#31
Posted 28 February 2013 - 12:32 AM
#32
Posted 28 February 2013 - 01:21 AM
this thread is redundant.
it's also not much harder once you learn the mechanics. bosses have less HP overall and die faster. That thread I started yesterday covers all the new mechanics.
#33
Posted 28 February 2013 - 02:58 AM
to add to Rumstein,
Path 1, my team didn't notice the fire, so it was basically a DPS stability race for us.
path 2 requires massive coordination, split the team to 2-2-1, 1 will hit the boss, the pairs will have to coordinate to "lift and pull" the ooze to power the traps, when the boss touches a fully powered trap, ya gotta dps it down asap. Again, fun =P
Path 3, Grast will cast a massive bubble, like Guardian shield no.5. This is the most interesting one, you gotta heal him when he cast the bubble, grant him protection off bubble, and regen all the time, or not he dies. If he dies, you all die cause the rock drops now hit you for half your life. MASSIVE FUN! Was so bloody excited for this one. Told my ele to run a staff for water fields, 2 warriors ran bow to combo blast the water field, engineer gave protection and regen, overall a great fight! if we had a guardian it would have been perfect.
Troll, now he does aoe fear and one of my teammates mentioned about him jumping double, didn't quite noticed it.
edit: I think this is opening more diverse builds, such as combos, PROPER control coordination, more teamwork and thinking. Honestly enjoyed AC a lot.
Edited by Ernest1337, 28 February 2013 - 03:00 AM.
#34
Posted 28 February 2013 - 04:10 AM
Coren, on 27 February 2013 - 12:29 PM, said:
Think level.35s can handle it guys?
Honestly, it was probably too difficult for a team of none-80s before, unless it's an organised group doing it on their alts. I've always thought it was one of the tougher dungeons even though it's the first, purely because of the knockdowns on Gravelings, and how unforgiving Kholer & Rumblus are. I've actually wiped with a PUG team of 80s on the burrow parts in P1 & P3 because it's actually a pretty tough DPS check with all things considered. I'd have been impressed if I saw a group of level 35s do this without buying full rares.
I haven't done it post-patch yet, nor do I have a reason to, but will 35s be able to do it from the sound of things? No.
#35
Posted 28 February 2013 - 04:18 AM
Xephenon, on 28 February 2013 - 04:10 AM, said:
I haven't done it post-patch yet, nor do I have a reason to, but will 35s be able to do it from the sound of things? No.
I suspected the new scaling was applied in AC.
#36
Posted 28 February 2013 - 04:24 AM
The only thing that might be hard for a group of 35s is the burrows in AC3, now that they nerfed the burrows in AC1 too.
#37
Posted 28 February 2013 - 05:04 AM
GuanglaiKangyi, on 28 February 2013 - 04:24 AM, said:
The only thing that might be hard for a group of 35s is the burrows in AC3, now that they nerfed the burrows in AC1 too.
agreed. it's so much easier now once the mechanics are down. we ran all 3 paths again tonight and were done within 40 minutes. Grast's bubble makes rumbulus a joke, Hodgins' fire fields makes howling king a joke, and with any semblance of teamwork ghost eater is dead within 2 cycles of traps.
Kholer is easier, the mobs he spawns die fast. The troll is pain with the new stuns and KDs, but kholer and his adds can take out most of his HP while you complete other parts of the dungeon, then return and take them both out.
35s should have no problem with anything but the burrows in path 3, which were a pain for 35s anyways before.
#39
Posted 28 February 2013 - 07:57 PM
Kholer was actually a fun fight now, and now just stand toe-to-toe till he's dead.
#40
Posted 28 February 2013 - 08:06 PM
Kholer seems to be more enjoyable to, since his hp droped a bit, havent noticed any damage reduction tbh, the adds are fun to add a bit of confusion in the screen (kholer by himself is no fun).
I liked the revamp of the spider, we actually wiped the first time there, since we were totally unprepared for the changes, but lower hp and harder hitting spawns are a good change.
Edited by The_Blades, 28 February 2013 - 08:07 PM.
#42
Posted 28 February 2013 - 08:23 PM
matsif, on 28 February 2013 - 01:21 AM, said:
this thread is redundant.
it's also not much harder once you learn the mechanics. bosses have less HP overall and die faster. That thread I started yesterday covers all the new mechanics.
I'm going to merge the threads in a bit, but please use TA for PvE-type threads. VA is for profession discussion only.
Edit: Threads merged.
Feel free to PM me if you have a question regarding moderation, want to leave some feedback, or just want to chat!
#43
Posted 01 March 2013 - 05:06 PM
Hurts like a *ens if you get hit by his splash attack but makes a more interesting fight.
