I believe it’s a timer yes. As soon as she gets to 50% HP, Simin will enter phase 2, where she hides every minute regardless of how fast you put the sparks. So the quicker you put the sparks, the longer Simin will remain visible.
Note however if the minute passes and Simin’s health is over 50%, then she will be back to phase 1. Which means that you’ll need to brign her down to 50% HP again to get her in phase 2.
What is it with some players that care so much how others play this game? If you get the title, than you deserve it, regardless of how you got it: paying or playing.
What is the point of buying out a title?
Hmm, dungeons are designed to “not” be doable by everyone? Did I miss the memo by Anet?
Apparently, you did.
“Dungeons are huge, private adventure areas that only teams of high-level players dare explore. "
Feel free to see how they do not pitch their Dungeons as a Come one and All. https://www.guildwars2.com/en/the-game/dungeons/
I’m I missing something? Where does it says that dungeons are “not” doable by everyone? Or are you saying that leveling a character is not doable by everyone?
you guys are honestly equating the difficulty of a dungeon to the difficulty of WvW kills, underwater slayers, and gatherer? ROFL!!!
seriously. i failed my first attempt at CM today. you know what i did to go cool down from my frustration? KILLED TWO DRAGONS.
something is askew somewhere.
i would gladly take 50 monthly kills in WvW over needing to do dungeons for my monthly.
I much prefer doing dungeons than 50 WvW kills.
Monthlies are not required. This isn’t a job, it’s a game. Play for your enjoyment not to chase gear or achievements.
Good hunting!
This. And not to mention some of the dungeons are easily doable even for casual players. I’ve already done that part of the Monthly and I wasn’t even trying.
EDIT: Okay apparently you have to melee the air when dwayna goes invisible to slow down the heal. Really ANet? Really? Is that your idea of fun dungeon? To the people with superirority complex … is this your “awareness” ? Really? Swinging in the air like brainless monkey while 1 person does the sparks. LOOOOL you must be gods to ever come up with that tactic
IMO Magg defense requires more wits than Dwayna …
This has been fixed months ago. You can no longer damage her while she is invisible.
I didn’t realize there was a dress code for this. Next time I’ll be sure to suit up!
My team tried Simin last night.
However, Simin always vanished at 50% .
My team tried it and then Simin would vanish every single time she hit 50% (regardless of how long we took)Is it a bug?
It’s not a bug. When Simin hits 50% a 1 minute timer will start. So you have 1 minute to put the sparks and bring Simin’s health bellow 50%. If the minute has passed and Simin’s health is still over 50%, then she will hide again when you bring her down to 50%.
It was a struggle, but we did it!
Thanks all to those who came with.
Cheers!
(edited by pdfrod.1948)
Why would you want to fix an encounter designed to require more than just DPS? It sounds like it is the one encounter that works right to me.
It is not running the sparks that people complain about, it is the ridiculous amount of regen while she is stealth that people complain about.
Using OP terms, after phase 1 of the fight you need EXTREME DPS to get her low enough to even have a chance at killing her after the second spark run. It is a insane DPS check. One that is not needed. It would be fine if they just made the regen slower. Not every class can crit for a easy 12-20k like a warrior.
Unless the group is comprised of nothing but warriors this encounter is a nightmare.
I just tired to help some of my in game friends get their dungeon title. This is the path they have not completed yet. They are good players. It was a well meshed group. The only downfall to our group is we play defensively. So after phase 1, we would chop off another 15% of her health before she would stealth. She can easily heal that in around 15 seconds (if not sooner).
So we got stuck on a infinite loop. Not because we lack the skill. Only due to lack of dps.
The Group: 2 Warriors, Guardian, 2 Elementalists
See, individuals like you totally screw up people’s perception of the boss. Guess what, you were doing it wrong.
We did it with 2 thiefs, 1 Mesmer, 1 ele (not specced full dps) and me, a guardian, with 1400 healing power.
She healed five times and we killed her. She doesn’t heal too fast, you just need people to learn how to kite sparks in faster.
Each time we would get her lower and lower.
It was a blast0 warriors.
You have a completely warped view of how this should be. The developers do nothing but stress that a player should be able to play however they want to. This means that a boss such as Simin where a DPS re spec and re-gear should be unnecessary. Why should they stress such matters such as play style equality but then have a boss where obviously only warriors have the least issue. Understand what you’re saying. My group was 2 Rangers(Full DPS,Glass Cannon), 2 Guards(Full DPS, Re-spec), Mesmer(Full DPS). Any of us who weren’t in DPS re-specced for it so that we could make up the damage but not only did it still not work because of this broken boss but we all felt like kitten playing like characters we didn’t want to play as. Why tell me to play the way I want the whole game but require me to me a meathead for a boss.
