I meant the ascended materials
You mean the ascended ingots/cloth/wood/leather? Unfortunately crafting those are limited to 1 per day each, unless you splurge on the TP. The final daily reward box will have the option to get some, but it’ll be a random selection.
There are also non-crafting ways to get ascended stuff. They all take time, effort, money and/or luck.
Collections, fractals, boss drops (Teq and Triple Trouble)
Chak Driver Defeated-No Mastery Point?
in Guild Wars 2: Heart of Thorns
Posted by: onevstheworld.2419
But he received the award chest, so his participation was registered. It sounds unlikely that the game would use different participation timers for chest and mastery point. I’m not sure about this encounter has any distance limits, but I’m sure I’ve WP’d across maps before and still got karma/gold rewards from events I tagged, and I can’t see this as being any different.
It’s probably worth sending in a support ticket/bug report.
Shoot, I meant to link this https://www.gw2bltc.com/
Not the wiki
Yes and yes, unfortunately
Have you tried the 64 bit client?
What I would give to see your teammates’ faces when you ping your gear…
Another way to get “a bad map” is to join a Teq map late. In my case, Teq started at 7PM my time and I zoned into Sparkfly Fen (no taxi) at 7:04.
It was a less populated map and people were struggling, but wasn’t so bad that it was an early fail. We got to the first burn phase and Teq woke up and attacked after the stun; shortly after, the whirlpools formed and I was sucked down (was standing near his leg).
Definitely works. I did the same thing and ended up being sucked in 3 times, first during the initial stun, then during the next 2 burn phases.
Doesn’t make sense… you say you have enough gold for ascended, yet you complain you can’t afford the materials. How much IS you budget?
The following costs are approximate for Berserker stats, AND crafting all your ascended materials instead of buying them:
An ascended weapon costs 80-100g.
Each ascended armor piece costs 100g+, so 600g++ for all 6 pieces. (for light & medium armor, heavy is a little less)
And you have to factor in the cost of getting your crafting level to 500.
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All infinitely repeatable achievements are subject to an AP cap; the salvaging one, and perhaps the dungeon running one are other examples of previously uncapped achievements. (Correct me if I’m wrong).
It’s Anet’s decision that the value of other non-repeating achievements should not be devalued/diluted by the infinitely repeating ones. APs do give you rewards after all, thus do have value other than pure bragging rights. To give an extreme perspective to the argument; how is cutting down a few trees and looking at pretty scenery an “achievement” that is worth double that of killing 100 giants?
Another route Anet could have taken is to have no cap, but an exponentially increasing curve. i.e. the first few hundred AP are easy to get (10 AP per daily) but get progressively harder as you do more dailies (e.g. 1 AP for each calendar week of dailies completed at the top tier). Would you prefer a system like that?
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Hm, ok. Guess I’ll have to find a video guide on how to get to the four areas.
I have all the movement based traits unlocked, hang gliding, mushroom, etc, so I’m good there. And I’m a mesmer
For the more dangerous areas, I suppose I can trait for a heavy stealth build.
I just reread my statement about spider, and it is a bit misleading. I should have wrote something along the lines of:
“Spider needs lay line gliding, or a mesmer with ley line gliding to port you up.”
OP,
Anet have been doing this with all new/revamped world bosses (Silverwastes, Teq, Wurm and Shatterer) as well as the HoT meta bosses. Their mechanics require that the zerg split up. Based on that pattern, I would guess all future bosses would too.
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Regarding whether HoT is overpriced or if you should get it, that’s a matter of personal opinion. The story is short… around the length of a living world season, but better written. And the general difficulty level is higher, which a lot of people complain about, but prior to the expansion, many were complaining that core Tyria wasn’t difficult enough… guess Anet can’t win.
Since HoT has come out, I’ve completed the new story, completed the 4 new map events multiple times, got the elite specs on 7 classes, equipped 1 toon with full ascended, crafted 1 legendary weapon, got almost all the new masteries, attempted the raids, played in the ranked sPvP season, got my fractal level from 20s to 70s, and helped my guild set up the guild hall. I got my $50 worth.
Edit: DeanBB is right about holding off until level cap. You can enter HoT maps at low levels but mobs hit hard in HoT, so survival is questionable. You need to finish a short story instance to enter (don’t even need any personal story completion). Being level 80 is also required before you can gain mastery XP and start your elite spec.
