
its not removed as far as I know. It just never existed (in jotun that is)
exists in mursaat still. Exists in the other paths too, but the door wont open.
I’ve done all bosses and paths with D/D. Just because you can’t doesn’t mean someone else can. I’m not going to go and say it’s optimal for every boss fight but you can do it.
I defend forts all the time with D/D. I dont sit inside or on the walls. I go out, aoe, knock people down. Sure if its a zerg then you sit on the walls with staff, but then you’re not going to do much anyway.
Dont be bad I believe you said.
Where did I say use it 24/7? Try harder.
So in phase 1 lupicus you forced your team to stand ontop of him, with the grubs? For phase 2 you lost constant DPS everytime he shadowstepped away? IN phase 3 you had to burn 2 rolls or let him lifedrain you multiple times with his massive AOE? Either you’re lying, or you dragged your team down the entire fight.
With a staff you can wreck siege weapons with ease. With a staff you can drop meteor showers and lava fonts to pick off attackers. With D/D you drop down and get immobilized and bursted in 5 seconds. At least, in my bracket you do. Which WvWvW bracket are you in? Anywhere above bracket 4 should probably mean close to instant death if you leave the wall.
“Where did I say use it 24/7? Try harder.”
You literally JUST said you use it for every dungeon every path and WvWvW defense. Which would be every situation, unless you’re changing to staff for the sections of PvE in which D/D is actually very good <.<
Second poster is totally wrong about all those things mentioned at the start. WvW, dungeons, and heavy hitter bosses are fine as double dagger. You just have to know what you’re doing and have a good build / gear.
You can’t build glass cannon. You need some hit points / defense. How much is kind of up to you. I am comfortable with around 17k health. Some like more than that.
You NEED 10 into water for conditional removal.
10 into arcane for auras is a huge bonus as well. 20 helps get you extra vigor which is great for dodging.
10 into earth gives you armor of earth which is another good one.
You need at least 2 defensive utility skills imo to go along with d/d for WvW. Dungeons can be whatever depending on how comfortable you feel.
Arcane shield, teleport (can be used both offensively and defensive), mist form (this one is fantastic), are my favorite.
Gear is a mix of Power, Vitality, Condition Damage, Precision, Toughness in roughly that order
You dont want a full build of condition damage, but some mixed in helps a lot. D/D can reliably stack conditions on people enough to where it’s still effect in pvp. Just dont throw it all into condition.
Dungeons your first time start out with staff, then once you learn the dungeon switch to D/D. Learning it as dual dagger is kinda rough. But once you know the dungeon it’s not that bad.
D/D is one of the most complicated classes in the game, but it’s really fun and rewarding once you learn it. Good luck.
Please, D/D lupicus and get back to me.
Defend a fort with D/D. Oh wait, you cant, because none of the attacks hit people from the walls.
There are certain situations where D/D will NOT cut it. Thinking you can use them 24/7 is harmful to yourself and your teammates. Dont be a bad.
Here is how I run it with my guildies…works EVERY time and both harvesters always stay up. For this strategy you will need 2 elementalists with ice bow:
1) Have each elementalist spawn an ice bow and partner with someone, you should have 2 groups of 2 ice archers.
2) The left-over fellow can kite the mobs that get close to the harvesters, it only takes a few hits before you aggro all the lizards off of the harvesters.
3) Each ice bow group takes turns taking out each burrow using the 4 ability (should be the AOE attack). It only takes 2 shots from that attack to kill a burrow. In this way you can have a burrow done 2 secs after it spawns.tips:
-you might have to fail the first few times to get the order of the burrows correctly
-helps to do it as a guild with VOIP
If you have 2 elementalists you might as well just sit back and enjoy the fireworks.
meteor shower + lava font kills burrow 1 and 2 (have them going for different burrows)
frost bow 4 + lava font kills burrows 3 and 4
assuming someone picked them up, the other frost bow 4’s deal with the last burrows, or the ele’s can just throw down lava fonts and auto attacks until they collapse. (or if they feel like burning the elite, ive heard fiery greatsword does wonders)
No teamwork required besides keeping your elementalists and hodgins alive until the event ends.
“especially when you’re in the middle of a dungeon”
It gives you 3 hours if you’re inside a dungeon
a friend of mine went afk inside a dungeon
Popup saying 3 hours comes up.
He’s been in there since the pop-up, hasnt booted him yet, so at the very least it’s let him stay in there so far.
And this has always extended its roots into Desmina?? Or is this a bug worthy report? I’ve never seen it happen before.
Thanks!
From my understanding it does, as the effect is centered around melandru statues, of which there is a rather large one on the other side of Desmina. In the promenade of the gods. There’s meant to be this whole thing about how you need to take the cathedrals to get rid of the effects so you can actually assault arah, and blah blah blah lore ETC. But yeah, the melandru’s effect is going through the wall into desmina.