The problem with most groups isn’t their lack of DPS, is that they are terrible with sparks. Look at the other thread and see how a group of 4 DPS warriors + mesmer failed at it. And both times I’ve done this, I didn’t have any warrior in my group.
One of the most challenging paths before the update, is now possibly one of the easiest:
There were even a couple times that she’d only appear for about 10 seconds and heal 20% of her hp.
I’ve seen a lot of videos of this fight, and when Simin appears for a short duration it’s always because the group took too long to put the sparks. If the group takes 50 seconds to put the sparks, then yes Simin only shows for 10 seconds.
Not to my knowledge. I believe the way it works is something along the lines of the instance you were in is utilizing the old build, hence why new build players cannot enter.
This. If I remember correctly, a dev said that players with different builds can’t play together (but can chat).
It’s best to avoid doing dungeons altogether when you know there’s an update coming (of course we rarely do know when it’s coming).
I disagree that Simin needs to be nerfed. This is the last dungeon, so it should be hard. A lot of people have managed to do it, so it’s definitely not impossibly hard.
Something must have gone really bad for a team of 3 DPS warriors failing to do it. I did it with a team of 3 Guardian and 0 Warriors (and I think I was the only Guardian specced for damage).
Here’s a tip some you may have missed: when Simin gets to 50% a 1 minute timer is set. When this timer expires, Simin will hide again and another 1 minute timer is set. This means you have 1 minute to put the sparks and DPS as hard as you can. The longer you take to put the sparks, the less time you have to DPS. Example:
10s to pull sparks → 50s to DPS
30s to pull sparks → 30s to DPS
Arah
Explorable: Fixed issues that may have prevented events from starting or ending properly across all paths in the dungeon when an NPC was potentially dying, reviving, or being interacted with.
Explorable—Seer Path: In the Dwayna fight, the sparks will now target players primarily, and their attacks have been adjusted in a way that should make them chase the player as initially intended.I just did it with warrior, guardian, thief, necro and necro (blue/green gear).
No worries, nothing really changed. If you sucked with it badly pre-patch you will still suck at it.Granted you are one of the better players out there so not exactly any indicator of avg players.
Well, my point was that nothing was really changed.
Some people complained that pets messed up the sparks pull. Wasn’t that fixed?
Yes, a in-game dungeon finder will make it easier to form groups. However dungeons with little demand, will still continue to be on low demand (like Story mode on most dungeons, Arah path 4, etc.). A Dungeon Finder tool won’t fix that.
I probably wouldn’t say that for one key thing: there are no dedicated roles to wait on. Meaning that instead of waiting 30 min ~ 2 hours on a queue as a DPS (since I’m waiting for a tank and/or healer to log on), the queue time should be considerably shorter since the role of the party member is usually dynamic.
I stand by what I’ve said. You can literally find dozens of LFG posts anytime in http://gw2lfg.com for a COF run, and whenever I’m up for it I can find a group in less than two minutes. However when I post for a CM story run, I give up after an hour because nobody ever joins. I don’t expect a in-game Dungeon Finder to change this scenery much.
Common sense, maybe?
It’s not an assumption, since a proper Dungeon Finder has been proven quite helpful when it comes to creating groups.
Yes, a in-game dungeon finder will make it easier to form groups. However dungeons with little demand, will still continue to be on low demand (like Story mode on most dungeons, Arah path 4, etc.). A Dungeon Finder tool won’t fix that; better incentives are needed for some dungeons/paths.
(edited by pdfrod.1948)
That site didn’t help at all while I was trying for weeks to find a group for Arah explorable. I was always 1-2 people short of a full group.
So instead of ruining the dungeons by removing WP rushing, they should just implement a proper Dungeon Finder not an “improved” LFG tool.
Which Arah path? I’m constantly seeing there LFG posts for every Arah path, except path 4.
Isn’t it possible that there were few people interested in doing the dungeon at the time? I mean, why do you assume that with a in-game LFG tool you would automatically have no trouble finding people for the dungeon you want?
Aren’t you using http://gw2lfg.com ?