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You’re no longer on a low pop server… everyone is on the almighty megaserver. So effectively anyone can play with anyone else regardless of server choice (with the exception of NA vs EU servers). The game now creates extra instances of the same map if reaches population cap and culls these extra maps when there are fewer players around. There only time your server matters is in WvW now. There are still tons of players in the maps, they congregate around world bosses (who are now on universal timers now).
Submit a support ticket.
But in all honestly, I wouldn’t stress about it too much. When I was leveling my various chars, it wasn’t unusual for most of my equipment to be 5-10 levels below my current level, and I wasn’t particularly disadvantaged by it. As opposed to some other MMOs (WoW I’m looking at you), in GW2 skill>>>gear. Something better will drop for you in no time and that amulet either becomes salvage material or a nostalgic memento.
It’s their ranked sPvP level from the season that just finished. Highest is V.
Spiders and tigers area are reasonably safe. And I usually find I can complete the Saurian/smokescale area, but I do run a guardian, so I block to prevent my pod opening from being interrupted. If I didn’t have the time to complete all 4 areas, I normally skip mushrooms because 1/3 of the pods spawn on the lower area with the champ, and that’s a total death trap.
Best advice I was ever given was to bring a set of defensive armor for the pod farm (I use Knight’s), Zerk is no fun here.
Legendary crafting was never designed as a cheap way to get an older legendary, just a more predictable way. Before that, you’d be spending all your time buying exotic staves and tossing them into the toilet.
That said, the wiki is quite confusing when it comes to legendary crafting because it doesn’t present the mats you need for the whole process in a readable manner. http://wiki.guildwars2.com/ gives a better summary of this.
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I think it’ll be a nice guild hall addition. With how the upgrade system is set up, you could design dummies with increasing features as you upgraded them. For example: moving targets to simulate moving out of aoe and effects of torment, knock back attacks to simulate dodging and confusion, large and small hit boxes. And ultimately they can be skinned, and you have your own pet Gorsy
30-40 ores are a reasonable number to expect once you learn how to get to the 4 main pod areas; saurian, spiders, tigers and mushrooms. The large arrows give you a general idea where to go. It’s hard to describe exactly how to get to each area, easier to just find a video guide.
Spiders needs lay line gliding or a mesmer. Saurian needs up draft and jumping mushrooms. Mushroom needs basic gliding and jumping mushrooms. Tiger does not need anything.
Why Dragon Stand is a Pain in the kitten
in Guild Wars 2: Heart of Thorns
Posted by: onevstheworld.2419
What about the map design itself? Running around in endless circles again and again and again. Somebody will make a mistake at some point and you will have to continue running around and around until frustration, boredom and tedium keep rising and more people start screwing up. Then it’s the “blame people” phase and then everyone leaves. I don’t know who can possibly find that fun.
Sounds like you are describing the blighting towers phase. That is a bit different. Has anyone actually tried just splitting into 4 groups? I haven’t seen any map do that but I wasn’t around when people were first figuring things out.
It was done in the early days.
Requires 5-10 good players at each of the 3 preservers, and everyone else at boss. Some runs had a team in the poison pit to control mobs at the source. Unfortunately the mobs are very sensitive to scaling (notice the insane number of mobs during circle start) so if extra people join the preserver groups, the mobs scale to the point it becomes impossible to keep preservers away. Its challenging but do-able by a large, disciplined guild but you only need a few clueless pugs to turn that encounter into a very frustrating exercise.
Now that interest in DS has waned and fewer guilds are able to motivate enough members, I don’t know of anyone who does this strat on a regular basis. Also there were regular map chat arguments because there’s always the random person who didn’t agree with or understand the strat.
Circle strat is easier to teach and requires less skill and coordination. It works because the preservers are on a consistent re-spawn timer, hence the need to “reset” when it all falls apart.
Unless Anet changes the fight (e.g randomizing preserver spawn timer/order), I doubt anyone will go back to the 4 group strat.
