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Warrior in CoF P1 Runs (Tricky Parts)


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#31 Senatic

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Posted 20 January 2013 - 01:31 PM

I run into some seriously bad people at this on a daily basis, mostly it's the warriors that don't know what the hell they're doing. Here let me share my experience after 1000+ times of running CoF p1 for money.

Team setup. There are only a few acceptable team setups if you are doing a speedfarm. If you wanna do a slow farm that's your business and you can use whatever slow ass way of doing it you want, but for speedfarming the acceptable team compositions are as follows:

4x DPS Wars/ 1x Mesmer

3x DPS Wars/1x DPS Theif / 1x Mesmer

3x DPS Wars / 2x Mesmers (I personally don't prefer this one as the bosses should be dead in one TW, but if ur in a hurry and can't find people this will do in a pinch.)

DPS Wars should be in full exotic berserker armor using exotic berserker great swords with a superior sigil of smoldering. I'm not gonna detail the exact trait build or runes, suffice it to say your HB should hit for at least 25-30 k and the boss fights should be over in one Time Warp from the Mesmer, if not you're doing something wrong. The utilities warriors should all be using are "For great Justice" and "On My Mark", the only exception to this is if you don't have a theif and are taking the door before the final boss in which case you spec Frenzy, Endure Pain and Balanced stance. For the third utility slot you need to coordinate the group. You should have one Banner of Discipline, one Banner of Strength. The other 1-2 warriors have a choice between Endure Pain and "Shake it Off" for their last utility slot. All the warriors should be using Signet of Rage for constant fury uptime and keeping might stacks up.

Assuming you've done all of this and have a proper rune/trait build you should be hitting the bosses for 4.5-5k damage on auto attack and HB should hit for around 25-30k damage. First boss should be dead in one TW and last boss should only last a second or two after TW has ended.

any sort of knights armor is definately not acceptable for this, this is a speedrun. You should not try to outlast your opponents you should be trying to kill them fast enough that they can't take you down. With the right setup it doesn't matter that the Wars are squishy because the boss will not have enough time to kill you. That is what you must count on, do not try to add survivability beyond using endure pain.

Mesmer: Mesmer build is less important, mesmers are here to give warriors time warp and to save a few seconds by using portal at the boulders.

Execution:

If you are the first warrior into the dungeon you start by opening the door, popping signet of rage for speedboost then use skill 5&3 to as fast as possible get to the Cutsceene trigger. Everyone presses 1 and you speedboost the NPC's to get up to the door faster. At the door the warriors should build adrenaline by hitting the left corner of it. Once the first door opens the mesmer should push the 2 enemies into the flame turret, you all then huddle up and do HB while popping For great justice, turrets and enemies should be dead and u take down the second turret.

You then make your way down to the boss where the warriors put out the banners(strength& discipline). As soon as he goes aggro the mesmer should push him into the wall, while he's doing this you pop signet of rage/for great justice/on my mark to get ready for the TW. The moment TW starts you go to town on him with HB followed by Whirlwind attack into the wall and his face. After that you just auto attack him. He should die in about 8-9 seconds.

Then it's a straight run across the bridge, do the flame acolyte part and then across the boulders where the mesmer teleports you. The warrior who is gonna take the Door in the next part here specs out Endure pain/frenzy/balanced stance. If you are taking the door the moment the second door opens you target the Brazier before the end boss runs off and closes the door opens. When your team gets in position in the 4 other braziers that open the door you use skill 5 to rush at it, pop balanced stance and frenzy, use hundred blades. if you have axes as secondary you might wanna swap to those to auto attack it down after that as they have a higher base damage. When u start auto attacking get ready to use endure pain as the flame thrower will be coming any second. When it's down you pop signet of rage, get the chest and head into either the left or right corner of the room and break aggro for the boss fight so you get your health back without using your self heal.