I’m a little disappointed SE path 1 got nerfed. I felt that dealing with the infinite spawns while fighting the golem, was a nice challenge.
So now CoF path 2 with Magg…we now have an assassin to deal with that will not leave Magg and the problem groups are still there, along with the new waypoint system in the dungeons I am failing to see how this is balancing the dungeon at all. If anything it makes people not ever want to run this path again. We just attempted it several times and…yeah. This needs to be seriously looked at and revised. Normally I’m all bout giving changes a fair chance, but this is over the top.
I just did this with a couple of first-timers and we succeeded at the second attempt. The adds go down very quickly with AoE.
The Devs have stressed that any dungeon should be do able despite class/build composition yet this one boss breaks that idea in half.
I have seen the Devs say that you could do it with any class. I haven’t seen the Devs say that you could it with any build. I don’t think it would make much sense either; I don’t expect to be able to do it with a bad build.
I don’t see what the big deal is with having to retrait for one dungeon. It’s no like you have to reroll your character. At least in GW1, it was quite common to be required to change builds to do certain missions/quests.
Regards guide, there’s no really different phases. She stealths after X seconds (like 60?) if she is below 50% health, if not she waits until 50%.
I’ve measured a couple of videos and indeed seems to be around 60 seconds. I’ve a built a calculator based on that:
http://simin.cu.cc
I can’t say anything for those suffering from depth perception problems (because I don’t have that) but for everyone else, it’s a matter of trying, failing and finally being able to do it.
Failing what? Since the boss doesn’t reset, every group can win no matter how bad they perform. As it is right now, it’s just a time sink.
This boss definitely needs a revamp, as every now and then a thread comes up complaining about the boredom of this fight. Examples:
https://forum-en.gw2archive.eu/forum/game/dungeons/Path-3-CoE-Evolved-Destroyer
https://forum-en.gw2archive.eu/forum/game/dungeons/COE-path-3-destroyer-boss-boring
Dungeon Master here willing to help in EU server.
Shouldn’t this thread belong in the Guardian sub-forum? https://forum-en.gw2archive.eu/forum/professions/guardian
I’ve estimated Simin’s regeneration to be around 0.85 – 0.90% HP per second. Which means that Simin will regenarate just a little over 50% HP in a minute.
Based on this and other tips given in the forum, I’ve rolled a Simin calculator: http://simin.cu.cc/
Feedback welcome
Yeah, Simin should turn friendly and host a tea-party.
At around 5% HP, why not?
It’s one of those human things to do something with the path of least resistance and danger, especially when there is a reward at the end. I could make enemies never drop their aggro on players and force them to fight every single mob, but I don’t see that as a viable solution right now.
I think the better solution is to look at why people are skipping things, and approach from a different angle. Trash mobs have too much HP, and can’t be counted on for lucrative drops from a Risk/Time vs Reward, so people interested in making money (most groups) aren’t incentivized to do it, whereas the end chest/boss are more guaranteed and accountable returns on time and risk. I also think there is something to be said about interesting trash mob mechanics making them more enjoyable of a fight.
I can’t make the rewards from trash mobs so lucrative though that people just farm the first couple trash mobs/boss in a dungeon and then rinse/repeat. We encountered this when people just farmed the first boss in an instance and then restarted it (earlier around launch time), and we had to adjust the content as a result. It’s a fine line you have to walk to encourage players to get to the end, but make the process of getting there rewarding enough as well.I don’t imagine this next update will resolve all the skipping behavior. The path of least resistance is engrained in people, and even if I do everything I could to incentivize people, there will still be those who skip stuff. I have been fixing exploits that will require players to complete more of the events in dungeons, but I am sure people will still skip what they can to get to their end goal.
For now I would encourage those not looking to skip to find some folks who don’t like skipping and make a guild with them… or maybe look for guilds that are dedicated to not skipping, and tag along with them. I’m in a couple of them (anonymously), and it really is an effective solution to playing the game the way you want to play it: Find other people with similar interests and band together with them.
So the reason why you won’t give rewards on trash mobs is, that people could farm them endlessly and wouldn’t do the actual dungeon?
To me, there appears to be a simple solution to that: Introduce a concept which measures how well / complete the dungeon was and make the reward based on that. Similar to the concept of the bonus goals in Guildwars 1, the completion of the bonus goal is logged, but not rewarded until the end of the dungeon.
Just increase an counter for every boss in the dungeon (and large enemy groups) and calculate the final reward based on what the players actually killed. In case of respawning groups, make them count once a certain number of waves has been killed.