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Going back to your original question: $500 is a decent budget for a monitor (I’m assuming USD here), for example:
http://www.amazon.com/Dell-Monitor-P2415Q-24-Inch-LED-Lit/dp/B00PC9HFNY/ref=sr_1_2?s=pc&ie=UTF8&qid=1455530130&sr=1-2&keywords=4k+monitor
Most mainstream brands (Asus, Dell, Benq, Acer, AOC, Samsung, LG) have pretty good QA nowadays and give zero dead pixel guarantees. You can also get imported lesser-brand LCDs (seems to be mostly from Korea) for cheaper but the QA is less stringent and may not come with the same guarantee. I don’t have first-hand experience with these, but google will be able to help.
Go look at http://www.tftcentral.co.uk/ I’ve found them the most comprehensive site for reviews.
What open world PvE are you having trouble with? My assumption would be the HoT hero point champions. I run my zerk GS/LB guardian everywhere… I just pick my fights carefully and not try to fight my way through everything. And for the unavoidable mobs like the hero points, I just ask map chat for help or join a HP train.
One specific situation I do change my build: the “every man for himself” DS noxious pod farm. Always got wrecked in my glass cannon build, so now I carry around exotic knight’s armor for the occasion.
Why do you say your monitor can’t run dual monitors? Does it say so in the manual?
I’ve run dual monitors on both ATI HD 5770 and nVidia 560Ti, both 2-3 generations behind your card. And I use them much like what you are describing. My bigger, higher resolution screen I use for fullscreen gaming. And I recycled my old screen (lower resolution) to become a browser/youtube screen while I gamed.
It’s easy for any GPU to run 2 screens if it’s just a desktop (if you’re old enough to remember when Matrox was a thing, you’d understand). Multi-monitor gaming is when you need a beefy GPU.
An easy test if you can output 2 monitors: Plug your TV and monitor in at the same time and see what you get. You may need to adjust your display settings, but Windows 7 and 10 both behaved on my setup.
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As a mechanic, it’s a bit weird. They’ve already have a daily login reward system, so it’s not clear what a monthly login reward is meant to achieve. They could given us the same backpiece as a reward for some other activity (either new or existing).
That said, as long as this didn’t take any resources from improving the rest of the game, I don’t mind.
You aren’t not forced to use the elite spec’s weapons, the staff tempest is still the PvE damage meta for ele. I don’t pay engi enough to make comment on that class.
An elite spec consists of 3 things; a new class mechanic, a new trait line and a new weapon. You can’t take an elite without taking the 1st two, but your primary concern, the weapon, is completely optional. Some weapons add a lot to the experience, others not so much. In terms of the ele, the new mechanic (Overload) is why many players take the spec, NOT the warhorn.
If you’re waiting for ele/engi weapon swap to become a thing, it’ll probably be a long wait… maybe GW2: Return to Cantha even. My advice is to actually get to level 80, max out your elite spec and try it out before passing judgement.
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https://forum-en.gw2archive.eu/forum/game/players/IPS-or-144Hz-monitor/first#post5973973
A bunch of the new monitor tech was discussed here
Now I must stop. I need to eat or else I will die.
Likewise.
Btw, can I trade you a Degree of Economics (University of onevstheworld) for a Degree of Economics (University of DGraves)? It’ll look good on your CV.
A misunderstanding is not an accident or an eventuality in the same sense.
Parable of the broken window applies when it is said that soulbound items are good for economy. As the shopkeeper has to buy another window to replace the broken one, so must we buy another item because soulbinding makes them useless.
That analogy doesn’t apply to soulbinding. The shopkeeper is forced to get a new window otherwise rain/rats/little children will invade his shop. Your soulbound item is still perfectly usable, so you can go on killing and looting without ever needing to buy a replacement.
You realize that on an ele, your request means you’re going from a 20-skill weapon toolbox to a 40-skill toolbox. Most other classes only have a 10-skill weapon toolbox and their play-styles are just as deep.
Complexity to encourage more gameplay depth is good, but complexity for complexity’s sake isn’t.
Btw, if you’re concerned re: play-stlye, elite specs improve/extend existing play-styles. Only the druid changes the ranger’s play-style in a dramatic way.
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lol… I hope it wasn’t Anet who funded these guys for 25 years.
Well said DGraves.
Regarding the value of time, the fact that impatient players pay for their elonian squares gives time value. It is more valuable than it’s component parts, so at least some of that difference has to be attributed to time.
