Jump to content

  • Curse Sites
Help
- - - - -

TA Explorable Forward - Up path seems too hard after recent update


  • Please log in to reply
19 replies to this topic

#1 ash0787

ash0787

    Fahrar Cub

  • Members
  • 21 posts

Posted 09 October 2012 - 12:06 PM

I've done every path in this dungeon before the update, the final boss was usually quite easy except on the forward-forward path with the pink trees, but last night we found the forward-up boss to be impossible for our team, we had 3 good players ( the guardian and mesmer are my guild ) 1 seemingly average ( necro we met the night before ) and 1 questionable ( the 65 warrior ), so we expected to win.  

Firstly we tried pulling the spiders into the tunnel and AoEing them down as you would, but they overpowered us so much that we had to retreat and could never get them cleared to even hit the boss.  Second we tried circling the boss and watching each other to remove the roots, that didn't work as you can see, I was running with retreat, save yourselves, virtues etc etc and I died within about 15 seconds of entering the room, each spider has ranged poison attacks.

We could probably win if we used 3 eles and 2 staff guardians, line of warding wall of reflection triple meteor shower, staff spam etc,  but we shouldn't need to,  has anybody else had the same issue with this dungeon ? what are the other paths like now ?

Attached Files



#2 Devious

Devious

    Asuran Acolyte

  • Members
  • 88 posts
  • Location:Belgium
  • Guild Tag:[Trix]
  • Server:Gandara

Posted 09 October 2012 - 12:10 PM

Done the path 2 times yesterday without fail, don't see why it would be too hard.

(Had a guard, war, two ele's and a ranger.)

Edited by Devious, 09 October 2012 - 12:12 PM.


#3 Racthoh

Racthoh

    Bladedancer

  • Site Contributors
  • 355 posts
  • Guild Tag:[SMS]
  • Server:Sea of Sorrows

Posted 09 October 2012 - 12:15 PM

It sounds like you're not utilizing your dodge rolls at all.
[SIGPIC][/SIGPIC]

#4 Aetou

Aetou

    Sylvari Specialist

  • Members
  • 614 posts
  • Server:Tarnished Coast

Posted 09 October 2012 - 12:20 PM

Did they actually change this or were people in your group breaking the cardinal rules of this fight (which always had the potential to spawn such crazy numbers of adds)?

Stay at range 900+ (ideally 1200+)
Do not use AOE.
Do not send pets of any form forward.

If you have somebody run in then you'll get hit by crazy numbers of adds but if everyone is patient and stays back and is careful not to trigger adds spawning you'll be fine.

#5 ash0787

ash0787

    Fahrar Cub

  • Members
  • 21 posts

Posted 09 October 2012 - 12:27 PM

View PostAetou, on 09 October 2012 - 12:20 PM, said:


Stay at range 900+ (ideally 1200+)
Do not use AOE.
Do not send pets of any form forward.


This is what we sometimes do on this boss, but I remember last time we did this there were some spiders attacking, if you do forward forward path, you always get the pink trees attacking,  so I assumed it was normal for the spiders to attack us.

The thing is we actually did win using this sort of strategy, after half the team left,  but we considered it to be a glitch, we had 2 people wanding it and me standing a few metres behind giving might with my staff and the flame virtue,  if 3 of us started wanding all hell broke loose, so we considered this to be some form of glitch that we had accidently found rather then the intended strategy for this encounter, I didn't want to mention this here because now everybody will do the same thing.

#6 Luke86

Luke86

    Fahrar Cub

  • Members
  • 45 posts
  • Guild Tag:[HeLL]

Posted 09 October 2012 - 01:03 PM

We completed the same path yesterday, and yes, the boss is harder, but the previous one was a joke, so I'm actually happy it's changed.
All you have to do is having someone hit the boss while 2 or 3 party members take care of the veteran spiders popping around (at some points we had to defeat 3 together, but its not a big deal), he'll eventually go down.
His only dangerous attack is when he launches eggs, but you can notice it in time when he shakes his head and dodge.
Instead, the up path is still a joke, now you have to dodge once every 40 seconds or so, big deal :(

Edited by Luke86, 09 October 2012 - 01:08 PM.