So if the group want the bonus for a certain area, they have to kill all the enemies inside, skipping them will just cut their profits. They may still run straight for the endboss and may even skip bosses in between (either by exploit or because it is optional), but rewards will be lower.
Don’t forget to throw in an additional bonus, if a group decides to wipe the WHOLE dungeon (at least every area which is reachable from their path). This way groups are rewarded to do the whole dungeon or at least large parts of it, without making quickruns impossible.
Also give the group an indication every time their reward level raised, to keep them motivated!
Totally agreed. I would also suggest making the final reward scale quadratically with the number of bosses/mobs killed, making it more time-efficient to kill everything than skipping. Thus, skipping would be very undesirable.
“Challenging and short”? Seriously? Are you sure, it’s not path 3 you are talking about?
Besides, where is challenge?
You are forced to go for a borderline burst build and it isn’t even possible with some classes as they simply don’t have any suiteable burst skills. It’s not even about lack of teamplay or skill, either your whole group is equiped for that situation or it isn’t possible.
Yes, I’m talking about path 1.
You are not forced to go burst, as far as I know. I’ve done this with a Guardian using a mix of master and rare gear. My DPS was certainly far from great. The group I’ve done it with (a PuG) failed the first couple of tries, but then we restrategized and did it.
I actually like how it is right now: challenging and short. More dungeons should be like this.
Though it’s easy and simple if you have the right group and the right classes + using some sort of trick like a lot of people here like to say. I’m certain the path is not supposed to spawn infinite waves of veteran mobs. I don’t think there’s a fix coming for this anytime soon either.
Where did you get that idea from? The devs have in fact confirmed that the infinite waves are working as intended https://forum-en.gw2archive.eu/forum/game/dungeons/SE-path-1-2/923109
This has been discussed over and over. See https://forum-en.gw2archive.eu/forum/game/dungeons/SE-path-1-2
Others have made the same mistake https://forum-en.gw2archive.eu/forum/game/dungeons/Ascended-ring
Both times I’ve killed Simin, it took us hours to do it, and had nothing to do with us trying to finish her in one go. Our low DPS left us no margin for error, which meant that one bad sparks run was all it took to ruin it, and force us to start over. As soon as we brought more DPS our margin for error was substantially increased, and we were finally able to kill her.
20+ times I killed Simin the most important aspect was running sparks.
To kill this boss you can either:
1) Do perfects sparks run in a row, and don’t care too much about high DPS, or
2) Bring high DPS, and don’t care too much if one sparks run goes bad.
PuGs try 1) for hours failing to do perfect sparks run in a row. That’s when they start asking for high DPS players to go for 2).
If you can’t kill her at the first try, try to repeat the 4-1 again until you accomplish the objective, for example, our group required 4 tries to success.
The reason why people spend there 8hrs is exactly because they try to dps her down from 50% instead of running sparks
Both times I’ve killed Simin, it took us hours to do it, and had nothing to do with us trying to finish her in one go. Our low DPS left us no margin for error, which meant that one bad sparks run was all it took to ruin it, and force us to start over. As soon as we brought more DPS our margin for error was substantially increased, and we were finally able to kill her.
“A new player enters the designated area” is the same thing as a constant check. I’m not sure how to explain what I mean, but it’s not a one-time thing.
How does scaling work for dynamic events?
I was wondering the same thing. Would it be so hard to make spawn rates scale, like it happens for dynamic events?
If you’re in an EU server, I don’t mind helping you out.
- Sub-forums to sort types of suggestions (UI, content, tweaks ect) reduces the chance of good suggestions getting buried.
Agreed, sub-topics would make it cleaner and would help bringing good suggestions to the top.
Actually, here is how it works :
When Simin hits 50% the first time, a timer of exactly 1 minute starts. When this timer ends, she stealths again, no matter what. That means, if it take 30sec to pull the sparks, you’ll have a 30sec window for dps, but if it takes 10sec to pull them, you’ll have a 50sec window. That makes a huge difference.
Then there are 2 possibilities :
– The minute ends, the boss is still above 50% hp => she doesn’t stealth and you have to start over.
– The minute ends, the group has done everything perfectly and managed to lower her health to, let’s say, 40% => She stealths and the 1 minute timer reset.Understanding that is very important, as it allows to predict when she stealths, which makes you able to prepare yourself to rush the sparks and win some precious seconds !