On a deeper level, I would also argue basically everything in a virtual economy is valued based on its acquisition time.
Someone running across Tyria mining iron: mining tool + WP + time. The gold for the tools and WPs come from doing various things in-game; thus time + time + time
Someone doing Silverwastes farm: shovels + time, and since shovels are earned by doing events; time + time
I’m ignoring any armor/weapon costs for the sake of simplicity, but they too are earned by doing stuff or earning gold.
In a closed MMO economy, I would argue that time is the ONLY thing that determines the creation of resources, hence making time valuable. Once you factor in supply consumption (i.e. crafting, etc) and player demand, you end up with the final market price of an item.
NB: Gems and other items bought with real world money means it is no longer a closed system. That creates a link between the real economy and the MMO economy. Thinking about that hurts my head too much, so I’m not going to
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In any industry, regardless of performance, you’ll get more complaints than compliments. People have motivation to lodge a complaint.
Dragon's Stand: Client crash or disconnect
in Guild Wars 2: Heart of Thorns
Posted by: onevstheworld.2419
Just a few ideas for everyone who is consistently crashing:
64-bit client?
Turn graphics to “Best performance”?
Some other factor?
- Poor internet connection/settings
- Poor wi-fi/ethernet connection/settings
- Overheating/failing/faulty hardware (CPU, GPU, RAM, MB, power supply)
- Corrupted game files
- Outdated/buggy drivers
- Software conflicts
- Rats in your computer https://www.pinterest.com/pin/84442561736593349/
Not everyone is crashing to that degree, so I think factors other than Anet’s client and servers need to be ruled out.
I do agree Anet needs some way to allow crashed players to return to map and retain participation.
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lol… I’m really enjoying this discussion. I wish there was a way to break it off into its own thread and earn an economics degree too :P
You also need to factor a major source of demand that does not exist in real life:
NPC vendors who have an infinite currency supply and will pay a fixed amount for items regardless of demand.
These guys give value to otherwise worthless items, and are a source of infinite currency. In isolation, these guys create a huge problem, but other checks and balances keep that from happening.
“I can’t even imagine what an economy of infinite resources and infinite currency looks like, so I’m not even going to try.”
This is one.
There is no scarcity within MMOs for the most part, that is to say, all items you require to play the game can be bought within the game itself and all of these items are infinitely produced by the game itself. The value of all items including the currency is de facto zero. So how do prices arise?
Buyers. That’s how. In a truly competitive market, I.E. an MMO for example, you have people willing to pay X currency, which has no worth, for X convenience, which has worth; the thing is in a truly competitive market the selling price and the buying price are rarely far apart for very long and furthermore the selling and buying prices are not based on scarcity but popularity.
In real life if you were starving an item of food costing normally $1 would be worth $10 to you if offered at that price because you need it. In a game other than pure impatience you can wait indefinitely for a price to come down and prices tend to over time lower. They just always do. Even with price spikes due to new content and uses they always drift south.
This also breaks into the law of supply and demand a little bit because unlike real-life where supply is controlled by demand in MMOs demand is actually controlled by supply, that is to say if there were 10,000 Eternity on the market it would be worthless (not “worth less”) to acquire because everyone has one and the goal is to have something others do not meanwhile if there were only 3 of said super rare weapon skin it’s worth an incredible amount simply because of it’s rarity. However it’s rarity is not equivalent to it’s scarcity. It can be acquired by others infinitely by doing whatever is required but they just don’t want to.
This means that GW2 has a “service” market, not a “goods” market, in which people pay for the convenience, not the actual rights, to the items bought. Gold sinks exist specifically because of this reality; gold is worthless so giving gold value by diminishing it constantly means that items have a boost in value despite also having an equivalent value of natural zero.
Fun stuff.
I think you misunderstood my point.
I was defending soul/account binding as a method of supply control, and used unlimited resources as an extreme example. In that example I also pointed out that soulbinding works because you cannot recover 100% of your original materials by salvaging.
I said if there was no method to control supply of resources, then resources would be infinite and worthless. However, soul and account binding is one of the major methods Anet uses to do this. Gold/karma/token sinks achieve the same thing for currencies. And time-gated items follow the same principle to put a value on time.