#7 ash0787

ash0787

    Fahrar Cub

  • Members
  • 21 posts

Posted 09 October 2012 - 01:46 PM

So could somebody clarify the 'correct' way to do this boss ?   are we expected to just stand in the tunnel and wand from max range without aggroing the adds and dealing with the few that happen to venture too close ?  ( seems unlikely to me that Anet would have designed this encounter to play out like this )  Or are we expected to all rush in there and by some miracle ( 5 guardians with exotic armor ? ) survive ?

#8 papaschtroumpf

papaschtroumpf

    Fahrar Cub

  • Members
  • 35 posts
  • Server:Tarnished Coast

Posted 10 October 2012 - 09:34 PM

the answers are in the post above: you can stay ranged/no AoE/no pets (or ranged pets) so you get minimal spiders, or split the team into tree hitters and spider clearers. ignoring the spiders if when they spawn will get you overwhelmed everytime.

#9 Shadowrose

Shadowrose

    Sylvari Specialist

  • Members
  • 741 posts

Posted 11 October 2012 - 02:52 AM

i always laugh when people label exp dungeons as "hard"

#10 Shiren

Shiren

    Vanguard Scout

  • Members
  • 461 posts

Posted 11 October 2012 - 04:32 AM

The fight has changed, but when

View PostShadowrose, on 11 October 2012 - 02:52 AM, said:

i always laugh when people label exp dungeons as "hard"

You're such a helpful and valuable member of the community.

The encounter was changed with the last patch to make it harder, but as others have said, when done a certain way it's not that bad.

If your party can't manage to take out two or three silver mobs with about five of the hatchlings, you're going to have a hard time. Personally I don't think it's that hard and when I see people struggling with the spiders, it's because they aren't focusing them down and for some reason approaching the adds differently from how you would any other encounter.

You used to have to clear the first few mobs in front of the tree and from then on you could AFK it. The recent patch caused more spiders to spawn and attack you in the tunnel regardless of what you do. There is also the tree bomb skill. There is one bomb for each ally, if you all stand in the same place you are all hit by each other's bombs. This causes everyone to be downed, so spread out and dodge roll when you see the tree slam its fist down and start to shake.

Just stand at max range like before and kill the spider adds as they come to you. If your party is decent they should be able to DPS the spider adds without leaving the room and letting the tree reset. If your party struggles, you will constantly reset the tree, however there does seem to be a cap on the number of spider adds he sends after you so even if you reset him multiple times, eventually you will kill all the add spawns and can essentially auto-attack him and only have to worry about the egg skill. I read that if five people are hit by the egg bomb skill he will throw spiders at you. I've seen my whole party downed by that skill and no spiders spawned, so I don't know how true it is, but there is incentive to dodge the egg sacks.

Don't let the spiders overwhelm you, focus them down and use AoE to take care of the hatchlings. If your party can't handle a few hatchlings and three silver spiders, you need to work more on your skills because it shouldn't be that hard.

#11 Requiem For Dawn

Requiem For Dawn

    Fahrar Cub

  • Members
  • 48 posts

Posted 11 October 2012 - 04:54 AM

View PostShiren, on 11 October 2012 - 04:32 AM, said:

The fight has changed, but when


You're such a helpful and valuable member of the community.

The encounter was changed with the last patch to make it harder, but as others have said, when done a certain way it's not that bad.

If your party can't manage to take out two or three silver mobs with about five of the hatchlings, you're going to have a hard time. Personally I don't think it's that hard and when I see people struggling with the spiders, it's because they aren't focusing them down and for some reason approaching the adds differently from how you would any other encounter.

