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Guild Wars 2

Guild Wars 2 

PvE & Crafting  » Ascalonian Catacombs and my first Dungeon Experience

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96 posts found
  Alders

Elite Member

Joined: 1/28/10
Posts: 1643

I cannot fiddle but I can make a great state of a small city.

11/05/12 6:16:02 AM#41

AC is the perfect example of most MMO'ers being terrible, not using their heads, and trying to play the game only 1 way.

Rez zerging is for the stubborn players that don'y want to or don't understand how to synergize their builds with the rest of the group.

The majority of these dungeons are rather easy once you realize that damage mitigation, avoidance, and teamwork are more important than DPS.

Is anyone providing protection?  Is anyone removing everyones conditions?  Is anyone making use of finishers to heal the group?  Is anyone chain CC'ing mobs?  Is everyone geared properly and not glass cannon?

Of course not!  They're mindlessly zerging through everything, because that's what they're used to.  Then they complain about rez zerging?  C'mon now.

There's definitely problems with the game, but player stubborness is number is at the top.

  User Deleted
11/05/12 6:52:29 AM#42
Originally posted by Loke666
Originally posted by The_Korrigan

The only boss I may eventually die to in AC story mode is the last one, if I screw up dodging his big attack. The twins (who aren't lovers I think, but brother and sister) are easy once you understood how they work.

I advise anyone who wasn't impressed by the first GW2 dungeons to run Sorrow's Embrace (story mode). Not only there are quite challenging fights requiring tactics and to pay attention, but the end is just awesome.

Try bring some rocks with you and have a player throw them at him constantly, even our worst noob in trashgear (and just over lvl 30) didnt go down even once for us then. Easy as cake.

Not very dignified for a king though, we had my warrior throwing them and smack him with the stock of my rifle in between, he was down or on the way up the entire time ;).

Funny enough was this not a plan tactic, I just brought a rock and the rest saw it and followed the example, they ended up in a big pile at the kings feets.

No offense, but this sounds a bit like an exploit - quite funny though :)

  Caliburn101

Novice Member

Joined: 3/30/11
Posts: 647

"Imagination is more important than knowledge." Albert Einstein

11/05/12 9:31:03 AM#43
Originally posted by vort3x

Dungeons are exactly the way i imagined them after Anet announced there will be no trnity in the game. Think of it, what else can you do with a dungeon if you throw healer class out of the game? The game is completely tilted towards everyone being DPS, playing anything else is pretty pointless. So yeah, in short dungeons in GW2 are BAM BAM BAM, EVADE, DIE, GET RESED, BAM BAM BAM, RES YOUR TEAM MATE, WIN.

Boss fights are the same way. Every now and then, the boss let's out an attack that can 1-shot people. That attack is usually very predictable, but 1 or 2 people in the team usually get cought by it. So they die. And after the attack boss practicaly does nothing, so the game lets you res those people. 10 seconds after, the boss let's that attack out again. And the story repeats itself... bam bam bam, res, bam bam bam, res, bam bam bam win.

Also because there's no healing class, the only way to pass the dungeon is either doing it without anyone dieing (which is really hard) or just res zerging and corpse runing. I can't see how Anet thought their way is any more fun than puting a well constructed party together, that had to have the means to complete the dungeon, with players that do well in their class.

 

Oh well.

PS: Also I'd like to point out that GW1 elite dungeons were so so so much more fun and challanging, I can't even put it into right words...

This is utter rubbish.

DPS builds do not do well in Dungeons. High DPS/low survivability doesn't work well in ANY of them, and makes even the more straightforward fights difficult.

As for bosses letting you res people - this is hillarious. As a case in point - try the Vines Boss in TA and use that tactic.... oh but you haven't have you.... because otherwise you would know how suicidal it is and wouldn't be making grossly innacurate and sweeping comments about ALL Dungeons....

I have done all in storymode and over half the explorables in total. I have full TA armour set and know that and a couple of others very well indeed.

It IS hard doing Dungeons without people going down - but skill and knowledge of the mobs and bosses makes a world of difference. Res-zerging is a phase if you do a Dungeon a few times - not an innevitable part of your experience.... that is.... if you take note of your mistakes and improve you approach to each challenge.