I didn’t see it in the guide, I hope that was clear
.
I’ve been doing measurements of some videos, and what you’re saying makes a whole lot of sense! Simin does seem to hide every minute (approximately), starting from the point when she gets around 50%. That can be clearly seen in this video http://www.youtube.com/watch?v=FqVrPlwWWzA
1:35 -> Simin hits 50% HP, and hides for the first time
2:39 -> Simin hides
3:39 -> Simin hides
4:40 -> Simin hides
I’ve noticed also that when the timer expires, if Simin is still hidden, she will unhide. This can be seen at 3:01 of this video http://www.youtube.com/watch?v=o6_MTW_ia2o
Thus, contrary to popular belief, Simin doesn’t unhide at full health. She unhides after this 1 minute timer has expired.
(edited by pdfrod.1948)
I’d like to suggest using a system like Ubuntu is using (powered by IdeaTorrent) to handle suggestions. In short here’s how it works:
- Everyone can submit an idea;
- Submitted ideas can be voted;
- The most voted ideas are picked up by the developers to be implemented.
Let the community decide which suggestions should take top priority in the devs agenda!
I was thinking that I could use my expertise to help people deal Lupicus in Path 1.
Unfortunately I was very quickly booted on first phase of Lupicus because of meleeing. Fortunately I was the instance owner.
I don’t know what’s more hilarious: the fact that they booted a guy that could probably solo kill Lupi faster than the 4 of them together could, or the fact that they booted themselves out of the instance!
Anyway, have anyone experienced the bug Dwayna not falling down below 50% of HP bar? Because we just have and to be honest, we noticed that it was actually a bug after 5h trying. No matter how fast we were (DPS-wise) and how fast we deal with sparks (7-8 seconds for sparks) Dwayna wouldn’t drop below 50% of HP.
It’s not a bug, it just means that you’re not running the sparks quickly enough. You have to put the sparks in before she hits around 60% HP (maybe less), otherwise you’ll be stuck in an endless loop of having her always hiding at 50%. See more detailed description in my guide http://mygw2.wordpress.com/2012/12/31/simin-high-priestess-of-dwayna/
Its bugged, its not entering a timer, its going stealth at 50%. I don’t care if the battle worked fine for you, its not working for many other groups that tried. Please don’t be THAT guy on the forums “I did it so it must be working ok”.
First stealth occurr at 50%, for some reason; every other stealth is also happening at 50%, if you read my example you will see that sparks where not enterily the issue. Even when we managed to get perfect timing with sparks (which was very rare but still) the only result was Simin going into stealth faster.- If we stop DPS on her, she won’t stealth until she reaches 50% again.- That’s the endless loop.
We brought her down to 35%, she healed to 50-55% and then BOOM! banish again at 50% in seconds! Obviusly the mechanic is bugged there,… not entering phases/timers as she should.
Simin’s phase 1 is not timer based. At phase 1 she will always hide at 50%. This is how it has always been, as far as I know, and I don’t think it’s a bug.
To take Simin out of phase 1, you have to make a blazing fast sparks run after she hides at 50%. I don’t know exactly how fast the sparks must go in, but it’s definitely before she regenerates to 60% and possibly even before 55%. To be honest, I’ve just relied on the 4-1 trick to take her out of phase 1, and never even tried the legit way.
So you saying that Simin is always hiding at 50%, that doesn’t sound like a bug to me. That is the way phase 1 works. But if you’re saying that you’ve put the sparks before she gets to 55% and still got stuck on phase 1, then yes that sounds like a bug.
Thank You again mate.
No problem! I hope you do better next time
Anyway, have anyone experienced the bug Dwayna not falling down below 50% of HP bar? Because we just have and to be honest, we noticed that it was actually a bug after 5h trying. No matter how fast we were (DPS-wise) and how fast we deal with sparks (7-8 seconds for sparks) Dwayna wouldn’t drop below 50% of HP.
It’s not a bug, it just means that you’re not running the sparks quickly enough. You have to put the sparks in before she hits around 60% HP (maybe less), otherwise you’ll be stuck in an endless loop of having her always hiding at 50%. See more detailed description in my guide http://mygw2.wordpress.com/2012/12/31/simin-high-priestess-of-dwayna/
It has already been stated that a fix will come at the end of the month https://www.guildwars2.com/en/news/fractals-of-the-mists-dungeon-improvements/
IMO Magg defense requires more wits than Dwayna …