You used to have to clear the first few mobs in front of the tree and from then on you could AFK it. The recent patch caused more spiders to spawn and attack you in the tunnel regardless of what you do. There is also the tree bomb skill. There is one bomb for each ally, if you all stand in the same place you are all hit by each other's bombs. This causes everyone to be downed, so spread out and dodge roll when you see the tree slam its fist down and start to shake.

Just stand at max range like before and kill the spider adds as they come to you. If your party is decent they should be able to DPS the spider adds without leaving the room and letting the tree reset. If your party struggles, you will constantly reset the tree, however there does seem to be a cap on the number of spider adds he sends after you so even if you reset him multiple times, eventually you will kill all the add spawns and can essentially auto-attack him and only have to worry about the egg skill. I read that if five people are hit by the egg bomb skill he will throw spiders at you. I've seen my whole party downed by that skill and no spiders spawned, so I don't know how true it is, but there is incentive to dodge the egg sacks.

Don't let the spiders overwhelm you, focus them down and use AoE to take care of the hatchlings. If your party can't handle a few hatchlings and three silver spiders, you need to work more on your skills because it shouldn't be that hard.
^this

Also you have to monitor the tree's attacks.
Every 2nd time he attacks (smacks the ground) he will shake and drop some sort of aoe from the skies where you stand (you don't have a red circle beneath you) and you'll have to dodge it because it can easily get you downed

#12 ayaprei

ayaprei

    Pale Tree Seedling

  • New Members
  • 8 posts

Posted 11 October 2012 - 06:03 AM

View PostLuke86, on 09 October 2012 - 01:03 PM, said:

We completed the same path yesterday, and yes, the boss is harder, but the previous one was a joke, so I'm actually happy it's changed.
^ this

did all 3 path yesterday with 2 guildies (their first time) 1 good player and another random guy in front of dgn. did with no problem.
yes path 3 still a joke but i love to see 1 easy path for each dgn. so ppl still can run even they cant find a good team or so.

dev also said dgn suppose to be difficult. they trying to make it is,hard but not impossible

#13 dzanikken

dzanikken

    Asuran Acolyte

  • Members
  • 85 posts

Posted 11 October 2012 - 08:31 AM

I agree TA has become a bit more difficult, but seriously, even now it's far from being tough.

Pre-update it wasn't even a challenge, we just rushed through it. I don't understand the frustration of actually failing a dungeon. Back when I used to play LOTRO, you were happy if you got past a certain stage of a RAID although you most likely failed the next one. The experience is what eventually got you through.

Here, not so much.

#14 Aetou

Aetou

    Sylvari Specialist

  • Members
  • 614 posts
  • Server:Tarnished Coast

Posted 11 October 2012 - 08:42 AM

View Postdzanikken, on 11 October 2012 - 08:31 AM, said:

I agree TA has become a bit more difficult, but seriously, even now it's far from being tough.

Pre-update it wasn't even a challenge, we just rushed through it. I don't understand the frustration of actually failing a dungeon. Back when I used to play LOTRO, you were happy if you got past a certain stage of a RAID although you most likely failed the next one. The experience is what eventually got you through.

Here, not so much.

I think the problem is that all the rewards are now given only if you complete so failing a dungeon and getting a 20-40s repair bill is kinda sucky.  If they had the tokens spread out so that you got 5 in each chest and then the extra 40 for completing a path for the first time in a day it wouldn't be so bad but as it is people run dungeons for tokens so it is understandable that they'll not be happy if they spend 2 hours getting no tokens and losing money.

Being happy just getting to 'point X' requires two things: 1) some sort of reward still and 2) being part of a stable group that you know will get even further next time.

#15 drkn

drkn

    Sylvari Specialist

  • Members
  • 817 posts
  • Location:Wrocław, Poland
  • Guild Tag:[MM]
  • Server:Gunnar’s Hold

Posted 11 October 2012 - 08:49 AM

You can also make use of the terrain layout and utilise one of the vines to your advantage. Video coming soon.