Last boss is fairly straight forward. Huddle up, pop signet of rage/for great justice/on my mark. Mesmer needs to make sure he doesn't pop TW as the boss does the KD move because that will waste precious time and force the warriors to dodge mid TW. After this it's just beating on him for 10-12 sec untill he's dead, just dodge crystals/kd and run out of the way of the flame breath attack. If he does the big AoE don't bother dodging, just keep hitting him. The damage is miniscule and you won't have to eat it more then once or twice.

If you somehow manage to go down, presumably this will happen because someone in your team is not doing proper damage and the fight is dragging on, just hit a crystal to get up.

Consumables: Of course everyone in the party should be using Potent Potion of Flame Legion Slaying. Omnomberry bar is ofc voluntary but increases the profitability of the farm.

------------------------------------------------------------------------------------------------

For the OP:

Acolyte part: You have 2 choices that work well if you die here, get a rifle and use killshot/volley from outside the range of mobs. Alternatively buy Spy kits and use those to stay invisible in the middle if you prefer melee.

Staying inside braziers: Kill the mobs... Not really that hard, you can take them in one HB if you pop for great justice. Alternatively use spy kits again, but then they will go on one of your allies instead so that's not great.

Edited by Senatic, 20 January 2013 - 02:51 PM.


#32 Havana Crab

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Posted 20 January 2013 - 10:57 PM

View Postdawdler, on 20 January 2013 - 09:25 AM, said:

Carrying the fireballs should only take like 10 seconds on a speedrun, just store the adrenaline from the previous fight.

You're right, just checked it out and did 6 or so runs.  The only problem is when I die in the aco part then I waypt and end up w no adenaline.  I have to work on the Aco part most at this point.  

View Postdawdler, on 20 January 2013 - 09:25 AM, said:

20/30/20 Axe builds also has much more adrenaline regen than GS glasscannons, allowing us to build adrenaline when hit and on axe crits (and you can add even more on shout)... Not to mention fast weapon swaps adding to the utility of having a secondary weapon like the longbow. Without that swap time reduction, using it for quick combos like F1+3 doesnt cut it as you will loose a buttload of dps on your primary weapon.
I like axe builds so much more than the GS, but the current meta seems to be GS for P1, and a lot of posts are very particular on GW2LFG so I'm sticking with this.  I hadn't thought about the swap either, which will help.  Thx for the advice.

#33 Havana Crab

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Posted 20 January 2013 - 11:09 PM

Thank you Senatic.  A good description of the current meta and advice that I can take yet still get into the speed clears posted on gw2lfg.

#34 Strife025

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Posted 21 January 2013 - 04:59 PM

Here you go:


Edited by Strife025, 15 April 2013 - 04:57 PM.


#35 zp3dd4

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Posted 24 January 2013 - 07:16 PM

Also, 15 pts into defense for adrenal health can help a lot!

#36 Strife025

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Posted 24 January 2013 - 07:50 PM

View Postzp3dd4, on 24 January 2013 - 07:16 PM, said:

Also, 15 pts into defense for adrenal health can help a lot!

Waste of trait points, Adrenal health heals 120 health per second at level 3 which is nothing in dungeons where even the easiest stuff hits you for 2k and big boss moves will take half your health or more.

Most berserker warriors have around 19-20k health so you are healing around .6% per second which is useless in high burst fights, meaning you are wasting 15 trait points for a pretty useless minor trait that is way way way better in another line.

Then you factor in mixed or omnom pies (obviously not in CoF1 since you'd be using bars) which heal you for 338 health per (50% or 66% of your crits) with no cooldown on warriors who generally run very high crit chance, and you can see how useless your 15 trait points are that can be used for more utility or damage when you can just eat a food that is way more effective then a terrible minor trait.

#37 chullster

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Posted 28 January 2013 - 05:20 PM

View PostSenatic, on 20 January 2013 - 01:31 PM, said:

snip

This right here. Every. Single. Time.

Sick of getting piddly heals when I hear FGJ or I ask if the group has banners already and get a reply about mf banners. It's not hard as war, go absolute maximum damage, simple, stuff will die before you even need to think about using your heal.

That 30k HB is a conservative number, I've hit over 33k and I'm only using ruby orbs, and am not a hardcore farmer, I do enough runs to use 1 omnom bar a day and that's it.