Are you planning to use this in any of the following situations? :
1. dungeons
2. WvWvW defending
3. Bosses with exceptionally strong melee attacks (risen high priest, ETC)
If so I suggest firmly that you give up now, As someone who uses D/D every chance he gets, there are certain situations that you must use a ranged weapon for. I suggest always keeping a staff on you regardless.
However if you simply want a tanky D/D ele for general pve shenanigans.
1. get a set of pow/vit/toughness gear. Easiest is probably from AC, or HoTW. You could get the SE set, but it’ll be harder.
2. Use crests of the soldier. They’re cheap, and they’ll last you until you play around a bit more and discover what you want
3. accessories are really not that important. Beryl or Ruby, your choice. Invaders if you lack money (karma bought rare ones arent so bad) or Invader exotics if you happen to have a truckload of badges of honor lying around.
4. daggers should probably be I believe it’s called knights? Power/vit/crit damage. 400 artificer I believe makes them. (maybe weaponsmith?)
5. For a trait build I recommend something like this:
30 arcana – Evasive arcana, Elemental attunement, renewing stamina
20 water – cleansing wave, and then either cantrip mastery or soothing disruption
10 earth – earths embrace
the last 10 are up to you. I personally like 10 air for quick glyphs, and the 10% movespeed.
utilities: Arcane shield, armor of earth, lightning flash, mist form. Learn to love these 4, they’ll be on your bar quite a lot. I usually switch out lightning flash and armor of earth as needed. (Depending on which is more important, mobility or stability) Glyph of renewal is also pretty ok in niche situations.
General combat advice:
You are still squishy. Learn to accept that
Switching to water removes a condition. Rolling also removes a condition. You can do this every 10 seconds. Keep that in mind
Attuning also grants you boons. earth is protection. Use that often.
Attuning gives fury too, use that to get crits to trigger renewing stamina, Vigor is powerful, especially when you get bonus effects as you roll.
Evasive arcana can proc combo fields even when on the 10 second cooldown. Using ring of fire and rolling into it twice in a row for example, will give 6 stacks of might, rather than the expected 3.
You will probably want to turn off melee assistance. Walking through monsters is invaluable.
“cursed statue of melandru”
Temple of verdance is currently owned by the risen. Retake it to get rid of it.
Also if you complete the same dungeon path, or other dungeon paths too quickly, you receive less tokens.
Normal first of the day tokens: 60
Doing same path before reset: 20
Doing same path third time : 10
Doing 1 path, then another, and finishing the second path within something like 20 minutes: anywhere from 30-60 tokensWhat if only one path is viable =(
well… good luck.
Also if you complete the same dungeon path, or other dungeon paths too quickly, you receive less tokens.
Normal first of the day tokens: 60
Doing same path before reset: 20
Doing same path third time : 10
Doing 1 path, then another, and finishing the second path within something like 20 minutes: anywhere from 30-60 tokens
actually, in my understanding, you enter it if you choose to observe/help the grawl during your story mission. Likewise with that one place behind the gate in the ascalonian area (ogres) and the skritt den area in harathi. However you get map credit for it by simply hugging the gate.
if you already have ulukks hunger on your map, then you dont need to go inside.
You are most likely missing area’s in timberline.
the ele elites are absolutely bloody terrible.
110% bad.
I would kill to be able to put another utility on that slot. Then I would actually have something worthwhile on there.
the leap attack that leaps FORWARD
Hits people who are a good 5ft behind the scavenger.
Spiders who auto attack an object can hit people at least 10ft away. (path 2 arah)
If a destroyer crabling has started his attack animation, he will hit you unless you roll as it finishes.
Undead claws can hit me when im a good 20ft behind them.
Hitboxes are weird.
thief and guardian both get better armor (medium and heavy respectively)
The other classes using light armor are mesmer and necro, who get middle and high hp respectively.
Elementalist is the only class with the lowest hp and armor.
the “tradeoff” is supposed to be our 20 normal skills compared to most other classes 11 or so.
I play charr, sylvari and asura.
There’s a certain jump in the EBG jump puzzle, which I try to do almost daily on all 3 characters. On my charr I get it maybe 1/10 times unless I use swiftness. I jump from about the same place, at the same angle, ETC. 1/10 times. I have yet to fail it on my sylvari or asura, even without swiftness.
Asura is slightly harder than sylvari due to asurans jumping twice their own height. But even then they’re both easier than charr (imo)
Just did this, NPC died all the time (even in end boss) and door still opened.
Ive been told its when the NPC dies to the fire AFTER the final boss is dead. Or something.
there are/have been several wars on. Old people just dont live like they used to.
each character may open the jump puzzle chests once a day.
jump puzzle chests reset when the server does. Any patch or maint will also refresh your chests.