Oh well....

  Caliburn101

Novice Member

Joined: 3/30/11
Posts: 647

"Imagination is more important than knowledge." Albert Einstein

11/05/12 9:34:35 AM#44
Originally posted by The_Korrigan
Originally posted by Loke666
Originally posted by The_Korrigan

The only boss I may eventually die to in AC story mode is the last one, if I screw up dodging his big attack. The twins (who aren't lovers I think, but brother and sister) are easy once you understood how they work.

I advise anyone who wasn't impressed by the first GW2 dungeons to run Sorrow's Embrace (story mode). Not only there are quite challenging fights requiring tactics and to pay attention, but the end is just awesome.

Try bring some rocks with you and have a player throw them at him constantly, even our worst noob in trashgear (and just over lvl 30) didnt go down even once for us then. Easy as cake.

Not very dignified for a king though, we had my warrior throwing them and smack him with the stock of my rifle in between, he was down or on the way up the entire time ;).

Funny enough was this not a plan tactic, I just brought a rock and the rest saw it and followed the example, they ended up in a big pile at the kings feets.

No offense, but this sounds a bit like an exploit - quite funny though :)

Sounds like - but isn't. It's a PVE item in a PVE Dungeon.

Rather nice bit of improvisation there I would say....

  deakon

Novice Member

Joined: 3/07/11
Posts: 588

11/05/12 9:38:21 AM#45

This is my main problem with GW2 it promotes zerging far too much imho

 

Yes dungeons can be run without corpse zerging but besides repair cost theres nothing to prevent you from zerging it, and it isnt just the dungeons, the big DE's are zerg fests as is WvW by and large, there is nothing in the game to promote coordination, which I personally think is a big issue

  BadSpock

Hard Core Member

Joined: 8/21/04
Posts: 7677

Logic be damned!

11/05/12 9:44:25 AM#46

I'm sorry to say that I greatly, greatly prefer the WoW dungeon experience over GW2's.

Granted, I've only done AC story and all 3 explorable modes one time each - and I'm sure as others in this thread say they get better and with a more coordinated group it's more fun and less zergy / corpse blitzing...

But doing MoP dungeons on my Ele/Resto Shaman was more fun for me - by a long shot.

I think the biggest problem is that there is ZERO preparation from general PvE to transition into dungeoning.

This is true in both games IMO and is a problem in MMOs in general.

They never teach you what to do in a group, trinity roles or not.

 

Now Playing: D3:RoS, Watch Dogs
Looking Towards: Destiny

  Ridelynn

Elite Member

Joined: 12/19/10
Posts: 3306

11/05/12 9:50:45 AM#47

Of all the Story Mode dungeons, AC was the first you get to (open at Level 30), and the most difficult.

That being said, the explorable modes can get more difficult.

But, they do get much easier with practice and patience. Learning to dodge, avoid the AOEs you can, learning the "tells" of the different big attacks, learning how to juggle your various abilities and find the balance between DPS, survivability, and utility, and rez in combat (some deaths are unavoidable, but the content is made with that in mind and not total "Total Death", but with the ability to recover with the aid of your party -- moreso to make you, as a party, prioritize and scramble a bit to recover.

  Alber_gamer

Hard Core Member

Joined: 10/08/12
Posts: 446

11/05/12 9:56:11 AM#48

No trinity ruined dungeons for me. Not because they are hard, which they really aren't, but because there is no sense of tactical teamplay at all. You just play "every man for himself", which makes even the only aspect of the game which forces you to group up into an individualist, dissociating experience.

 

If you're having trouble finishing dungeons, just keep in mind that glass cannon gear/talent setups won't get you too far. Consider getting some survability in your items (HP, Def) and at least a couple of evasive skills. In the case of the Elementalist you probably want the Air Spirit and the Arcane Shield (I forget their exact names). The rest is spamming your 1-2 button while the enemies focus on someone else, and evading attacks and using defensive cooldowns when the enemies focus on you. Pretty straightforward (and boring).