#38 lmaonade

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Posted 28 January 2013 - 05:24 PM

well to be fair PuGs are not organized at all so almost any party that runs CoF p1 multiple times advertises themselves as "speed runs," so a lot of people will not be able to group themselves up for an optimal run

I've had anywhere from about 8 to 15 min completions with PuGs and some of it gets pretty ugly

Edited by lmaonade, 28 January 2013 - 05:26 PM.


#39 TGIFrisbie

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Posted 29 January 2013 - 01:23 PM

View PostHavana Crab, on 19 January 2013 - 08:49 PM, said:

This trouble is due to the glass nature of what people want me to bring into these speedclears.

This is your issue.  Your answer is don't play with these people.

Not trying to be a SA, just pointing out the obvious solution.  Currently I was trying a heavily DPS slanted glass-cannon type gear set suggested by someone who uses it in the out world, but it just folds up in the instances I run, so I have to regear.

There are plenty of pugs that do speed clears that don't demand max dps glass cannon warriors.  Ever notice they are all ranged?  They laugh at using you.

#40 Rahlek

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Posted 29 January 2013 - 06:24 PM

View PostmadmaxII, on 19 January 2013 - 07:23 PM, said:

You shouldn't have any problems. The acolytes are really squishy, so if you can't melee them, just range them, shouldn't take much longer. The controller part is strange, though. I am doing CoF p1 runs with a full zerker mesmer and I never had problems staying alive there. Maybe the person destroying the gate controls is too slow? Other than that, bring that 3 second immortality stance and you should be fine.

I'm inclined to agree with this. If the person on the door switch is too slow it can be difficult to outlast the mobs that swarm you under the domes, especially depending on how many wind up deciding to come over and say hello. Sometimes I have the normal three or so onme, other times some of someone else's will come over and start smacking me in the face, and sometimes one or two of mine will go running off somewhere else.

For the Acolytes: Running with Rifle (or Longbow) in your other weapon slot can help get them down if you're concerned about getting swarmed. Just range 'em down and kite your heart out. ;D

#41 Stigma

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Posted 29 January 2013 - 07:45 PM

I usually have no issues with the control portion even if the person doing the gate was a total noob and took like 5min to break it down.

I run with Banner of Discipline though. Here is my 7min run with berserker gear. Skip to 8:20

Edited by Stigma, 29 January 2013 - 07:45 PM.


#42 Lucav

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Posted 30 January 2013 - 02:30 AM

That is the worst kind of elitism right there. I am a full zerker warrior that blows through cof 1 and I would leave a group like that, no matter how fast it was.

#43 Nikephoros

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Posted 30 January 2013 - 09:28 AM

edit: Never mind

Edited by Nikephoros, 30 January 2013 - 12:17 PM.


#44 Strife025

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Posted 30 January 2013 - 06:32 PM

True 7 min. is from the very start of the dungeon :P

Edited by Strife025, 30 January 2013 - 06:34 PM.


#45 Lunabel

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Posted 05 February 2013 - 03:55 PM

I pretty much agree with everything Senatic said.

If you want to join or make a Cof 1 speed run farm group, don't bother with toughness or any defensive spec, go full Glass, else its not a speed run.

I always check for Crit Dmg % when i make groups, inside cof it should be more or less on 80% range.

If you join with a tank spec, the run will be considerably slower, and also you will kill the other glass warriors because they will have to dps for a longer time and believe me they are squishy.

I only wanted to add something about the mesmer part, it helps a lot if on the first pack, they pull the mobs to the right, so the warriors kill them together with turret, also feedback on the left turret so the warriors ignore the circles on the ground.

For last boss, feedback together with time warp, or if the mesmer is very familiar with the boss animation feedback when he is about to do the knockdown, this will prevent anyone from getting the knockdown and also reflect 20k dmg back.

Also signet of inspiration instantly caps the might boon to 25 stacks.

Edited by Lunabel, 05 February 2013 - 07:55 PM.