Thus by putting in these systems Anet is trying to replicate a real life economy where material, currency and time all have a value. This then enables prices to rise and fall depending on supply and demand.
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lol… this thread has become interesting in an incredibly nerdy way.
In reference to soul/account binding, there is a real economic impact. It is true that you can salvage a bound exotic item and resell it’s constituent parts, but those parts are less than the whole, thus removing these constituent parts from the economy. E.g. if you crafted and item then salvaged it, then wanted to craft that same item again, that results in a net loss of resources. Those teeth you used are gone forever and never traded for scales. Legendaries are even better as resource sinks… they cost x100s more than exotics and once crafted there is very little reason to salvage it, thus removing ALL materials from the economy. Ascended falls somewhere in the middle.
It is true that account binding is less effective than soul binding in this respect, but look what items are account bound. Each item removes a large amount of resources (mats, time, laurels, etc) but effectively return zero when salvaged. E.g. an exotic weapon that costs 5g in material to craft may return 10-20s of tradable resources when salvaged, whereas an equivalent ascended costs 80-100g to craft and then would only return a similar amount of tradable resources (you cannot consider non-tradables even if they are valuable like Balls of Dark Energy because there is no way for you to unlock that value on the market)
Why is this a good thing? It prevents deflation. Imagine a game where all your resources are endlessly recycled. Because there is no cap on resource generation (i.e. Tyria will never run out of iron nodes, whereas the real world can exhaust iron mines), this results in infinite resources. How much is a resource worth if there is infinite supply? Zero.
Notice I didn’t mention gold (the currency). My above scenario applies to a resource unlimited, gold limited world (i.e. gold sinks still exist). In MMO world, vendors pay a fixed amount for your resources regardless of the player economy. Thus in this world, unless the gold sinks are very large; infinite resources = infinite currency. I can’t even imagine what an economy of infinite resources and infinite currency looks like, so I’m not even going to try
Ah the good old broken window parable:
https://en.wikipedia.org/wiki/Parable_of_the_broken_window
That’s only applicable in a world of limited resources.
In a world where animals poop out swords and pants when killed, then are magically replaced by an exact clone 3 mins later, this doesn’t quite work.
Oh… and those swords and pants can be repaired to new at no monetary or material cost, thus lasting forever.
It stops the market being flooded with hand-me-downs, otherwise all the weapons and armor that you put up for sale on the TP would be worthless.
Equipment is not soulbound when crafted. Only happens when a toon equips the item. I can’t recall if putting a sigil in soulbinds or accountbinds an item. Either way, there should have been a pop-up warning you that you’re about to soulbind an item. Put in a support ticket.
Onevstheworld – Can I ask why you are using an alt to store the rings? They’re not sellable and only infused are worth keeping afaik?
lol… good question.
I’ve got the space, so I figure why not. Once it is full I’ll have to start culling them. I’ll probably salvage the infused rings, but it seems such a shame to vendor the others.
Since you mentioned laurels, you do realize that you can get ascended trinkets cheaper than from the standard laurel vendor, right?
Amulets – fewer laurels + WvW tokens from the WvW laurel vendor
Rings – as above; plus pristine fractal relics; plus they drop like crazy in fractals (honestly, once I started doing the mid-tier fractals, I was able to equip my 7 other alts with rings, and I’ve got an alt dedicated to storing ascended rings)
Accessories – gold + guild commendations from the guild commendation trader
Thank you for your answers, it helps a lot. Specifically, Sacrificial Savior – Save Grawls, defeat the Grawl Shaman in the Volcanic fractal and Homeland Re-claimer – Help the Charr reclaim their homeland in the Urban Battleground fractal.
So here I was, never even running one once, being told I couldn’t run any yet. I’ll have to see then if those are the higher number fractals. Just knowing that the 1-20 fractals are something that I CAN do, without making myself a “carry” which I won’t do, if I try hard enough is a good start then.
Don’t bother with AR if you don’t intend to do fractals after getting your collection items, all fractals except solid ocean and mai trihn have a <20 version. That said, do your collection items need a specific level? i.e. “Urban Battlegrounds” vs “level X Urban Battlegrounds”? I know the legendary backpiece collection does have level requirements (the description will mention it), didn’t notice anything like that when doing Dusk’s collections so I’m guessing you don’t need to worry about it.