 

No trinity made dungeoneering worse for me, despite it being a selling "asset" of the game. 

My opinion is my own. I respect all other opinions and views equally, but keep in mind that my opinion will always be the best for me. That's why it's my opinion.

  BadSpock

Hard Core Member

Joined: 8/21/04
Posts: 7677

Logic be damned!

11/05/12 10:06:05 AM#49
Originally posted by Alber_gamer

No trinity made dungeoneering worse for me, despite it being a selling "asset" of the game. 

Having to wait hours for Tanks/Healers may have been an issue before - but only IF you weren't in a guild (shame on you!) and now that they have LFD/LFG tools and such that are cross server/realm and such...

I've realized Trinity based dungeon running/raids is my favorite part of the MMORPG experience.

I miss the older, longer / more epic dungeons of Vanilla and of course the more challenging heroics of the BC era.

But so far the whole dungeon experience in GW2 turned me off SO much from the game, I have had my "main" sitting at 78 for weeks.

 

Now Playing: D3:RoS, Watch Dogs
Looking Towards: Destiny

  User Deleted
11/05/12 10:11:45 AM#50
Originally posted by BadSpock

Granted, I've only done AC story and all 3 explorable modes one time each <snip>

Give a try to Sorrow's Embrace someday.

  Xiaoki

Advanced Member

Joined: 3/07/04
Posts: 2424

11/05/12 10:53:00 AM#51

The biggest problem with AC Story is the PvE content from level 1-30 that you do before unlocking AC Story.


New players will do Hearts that are solo only and DEs that are zerged by 20 people.


When they get to AC Story the game has not taught them any advanced PvE grouping techniques at all.

They didnt need to switch weapons, switch utility skills, use control abilities, dodging hasnt been necessary and the only support they probably know is to revive people.

Also, their gear will be crap. They will most likely have some level 15 greens mixed with some whites.

So, when they go into AC Story and people do their own thing and they die in 2 hits it will lead to frustration and anger.


Seriously, if you want some super hard ass kicker dungeon thats what Explorable Mode is for.

  Tamanous

Elite Member

Joined: 3/22/09
Posts: 1632

11/05/12 10:59:59 AM#52
The very first dungeon being at level 30+ in GW2 is an extreme lol moment for me.

You stay sassy!

  Zeus.CM

Novice Member

Joined: 6/13/10
Posts: 1790

www.croatian-maniacs.com

11/05/12 11:00:56 AM#53
Lv 30 (for story) and 35 (for expl) might be the entry level, but I would suggest anyone to wait until they are at least 10 levels above that content. Dungeons might have different levels but they are all end-game content which means they are designed so lv 80s with max armor still have challenge in explorable mode.
  Aerowyn

Novice Member

Joined: 2/20/12
Posts: 7969

11/05/12 11:10:00 AM#54
Originally posted by Khebeln
 

Uhh yeah, but only in set of best gear and perfect control of your character by everyone in your group. Voice coms help as well.

Gw2 dungeons are chaotic and no mater how much ppl will say get over it or others can do it etc, wont fix this.

I have 500h+ played (majority of it runing dungeons)

Right now im waiting for more content as pvp as fun as it is mechanics wise its not motivating enough to do it.

which is my favorite part.. in games i played in the past like Rift once you know the mechanics of a dungeon it's the same exact fight over and over with people doing the same exact things over and over gets really boring after a couple runs imho now saying that gw2 dungeons have mechanics as well which make it a ton easier but still has that element of chaos that makes them that much more fun.

I angered the clerk in a clothing shop today. She asked me what size I was and I said actual, because I am not to scale. I like vending machines 'cause snacks are better when they fall. If I buy a candy bar at a store, oftentimes, I will drop it... so that it achieves its maximum flavor potential. --Mitch Hedberg

  Khebeln

Advanced Member

Joined: 5/29/04
Posts: 634

Leader and founder of the Excessum Gaming Community

11/05/12 12:55:10 PM#55
Originally posted by Aerowyn
Originally posted by Khebeln
 

Uhh yeah, but only in set of best gear and perfect control of your character by everyone in your group. Voice coms help as well.