#46 Ritualist

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Posted 10 April 2013 - 09:16 AM

Instead of making a new thread, I'll just revive this one.
My warrior is running around in berserker rares, with the boring all-damage trait allocation. I don't use foods or potions. The whole path goes insanely smoothly, except if I do the gate - in which case, the flamethrower kills me in seconds. I am guessing that dying to that guy is a gear issue and not a skill/skills issue? Which means the best way for me to deal with this would be to glitch him (wasting a few seconds), but it's still better than trying out my luck going after the controller with him around?
Should I be surviving that encounter with those stats, or am I expected to go down?

#47 Nikephoros

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Posted 10 April 2013 - 11:03 AM

Sounds like you arent killing the controller fast enough.  Balanced Stanced->Rush->frenzy-100b->WW->Eviscerate->done.  Most times he won't even hit you once before you're done and grabbing the chest.

#48 Ritualist

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Posted 10 April 2013 - 12:17 PM

View PostNikephoros, on 10 April 2013 - 11:03 AM, said:

Sounds like you arent killing the controller fast enough.  Balanced Stanced->Rush->frenzy-100b->WW->Eviscerate->done.  Most times he won't even hit you once before you're done and grabbing the chest.


I don't run in zerker teams, which means I need to provide FGJ! and Banner of Discipline for the boss, so BS/Frenzy isn't something I normally run.
I'll see what I can do with this when I do my next run - thanks!

#49 heatrr

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Posted 10 April 2013 - 07:51 PM

View PostRitualist, on 10 April 2013 - 12:17 PM, said:

I don't run in zerker teams, which means I need to provide FGJ! and Banner of Discipline for the boss, so BS/Frenzy isn't something I normally run.

No doubt you could and can easily switch out FGJ and Banner for BS/Frenzy if you are the one designated to take out controller, right, then you could switch back to FGJ and Banner?

#50 Ritualist

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Posted 10 April 2013 - 08:55 PM

View Postheatrr, on 10 April 2013 - 07:51 PM, said:

No doubt you could and can easily switch out FGJ and Banner for BS/Frenzy if you are the one designated to take out controller, right, then you could switch back to FGJ and Banner?


The problem is time.If I use the skills I am not normally using, I need to wait for recharges before engaging the boss. With that in mind, I could also just lure the flamethrower-kitty away instead: I imagine I'd be wasting about the same amount of time to do either of those things.

#51 bassanguy

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Posted 14 April 2013 - 07:57 AM

1. run axe/mace as second set
2. take frenzy, stabi stance and fgj as ulitites

-> when entering controllerroom active stabi and burst with gs (100b+whirlewind) -> switch to axe, evis, skill #5 for a knock on silvermob (try to stand in a line with the controller, so u dont miss dmg) and GG

#52 MyKungFuIsGood

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Posted 15 April 2013 - 03:20 PM

View PostHavana Crab, on 19 January 2013 - 06:57 PM, said:

1. During the acolyte scene. I know about running to the caves, I know about running to the ledges, I still always die if I stay in the middle long enough to help my team. Then I have to waypoint back to before the bridge and run across. By then the event is or is almost over.

It seems to me that you are mostly in speed run groups, 4 war 1 mes.  In those, there is an etiquette rule, in my humble opinion, that everyone grabs an acolyte and they are responsible for killing that one and only that one before leashing the room.  Of course sometimes things go wrong and you have to cover for someone.  In those situations, unless your gs 3 and 5 are up, expect to get downed/die.  If I do die on this part I just wait for my party to finish the event and use the waypoint that spawns.

View PostHavana Crab, on 19 January 2013 - 06:57 PM, said:

2. During the gate controller scene, I often die. I have my heal and my 2 dodge rolls (which I can place right to stay inside the dome.) I try to 100b quick so I can do enough damage to rally off someone, yet I always go down anyhow. Sometimes after a rally I go down again and have to run back from a waypt while my team waits.