#44
Posted 01 March 2013 - 05:22 PM
#45
Posted 01 March 2013 - 05:23 PM
Sandpit, on 01 March 2013 - 05:22 PM, said:
Locking them out?
Nope, simply trying to make the explorable dungeons what they were supposed to be at start. Hard content requiring a focus group that can communicate.
#47
Posted 01 March 2013 - 07:19 PM
Sandpit, on 01 March 2013 - 06:10 PM, said:
Not really. Fixing issues.
They were not really meant for "casuals" (and I assume you mean people that play 1 hour per day or something like that. People other than that can still complete it quite easily).
The fact that they were even completable without any kind of communications at release was a mistake, and not what they were meant to be.
#48
Posted 01 March 2013 - 07:31 PM
Lordkrall, on 01 March 2013 - 07:19 PM, said:
Proof?
Because, I think I remember ArenaNet saying that monthlies, dailies and laurels were designed to help bridge the gap between hardcore and casual players - especially in regards to gear progression.
Yet, the monthlies had 5 dungeons to complete last month. So, are you saying that since dungeons aren't meant for casuals, and that ANet put 5 dungeon completions in the monthly, that monthlies, therefore, aren't meant for casual players?
That would seem to go against the idea that monthlies are there to help bridge the gap between hardcore and casual players.
#49
Posted 01 March 2013 - 07:39 PM
El Duderino, on 01 March 2013 - 07:31 PM, said:
Because, I think I remember ArenaNet saying that monthlies, dailies and laurels were designed to help bridge the gap between hardcore and casual players - especially in regards to gear progression.
Yet, the monthlies had 5 dungeons to complete last month. So, are you saying that since dungeons aren't meant for casuals, and that ANet put 5 dungeon completions in the monthly, that monthlies, therefore, aren't meant for casual players?
That would seem to go against the idea that monthlies are there to help bridge the gap between hardcore and casual players.
Can't you at least read the context before posting?
I quite clearly talked about EXPLORABLE dungeons. Said monthly could easily be completed by doing Story Dungeons, which are very casual friendly and also advertised as such.
#50
Posted 01 March 2013 - 07:49 PM
Lordkrall, on 01 March 2013 - 07:39 PM, said:
I quite clearly talked about EXPLORABLE dungeons. Said monthly could easily be completed by doing Story Dungeons, which are very casual friendly and also advertised as such.
Where is that advertising? I never saw any advertising about either.
Edited by El Duderino, 01 March 2013 - 07:50 PM.
#51
Posted 01 March 2013 - 08:08 PM
El Duderino, on 01 March 2013 - 07:49 PM, said:
Can't find the quotes at the moment, but I quite clearly remember them comparing the Explorable mode dungeons to Raids in other games, when it comes to difficulty.
#52
Posted 01 March 2013 - 08:14 PM
I ask mostly because I'm helping a friend level up, he's almost 30, and when I take him into AC to do his first story mode, I'd like to not get us killed.
#53
Posted 01 March 2013 - 08:15 PM
Lordkrall, on 01 March 2013 - 08:08 PM, said:
If that is the case, then my apologies. You actually make a good point this time.
#54
Posted 01 March 2013 - 08:32 PM
Lordkrall, on 01 March 2013 - 08:08 PM, said:
#55
Posted 01 March 2013 - 08:38 PM
Sandpit, on 01 March 2013 - 05:22 PM, said:
how is it forcing specializations if it's easier than than it was before the update once you learn the mechanics of the boss fights? It is super easy now, the only annoyance is the fact that there is more knockdown since the update. Runs are actually faster than before because all the champs and bosses have less HP than before, which were the only thing holding speed runs from being any faster before. My guild group could easily complete all 3 paths in around 40 minutes, and that isn't even running the meta speed run team.
If anything, AC is more casual friendly now than it was before, and before it was easily the most casual friendly dungeon outside of CoF path 1. All it takes is a run or 2 to figure out the final boss fights, which is no different than when the dungeon was first released and no one knew what to do for a run or 2.
#57
Posted 02 March 2013 - 04:34 AM
I'm officially moving my daily dungeon to CoE. Because it's less gimmicky. And that's saying something.
#58
Posted 02 March 2013 - 04:51 PM
#60
Posted 02 March 2013 - 05:07 PM
Sandpit, on 01 March 2013 - 05:22 PM, said:
How the hell is Anet locking anyone out?
Ofcourse there will always be a optimal team composition for anything, because guess what, some professions will always be better at certain stuff than others.
But you can't compare it to GW1 where you absolutely needed a sin if you wanted to do the hardest content.
Any team composition can clear anything in GW2..
Also tagged with one or more of these keywords: ac, dungeon, ascalonian catacombs
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users