Gw2 dungeons are chaotic and no mater how much ppl will say get over it or others can do it etc, wont fix this.

I have 500h+ played (majority of it runing dungeons)

Right now im waiting for more content as pvp as fun as it is mechanics wise its not motivating enough to do it.

which is my favorite part.. in games i played in the past like Rift once you know the mechanics of a dungeon it's the same exact fight over and over with people doing the same exact things over and over gets really boring after a couple runs imho now saying that gw2 dungeons have mechanics as well which make it a ton easier but still has that element of chaos that makes them that much more fun.

No point arguing about tastes. You have right to like things like that. I agree that most dungeons in mmo are way to static and i think this should change and be more dynamic. But not Chaotic. As it is for me in Gw2 everyone needs to run in tank setup know dungeons and do them certian way anyway, only diference is you have no control over whats happening and in the end if you run with randoms blame is being tossed between the party members.

Personaly i say NO to Chaos like gameplay. What we should aim for are dynamic element that happens once in a while regardless of your choices.  For example you have to overcome be it extra mini boss, mini events or diferent scrypts for main bosses.


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  User Deleted
11/05/12 1:10:09 PM#56

I do speed runs with my guild, but all of us usually running 3 to 4 different builds depending on what dungeon. We usually take 2 or 3 people new to the dungeon and when we are running newer people, I run full support ele, this usually keeps me in water attunement for most of the time. 

 

Someone was talking about how they are pushing full water traits and it was laughable, but the build I run with dwayna + clarion gear if I drop all three heal AOEs its almost 2.8K tick heals for the party members + condition removal.

  Mardukk

Spotlight Poster

Joined: 2/05/11
Posts: 1356

11/05/12 1:20:44 PM#57

I haven't gotten around to running a dungeon yet.  So do you have to switch everything out for defense/survivability?  If so that would be a huge PIA.  I'm assuming most people don't run around with boring suvivability utilities and gear during the level up process.

 

With the lack of trinity another bad thing would be if they force you to dump your glass cannon playstyle.  They make it sound like anyone can come, which may be true, but you are likely forced into a playstyle you may not want to be part of.  

  User Deleted
11/05/12 1:27:25 PM#58
Originally posted by Mardukk

I haven't gotten around to running a dungeon yet.  So do you have to switch everything out for defense/survivability?  If so that would be a huge PIA.  I'm assuming most people don't run around with boring suvivability utilities and gear during the level up process.

 

With the lack of trinity another bad thing would be if they force you to dump your glass cannon playstyle.  They make it sound like anyone can come, which may be true, but you are likely forced into a playstyle you may not want to be part of.  

Yea I can run with what ever build, but I am speaking about when running someone new to the dungeon, you want to show them how to properly run it, they will be making some mistakes, sometimes a lot more, with this in mind I run support, and its not really a PIA because stopping by the bank is not tedius. I my self have 20 slots so I carry 1 support set, and the trait reset is not really expensive.

  Fearum

Apprentice Member

Joined: 1/15/11
Posts: 1087

11/05/12 1:29:01 PM#59

I like them being harder than most other games. It makes you have to learn how to use your profession in a group at an early stage in the game instead of just letting you run through it in easy mode. You can't simply stand there and tank stuff or stand and cast over and over, you have to move and pay attention to everything going on at all times so you don't wipe. There are buffs on the mobs you have to watch so you can cc them, ground targeted aoe you have to be aware of and everyone in the group has to be in sink to be able to over come everything. 

Yes its frustrating when things take long or don't go your way but it makes for stronger team play. It makes being in a guild that much better when you can get familiar with others play styles instead of relying on a pug to run tough dungeons. There are those rare pugs that you do find that run together very well but like in most games, pugs arent the greatest idea for anything that requires team work.

  pb1285n

Novice Member

Joined: 1/28/06
Posts: 506

11/05/12 1:37:50 PM#60
First time in AC, my group made it to the final boss without dropping once. Most of us were first timers, but we talked are way through each fight and understood the game mechanics for our class. Honestly AC is incredibly easy
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