The straight answer is: apparently, destroying the structural integrity of the ship renders it unusable. It’s sort of like shooting zombies in the head. They don’t have brains, but it seems to work anyway.
The real answer: they aren’t worth karma, silver or exp afloat.
Actually, they’re only worth karma silver and exp while afloat. As soon as they’re sunken they’re worthless to every player in the zone ;o
It’d be nice to see it fixed, just so I can be done with the achievement for Arah.
Done all of the paths except this one, due to bug. I want my Dungeon Master Title
go with a group.
Once lupicus is dead everyone spread out
find who the NPC is following
have them start doing loops of the lupicus room so the NPC continues to follow them
everyone else runs ahead and downs the final boss (you can quite literally solo him. So unless the NPC is following you, then this shouldnt be an issue)
Stargazer dies, the NPC teleports from lupicus room to the end of the dungeon and opens the door. Everyone strolls inside, gets the reward, checks out the neat stars through the telescope and goes home happy.
lupicus is usually focusing 1 specific person. If that person leaves his aggro, and his aggro is not instantly (literally instantly) regained, he’ll reset.
This happens most to me when someone stealths my friend (who is usually the lupicus target)
Try bringing a necro along, their bleeds usually prevent lupicus from ever resetting as long as the necro is alive.
Oh and ive never seen a lupicus reset in phase 3, so I dunno whats going on there if that’s the case.
any other classes that has this insane speed?
(so that whenever i see them i would not dare chase them ahahah)
I’ve heard thieves have a pretty kitten high run speed due to a passive they use. Also the stealths and the shadowsteps, just ugh, if you have to try catching a thief.
Guild leader of mine put in over 600 hours into his ele. He got dungeon master on that elementalist. He used to run a full tank set for things like arah.
He switches to guardian. Puts maybe 50 hours into it. Levels it via crafting, gets it full exotics straight away via dungeon tokens, buys the accessories, ETC. 50 hours.
I’ve never seen him die in Arah on that guardian. Not even when facetanking lupicus for the entire fight (which happens every time we fight lupicus now, as lupi likes to 100% focus him)
The fact is, guardian has better natural armor, and imo better survivability. They have comparable levels of heals, but guardians also have access to aegis, which is godmode for bosses like lupicus who focus on very strong single hits.
If you feel like your elementalist survives better than your guardian that’s great. But I would look into it more. Perhaps you’re playing your guardian quite differently. Does your guardian have comparable gear (tanky? ETC) do you stick to melee range with guardian and then range with ele (Greatsword vs staff, ETC) Do you equip survivability utilities on your guardian and use them often? And lastly, does your guardian get focused more than your ele? (In my previous example of lupicus he constantly targets my guild leader. This is because lupicus aggro means he likes to go for the person with highest toughness. You may find your ele survives longer simply because stuff is tending to ignore you)
I’m not trying to say elementalist cant be tanky. For the longest time I would find myself as the last one alive when doing dungeons. But more tanky than a guardian? Im not buying that one. I’ve seen some pretty kitten tanky guardians, and they put anything my class can do to shame.
You completely missed my point, didn’t you?
I dont think you quite understand.
For starters anecdotal evidence isnt really evidence.
Secondly the change to jormag is as far as I understand increasing his spawn timer, not a change to the loot he drops. Your comment about his loot being “buffed” is inconsequential because the loot isnt what was changed.
I did make a lore post about this a while ago. We discussed it and concluded that he was either the 6th elder dragon (as the skill is rock based rather than water based. And the crucible has a zone dedicated to fauna such as plants or earth)
Or, he’s simply a champion of an elder dragon, most likely primordius.
The odds that he’s the deep sea dragon seem very low to me.
I do it with ele just fine. Ride the lightning, lightning flash, mist form, armor of earth. 3 Stunbreaks, 1 of which makes you invulnerable for mining, and a pretty large speedboost. Chain that with updraft for swiftness on the go, and you’re zipping around orr no problem.
Also spec into water so you can remove 2 conditions every 10 seconds by pressing f2 and then rolling forward. It helps.
I think there are traits that can give you an additional speed boost, like the Elementalist’s traits that makes them faster the longer they are attuned to air magic and the 10% speed boost while in air attunement. While Swiftness is capped at 33%, these traits are not “swiftness” they are passive speed enhancements.
I think using all the speed traits plus swiftness an elementalist can get around a 60-80% speed boost in total.
*edit: and I forgot, they also have a trait for 20% more while wielding daggers too. >.< Eles can get some serious speed.
15%.
It’s
10% while attuned to air
up to 25% while attuned to air (this one ive heard is bugged and only gives 10% though)
10% with signet of air passive
and 15% with windborne dagger from the arcana trait.
Then ele has swiftness, and ride the lightning (which moves faster than even swiftness)
Ive seen an elementalist solo sorrows embrace path 3 ;o
A duo is pretty impressive though.