The info you’re quoting is the higher level fractals, under 20s are easy. From a difficulty stand point you can do high level fractals with exotics, it’s just you’ll run out of AR slots on your trinkets to achieve enough AR to survive.
Look at http://gw2dungeons.net/ . It details each fractal encounter so you’ll at least know what to expect before going in.
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Look for the red stars in your achievement panel
whats the fastest way to get hero point
in Guild Wars 2: Heart of Thorns
Posted by: onevstheworld.2419
Just do the HoT hero points, they give 10 points at a time. Dulfy lists the ones you can solo, and during prime time there’s usually people you can ask to help for the ones that you can’t. You’ll need to gain XP and mastery points from the HoT maps anyway for gliding, mushrooms, etc.
I recently finished the elites for my ele, mes and rev within a week using purely HoT HPs. Prior to that I finished my guard, necro and ranger with a combination of methods. You may be initially frustrated because the maps are so complex, but once your 1st character is done out, the rest get easier.
I did try notarized scrolls… found it a more convenient way to do map completion in core Tyria.
Your core game is still more functional than F2P accounts. But, it is a generous F2P relative to other MMOs.
http://help.guildwars2.com/entries/95982157-Account-types-Free-Core-HoT
The only concession made to existing players was the extra character slot if you had pre-ordered, no monetary discount. So yeah, $49.99 is the only option.
Pre-patch TD Nuhoc lane. I had 1 kill prior to the Nuhoc nodule spawn “fix”, and 4-5 kills after that, but prior to the Nuhoc scaling “fix”. Despite the frustration of the failures, each success was meaningful. Modern TD feels hollow when a semi-organized pug can kill Nuhoc in phase 1.
There are “cooling pads” for laptops… not sure how effective they are, but they make sense in theory:
http://www.newegg.com/Product/Product.aspx?Item=N82E16834992913&cm_re=laptop_cooling-_-34-992-913-_-Product
I personally like MMO mice… my GW2 control setup is a Razer Orbweaver plus Corsair M90.
Have fun with your new baby
for each break bar, he will bite the island about 5 (4?) times before you lose the opportunity to stop him from eating it. he nibbles for about 20 secs, during which a break bar is active. as soon as you break him, he stops biting, recoils, and starts the next break bar. the first couple bites only take 5-10 secs to happen, so if you delay ccing until hes bitten 3-4 times, it takes longer for the entire phase to cycle (about 1 minute instead of 30 secs). he repeats his nibbling up to 3 times, and assuming the bar gets busted each time, he will munch on the island some more and then break half off.
you want this phase to last as long as possible so people can bring mortars. mortars deal about 5% of his hp in damage, whereas the entire 60-100 man zerg 1ing his face might deal as much damage throughout the entire phase as 2 mortar hits. so the more mortars that hit him, the faster he dies. it simply takes time to run/wp/glide from the mortar choppa to the mouth.
I think you are overselling the bombs.
It’s only a bit over 84k per hit. It might out damage an individual’s damage from attacking but not likely to out damage the combined damage from the zerg.
Are you sure they’re only 84k damage per hit? A good bomb run deals far more damage than the zerg can do with weapons alone.
Every time I’ve checked it was around 84k according to the combat log. Doesn’t seem like it deals multiple hits per bomb either. I haven’t check the weapon damage on the head but to the body section it is at least 1k per swing.
Despite my comments re: how good bomb runs make a difference, I do notice similar numbers too. An interesting comparison is if anyone knows of a map where the whole zerg tried to DPS MoM down in a single non-bomb phase.
Are you sure they’re only 84k damage per hit? A good bomb run deals far more damage than the zerg can do with weapons alone.
I have to agree… based on my experience, an average bomb run damages for 25-30%. The best run I’ve been on, the bombs and mouth spawned on adjacent islands. That 1 bomb phase caused >95% damage and the whole boss battle was <10 mins. In maps where the bomb runs are poor, the fight drags on for significantly longer.
Also the mechanics mean that you can’t zerg any one phase without risking the flowers destroying a bunch of islands while everyone is trying to get back.
The general agreement is “slow CC” means breaking him after the third bite.
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