I don't think there's a 'correct way' to do something; as long as you're not outright exploiting an obvious bug (the karma weapons, some traits giving incorrectly high numbers, whatever - but something really standing out as plainly wrong), everything is fair game. Wanding at 1200 range is a fair tactic just as beating everything in the chamber. Or using the vine.

The only problem with dungeons now is that if you complete one too fast (below 30 minutes or so), you get hit by diminishing returns either on this run or on the next one - you get 30 tokens and half the silver/xp for completion. My teams have to intentionally take longer to complete AC or TA-up because we get hit by the "you're too fast so f* you" mechanic.

#16 Krystaf2000

Krystaf2000

    Pale Tree Seedling

  • New Members
  • 7 posts

Posted 11 October 2012 - 08:59 AM

Did they fix the mesmer boss so that it won't repeatedly crash the client for the whole team? I'm not doing this path until I know that I don't waste my time.

#17 drkn

drkn

    Sylvari Specialist

  • Members
  • 817 posts
  • Location:Wrocław, Poland
  • Guild Tag:[MM]
  • Server:Gunnar’s Hold

Posted 11 October 2012 - 09:01 AM

Had my whole team crash on Vevina only once and quite a while ago.

#18 Shadowrose

Shadowrose

    Sylvari Specialist

  • Members
  • 741 posts

Posted 11 October 2012 - 01:04 PM

View PostShiren, on 11 October 2012 - 04:32 AM, said:

asdf
After seeing CoE labeled as impossible by many, new CoF magg's path: "I'm done with CoF" worthy, AC exp "too hard and other ignorant comments, I just roll my eyes now that it's finally TA's turn (2nd easiest dungeon right behind old CoF).

#19 Strawberry Nubcake

Strawberry Nubcake

    Sylvari Specialist

  • Members
  • 683 posts
  • Location:On a boat!
  • Profession:Elementalist
  • Guild Tag:[ssss]
  • Server:Yak’s Bend

Posted 11 October 2012 - 06:15 PM

*looks at pic*
Someone AoE'd the tree.

The groups I've been in kill the smaller groups of spiders that come and then focus on the tree.  That seems far safer than the "it's just some spiders!  what's the worst that could happen?" approach.  It's usually safe to use some AoE spells once most of the spiders that were closest to the tree are dead.  Stuff like meteor shower or barrage would obviously be a no-no since they cover larger areas and that increases the odds of pulling the rest of the spiders.  That would be bad if the tree was almost dead.  ;)

I did this path three times yesterday and only recall wiping once when someone decided to get way too close and used AoE.  We eventually cleaned up that mess and finished the run.

View PostAetou, on 11 October 2012 - 08:42 AM, said:

I think the problem is that all the rewards are now given only if you complete so failing a dungeon and getting a 20-40s repair bill is kinda sucky.  
Anyone seeing repair bills like that after a TA run needs to go back to general PvE.  This is coming from someone that usually plays a squishy elementalist.  I eat my fair share of dirt when I don't pay attention and my repair bills have never been anywhere close to that!  Hell, I think I still had undamaged gear on my 70ish alt in 60ish gear last night after doing all three paths!

I know your post was referring to dungeons in general since repair bills like that probably aren't uncommon after some of them, but I'm just trying to point out that TA really isn't as difficult as some are claiming.  Seriously, anyone totally failing TA and ending up with an insane repair bill really needs to take a hint.

#20 Linfang

Linfang

    Golem Rider

  • Members
  • 2362 posts
  • Location:Ohio
  • Guild Tag:[GSCH]
  • Server:Sanctum of Rall

Posted 11 October 2012 - 06:39 PM

if you are doing a dungeon that is going to rack up a high repair bill try doing it in junk armor. save up armor pieces you would normally salvage and piece together an outfit. I do this in wvw exploring to get 100% completion.




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users