On this part you can run around the edge of your brazier circle and you will only get hit once or twice.  If you are desperately unlucky you will have to use your heal.  I would recommend having SIO for this part as the mobs can stun and that ruins the run around in circle method.  The first few times you try this I would recommend using the elite signet as doing it with swiftness allows for a larger margin of error while learning.

Hope this helps :)

#53 Thaddeuz

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Posted 15 April 2013 - 05:15 PM

Some general tricks left out here about CoF path 1 Farm.

- At the end of the tunnel all Warrior should use FGJ to give might to the Gater. The Mesmer should stick with the gater until all other warrior used FGJ so he can use his signet of inspiration to copy his 9-10 Might on the gater. This way the gater should always have 25might when he do the gate.

- Use 1 Warbanner in the group. But, if your group is fast in his transition between each time you do the path, the CD on Time Wrap and Warbanner should not be finish when you go back at the first boss. To limit that, 2 Warbanner is great. The 2 warrior alternate between each run to put their Warbanner. This is not mandatory, but it help a lot when you can't use Time Wrap on the first boss (CD Issues).

- To boost the NPC at the start. The guys that reach for the NPC (lets call him the NPC guys here) skip the cutscene while the rest of the group watch the cut scene for about 3-4 sec before skipping it. This allow the NPC guy to talk to Crusader Ferrah and then talking to the other NPC to start the choice. After that, everybody except the NPC guy choose the first path, the NPC guy run to the other now with Crusader Ferrah following him. The goal is for NPC guy to make the Path 1 choose a bit before reaching the gate. In theory only 1 player have to hold the cutscene, but if he forget and nobody else hold it, the NPC guys won't be followed by Ferrah even if he talk to her.

Now some Mesmer Specific Info (ya i'm the Mesmer in my group ;) )

- Sword is your main weapon. It give you the best DPS for the Mesmer on hi own and the skill 2 allow you to DPS even in difficult situation. You can time it during the final boss to never get hit without dodging.

- Focus is also really important. Into the void allow you to pull the 2 first target to the Right Turret to allow your groug to DPS 3 target at the same time. The Warden is the best Burst available to the Mesmer. Not the best Sustained DPS so not the best for the 2 Bosses, but it allow you to burst down acolyte when you use it with Blurred Frenzy. Into the Void is your best friend with Blurred Frenzy. You need to love him and use him and trust me, he gonna give it back to you :D . Pull a enemy out of your brazier, interrupt a flamethrower that was about to kill you, pull enemies next to a downed friend to rez him, etc. Into the Void and Distortion (F4) is my search and rescue kit. You can be amazed by the impossible rescue you can accomplish with that. In the perfect group, you don't need that, but nobody is perfect.

- Greatsword. Basic choice. It allow you to push the first boss on the wall so Warriors can use Whirlwind on him. It is also really helpful if your group screw up at the Acolyte. The greatsword sill allow you to kill an acolyte fast enough while in range, when a good chuck of your team is dead or down. In global, the only reason i use it, its because of the push. I'm currently trying to figure out how to replace my GS for another Sword/Pistol or Sword/Sword. Or even try Staff to pur Warlock on the final boss. Way more DPS these way.

- At the first boss. Have the GS. Illusionnary Wave - Time Wrap - Berserker - Mind Stab - Switch to Sword/Focus - Warden - Blurred Frenzy - Sword Auto-Attack - Illusionary Leap and Mind Crack at the end to finish the boss. Sometime the boss can move to your Left. Use Illusionary Leap - Swap to immobilize him if needed.

- At the Acolyte. Don't try to take the Acolyte near the group's entry point. Half the time, mobs there are gonna kill your Warden before he can do DPS making you vulnerable since you can't burst down the Acolyte in a second without your warden. The other 3 Acolyte are just fine. You cast Warden as you move to your acolyte and when you reach him use Blurred Frenzy to burst it down. If you are to far away from your target : Cast Warden - Illusiionnary Leap - Swap (to get next to your Acolyte) - Blurred Frenzy. If you are about to get gang bang just as you finish to kill your acolyte press F4 to get 3 sec of distortion from You, Illusionnary Leap's Clone and Warden. You have a small windows between the target death and the explosion of your illusion. Blink is good to get out of trouble. Don't worry, except if you use it in the third and last round of Acolyte, the CD should be finish when you need to portal the group through the Magma Balls.

