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Sorrow's Embrace runners - suggestions please


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#1 TGIFrisbie

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Posted 24 November 2012 - 05:34 PM

First off I don't like dungeons in GW2, not yet, maybe after the future revamp.  So I have limited experience with the environment.

Next, I don't like being front line in any environment, there are some exceptions such as close range is fine.  I can do front line, it's just not my choice of roles.

Lastly, the professions I can currently use in SE include:  Thief, Ranger, Warrior, Guardian, Necromancer.  Soon adding Elementalist, but that is about a week off from now.

The question:

Given the above and the fact I have been told one of the major encounters is with an NPC that heals off conditions, what would be the best choice of profession/role/traits to manage running SE several times?

Any help is appreciated, I know I left a LOT of room and can be faulted for not doing it myself, but I appreciate being able to be forearmed.  If you are truely a pro at this instance with one of these professions and can even lay out more help, please do.

#2 Warmaster Bacon

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Posted 24 November 2012 - 07:12 PM

Anything will work in SE, guardians are very helpful as they can tank (in a game designed not to have tanking). There arn't that many conditions as long as you dodge and avoid regularly. From what I've seen, Thieves (even skilled ones) are extremely squishy, pets are hated in this dungeon (due to the extra aggro they pull) but are fine otherwise, When I roll my warrior I mostly stick to ranged because some of the bosses can 1 shot you, Guardians are excellent as they can tank just about everything (most of the guardian's i've played with go melee and have a tanking build), Necromancers don't seem very useful due to the low damage. Ele's and engi's have been pretty good.

#3 Rekkwum

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Posted 27 November 2012 - 11:07 AM

The boss that heals off conditions is only in Story mode - I assume you'll not be running that more than once.

SE is something of an awkward one:
P1 is extremely awkward because of unending waves of enemies. Thieves are useful for this due to mass-stealth, Guardians help with mass-stability and warding. All-in-all though, it's an incredibly painful path that takes a lot of organization and luck while giving no greater reward, so you're best off ignoring it.
P2 any of those will be OK although again, it's a pretty hard path and best avoided.
P3 is the easy path (compared to the other two). It does, however, contain a bunch of mobs your party will want to skip - take either something with good defense/speed (warrior, guardian or necro will all work for this if you have the right skills) or if your party lacks a thief they'll love being able to shake off aggro with Refuge.

Honestly though, SE is one of the harder dungeons, so you may want a little more familiarity with some of the others before diving in.

#4 Nonlinear

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Posted 28 November 2012 - 10:43 PM

I only hear bad things about P1.

P2 is long and boring.

P3 is win.  The only thing you need to worry about is removing burn.

#5 Eliyahu

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Posted 03 December 2012 - 12:30 AM

P1 is all about reaching a certain threshold of DPS.  As long as you can burn down that first impasse golem before many mobs stack up, you're golden and the run becomes preferable to P2 and just as fast as P3.  Definitely for organized groups only, however.

#6 Nonlinear

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Posted 05 December 2012 - 10:18 PM

View PostEliyahu, on 03 December 2012 - 12:30 AM, said:

P1 is all about reaching a certain threshold of DPS.  As long as you can burn down that first impasse golem before many mobs stack up, you're golden and the run becomes preferable to P2 and just as fast as P3.  Definitely for organized groups only, however.

Agreed.  If you aren't all level and 80 and geared with a decent DPS spec then forget about it.

#7 WhirlEVic

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Posted 13 December 2012 - 08:08 PM

Mini thread necro.

I have pugged P1 a bunch of times over the past week and while it does indeed need some baseline DPS, the dps level needed isn't as high as people seem to think - if the dungeon is done with a little patience.  The main problem is that pugs never want to wait for the patrols to pass at the very beginning or when first engaging the golem. Probably the most important key to success is having someone trigger the talk scene at the first golem and then running back and hiding & waiting for the next wave to pass.  If you run up to the golem and stand around while they are talking you waste a good 15-20 seconds of DPS time which almost guarantees that the waves will pile up.

#8 Kumakichi

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Posted 14 December 2012 - 06:26 PM

I like P3 but P1 takes the right group so I have to pass.

#9 AKGeo

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Posted 17 December 2012 - 05:57 AM

View PostEliyahu, on 03 December 2012 - 12:30 AM, said:

P1 is all about reaching a certain threshold of DPS.  As long as you can burn down that first impasse golem before many mobs stack up, you're golden and the run becomes preferable to P2 and just as fast as P3.  Definitely for organized groups only, however.

I pugged path 1 with my thief, a warrior, a guardian, and two others that I cannot recall. While everyone stacked up on the golem, I was cluster bombing the adds that stacked up behind it, keeping their numbers low enough for any AoE from the rest of the group to pick off any stragglers that got into the middle of things.

After that it was good until the three golem group when we lacked enough reflection to keep their projectile poison/fire off of us, but we got through it eventually. The final boss was a piece of cake. Get past the golems and you're good.

Path 3: after the first boss and the rush wave after the door opens, instead of running all the way around, just hop down the ledge to the left right after the door, bypass the spiders, climb over the wall on the left side gate, rush to the ledge and drop down. You'll probably have to stealth or draw aggro with mesmer clones, but it's doable if everyone can make the run. I made it just fine on my thief and mesmer when I did it...so most anyone should be able to.

Edited by AKGeo, 17 December 2012 - 06:03 AM.





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