- Brazier. Don't forget to use Signet of Inspiration to copy another 9 might on the gater. I use Into the void to pull my 3 mobs, but also the mobs of other people out of our brazier. After that switch to your GS (you should still be out of combat at this point). If the mob are running back at you, Push them back with the GS. A good gater should have finish at this point. If not, then call a Berserker and switch back to sword/focus. If the gater really screw up, call a Warden and then a Blurred Frenzy to almost kill the 3 mobs and be safe. If the gate is about to get open, then only use Blurred Frenzy to get invulnerable before getting the hell out of there. Usually, if the gater is good, you shouldn't miss a single HP. If he is bad, don't worry you should be good. If you have some difficulty at first, drop the Signet of Inspiration and use a Mantra of condition removal since its the bleeding that should kill you here. Just remember the mantra is for learning, you should get rid of it ASAP.

- Final Boss. There is no constant rotation for this fight. You need to adapt and know the boss and how to react. The boss have 4 attacks. 1) Pink Flamethrower. Just get behind him, don't waste dodge and DPS on that. 2) AOE Knockback. Blurred Frenzy, Distortion (F4) or Dodge in last resort. 3) AOE Burning. This is what is gonna kill you most of time. Same as teh Knockback use Blurred Frenzy, Distortion or Dodge to avoid it. If you are in a good group that kill the boss in about 12-15sec, you shoudn't have to dodge this attack at all, since it won't gonna kill you in this time. But if the group take longer to kill the boss, you definitively wanna do something about that. 4) The crystal are obvious. Knockback and high damage. Don't take chances and dodge them if you are not already in Blurred Frenzy. This boss take practice to master in a Full Zerker Farm situation. A dead DPS is no DPS at all, so stay alive. The tricky part is to stay alive without sacrificing DPS and that take some practice. General tips for this boss. Wait for the boss' first big attack and all of the banner before using Time Warp (never use it right away). It always a good idea to put a Berserker on the boss before beginning the fight with your sword/focus.

NB : I use Sword/Focus and GS for this walkthrough. Other set of weapons are also good, but this set of weapons should be use from start to end for new player in Cof Path 1 Farm. You gonna have to master this before trying to switch to a third weapons set in mid run or optimizing your skill to replace the GS to a more hard hitting weapon.

#54 Strife025

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Posted 15 April 2013 - 08:18 PM

Forgot the most important part for mesmer.

Feedback against the Final Boss' AoE Crystals not only protects your group, but does about 5k-6k per crystal in damage to the boss.

This is why most people don't need or use signet for the brazier part, because usually you have blink + portal + feedback on your bar and it slows you down to much if you need to wait for your cooldown to swap a skill or get out of combat running into the final boss. A good warrior can kill the brazier with 4x FGJ + Signet of Rage in 3s regardless.

The difference in time saved between wasting signet for a 3s controller kill, or doing ~30k damage and letting your party dps instead of dodge on the last boss is a huge benefit for taking feedback vs signet. Even if you were to use signet, it would be more beneficial to save it for the last boss while in time warp to start with 25 stacks of might which will give you the full might benefit for the 25s boss fight for the entire party vs one party member on a 3s controller, because with the 48s cooldown if you use it at the controller it won't be up again until the boss is almost dead.

Edited by Strife025, 15 April 2013 - 10:29 PM.


#55 Ioflux

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Posted 15 April 2013 - 10:21 PM

View PostStrife025, on 15 April 2013 - 08:18 PM, said:

Forgot the most important part for mesmer.

Feedback against the Final Boss' AoE Crystals not only protects your group, but does about 20k per crystal in damage to the boss.

This is why most people don't need or use signet for the brazier part, because usually you have blink + portal + feedback on your bar and it slows you down to much if you need to wait for your cooldown to swap a skill or get out of combat running into the final boss. A good warrior can kill the brazier with 4x FGJ + Signet of Rage in 3s regardless.

The difference in time saved between wasting signet for a 3s controller kill, or doing 100k damage and letting your party dps instead of dodge on the last boss is a huge benefit for taking feedback vs signet. Even if you were to use signet, it would be more beneficial to save it for the last boss while in time warp to start with 25 stacks of might which will give you the full might benefit for the 25s boss fight for the entire party vs one party member on a 3s controller, because with the 48s cooldown if you use it at the controller it won't be up again until the boss is almost dead.

100k is a bit of a far off stretch. Feedback reflects each projectile for ~5-6k each totalling anywhere from 25-40k. Just sayin...

#56 Strife025

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Posted 15 April 2013 - 10:28 PM

View PostIoflux, on 15 April 2013 - 10:21 PM, said:

100k is a bit of a far off stretch. Feedback reflects each projectile for ~5-6k each totalling anywhere from 25-40k. Just sayin...

Oh yea, was thinking Lupi reflect damage per bolt, forgot how much the dmg reflect on Effigy was ~_~

Changed it, thanks.

Edited by Strife025, 15 April 2013 - 10:29 PM.


#57 heatrr

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Posted 16 April 2013 - 11:55 AM

View PostStrife025, on 15 April 2013 - 08:18 PM, said:

Forgot the most important part for mesmer.

Feedback against the Final Boss' AoE Crystals not only protects your group, but does about 5k-6k per crystal in damage to the boss.

Bingo! I noticed that Thaddeuz did not mention it - shocking actually - I figured most mesmer's used feedback on last boss...guess I was wrong in that assumption. Nonetheless, feedback is an awesome tool on the last boss.

#58 Thaddeuz

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Posted 16 April 2013 - 01:05 PM

View PostStrife025, on 15 April 2013 - 08:18 PM, said:

Forgot the most important part for mesmer.

Feedback against the Final Boss' AoE Crystals not only protects your group, but does about 5k-6k per crystal in damage to the boss.

Ya. At the end I saw the length of my text and try to cut it short. It was more a mini guide for new Mesmer to the CoF path 1 Farm. Personally, i prefer to use Feedback for two reason. First the last boss like you said Strife, and also for the second turret at the start so my party don't get hit by it if they don't kill the mobs fast enough. But playing as a Mesmer new to Cof farming, you better not use FB for the first run you gonna do. Not a lot of Mesmer use to melee before starting farming cof, and you are pretty much on the spot. As a warrior you blend in the middle of 2-3 other warrior and your mistake are less important than those of the Mesmer and the Gater. Which is why not a lot of people like to do the gater in a Cof farm. People don't want to screw up and that everybody see them. Personally, i feel that the Mesmer should focus on the basic first before including FB on their stuff. It took me some run before i was comfortable enough to don't die at the final boss. Remember Strife that not everybody can have a guild group to help them and most of the players need to learn the hard way in the middle of a pug, which can be hard for a Mesmer. Nobody else of the same profession for advice, your mistake is your fault and you can't hide behind 2-3 other dude in your party, etc. No joke, i was really stressed during my first 2 runs :P. Take it one step at the time and FB will come quickly after.

EDIT : Oh i forget. You can use both Signet of Inspiration and Feedback. Just swap Blink to Feedback at the boss.  I start with FB for the first turret, after Signet of Inspiration at the gate, switch back to FB for the boss. I usually easily get out of combat at the gate since nobody attack me (Pull them, then push them back and the gate is ready).

Edited by Thaddeuz, 16 April 2013 - 01:13 PM.


#59 Elysen

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Posted 19 April 2013 - 04:13 PM

You mean I'm not the only Mesmer who knew Feedback dealt a big chunk to last boss?

In response to why it wasn't mentioned, this is focused on the Warriors role.

#60 packotictacs

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Posted 22 April 2013 - 02:28 AM

Any tips for a zerk warrior doing gate? I only know to do 100b and getting in all hits of whirlwind attack (but 100%)




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