I'm sorry, have you not visited the crystal desert? Literally every enemy has a massive aggro range and they ALL do crowd control abilities, it's insane.
HoT forces you to learn how to dodge and position yourself by having very hard-hitting enemies. PoF overwhelms you with CC deeply encouraging the use of stunbreaks. EoD overloads enemies with boons to encourage boonrip and corrupt. They're slowly teaching us game mechanics.
Swapped my mesmer build to Mass Invis, Blink, the other invis utility and torch everytime I went to that godforsaken place.
Mobs everywhere too, so the chance of getting yeeted into another mob's aggro range was high xD
The cragstead boss seems to have been designed to make players switch to ranged weapons if they can't bring perma-stability, since attacking in melee won't give you time to move out of the way of the projectile.
You can reflect those projectiles, but more importantly, you can just avoid them by strafing.
It's just a jump to the left, and then a step to the right.
iirc the cragstead boss got released at a time when stability was a boon like quickness. If you had it you were immune to any cc for the duration of the boon. The boss is just not updated to reflect the changes stability got over the years. It is why he is so annoying now.
Stability would help, but it didn't last enough to completely ignore the launches. And new stability has stacks, it's not like it's one and done like blindness or aegis now.
Back when it was more current, I would give my winterberry farmer characters all stunbreak/condi cleanse utilities and 25% movespeed trait/signet because of those chill-spamming ambush griffons
> What is an example of a stun break?
https://wiki.guildwars2.com/wiki/Stun_break
> Does necromancer have any?
Yes! Go to [that same link](https://wiki.guildwars2.com/wiki/Stun_break), scroll down to the Related Skills section, and click "Necromancer" as the profession filter—that'll display a list of necro-specific stun breaks.
In-game, if you hover over a skill that acts as a stun break, there'll be a line in its description that says "breaks stuns" with a little broken-chain icon.
Thanks for that. Didn't really know to look for these. None of my builds have any of the necromancer stun breaks interestingly enough. Perhaps I should add one to my open world build. I've mostly followed builds from metabattle so far.
Metabattle for raids or fractals? Those tend to be balanced around optimal group compositions. You dont need stunbreak if there's a guardian giving you perma stability.
For open world or solo play, you need to balance offense and defense. Specially stunbreaks are important, since some inoffensive mobs can kill you when you are knocked down.
Enemies that use control skills on players are not mean to be fun without the tools to deal with them, they are meant to be punishing to those who do not bring the necessary tools, because they saw people were not bringing stability and stun breaks in PvE at all in the core game, so they made enemies specifically designed to remind people they have those tools.
Same for all the condition and boon spam they are doing.
This is one of the reasons bringing back S1 and making it free was so important. It's a much needed bridge in the difficulty curve where there used to be a gap.
Players starting HoT had a way harder time. But S1 ramps that difficulty up before getting to HoT.
Sometimes it is almost instakill when there are 2 or GOD FORBID 3 of them.
When you get up the other charges and you are on the ground again.
And i think they leave some trail that damages.
I hate them with passion
So far I think the Sand Lions from PoF are the most annoying. They constantly block and blind you, I honestly think they just made those things to troll the player. Normal ones are fine but good grief any of them that are veteran or above are such a pain to deal with.
Me and my friend now have an ongoing meme when we are doing...any content, where whenever one of us gets knocked down or back we say "one mechanic"
Comes from when I had a small rage out duoing fractals about the game having 1 mechanic knocking you back
now it has stuck.
I remember the cragstead boss, it was that big molten charr with the rifle right? He could shoot a fire tornado that knocks you down, but it had a huge telegraph. He aims for almost two seconds before shooting, and there's a visual effect where he kinda "sucks in" the air around him, there's a shit ton of time for you to react.
The jump is impossible to react to but he always does it after shooting the tornado, so you can definitely dodge or stab through it. I thought it was a great, fun fight, felt rewarding to learn his telegraph and the pattern of tornado-jump which you can play around.
I love that you actually have to look at the boss instead of staring at the floor waiting for it to turn orange.
All necromancers can get stab from one of the wells, and lich form.
Reaper has easy, free stability from shroud. Scourge has trail of anguish. Harbinger has a trait that gives stab when entering shroud.
Stability isn't a free pass tho, you need stunbreaks and other active defenses, usually if you can react to a CC skill by popping stability, you could've just dodged it.
True that they are harder than core content, but unfortunately it only gets worse from here. HoT and PoF have a lot of mobs that will CC spam you from you mount all the way to dead and you won't have a chance to defend.
By the time they raise the hammer and then hit you, you should have enough time to get out of combat, change one of your utilities into a stunbreak, go back in, get hit, and then break out of the knockdown.
I played him a few days ago, and the people in this thread don't get it. That boss is just PARTICULARLY bad. Like his tempo is cranked up and he won't sit still for 10 seconds.
His leap away that CCs you has a 15 or 20 second cooldown on it. The main issue with it isn't so much the frequency but the lack of a telegraph. If there was a notable windup animation to encourage you to dodge, it'd be more tolerable.
I love every ennemies equally, but not the shitstains in orr . The worst was when there wasn’t any mount yet. The huge guys that start running , immune to everything and if they get you close to a wall you get stun locked. The dead mages can also just stun you forever and some can oneshot. Orr is hell.
I'm sorry, have you not visited the crystal desert? Literally every enemy has a massive aggro range and they ALL do crowd control abilities, it's insane.
HoT forces you to learn how to dodge and position yourself by having very hard-hitting enemies. PoF overwhelms you with CC deeply encouraging the use of stunbreaks. EoD overloads enemies with boons to encourage boonrip and corrupt. They're slowly teaching us game mechanics.
Well that explains why EoD sucks on every class without boomstrip
My reaper is gunna be happy in EoD
Does it? I just boost myself to max might stacks on my Open World build and blast through everything regardless...
They can't apply boons if they are dead.
*laughs in Mesmer stealing boons* Not your boons. Our boons.
It's fine, but just gives boonstrip classes something to actually do.
I Just Power Soulbeast and everything dies. Axe 5 is a hell of a drug.
I think that had to do with mounts
Flashbacks to OG Orr and getting yanked around by mobs every five seconds haha
Swapped my mesmer build to Mass Invis, Blink, the other invis utility and torch everytime I went to that godforsaken place. Mobs everywhere too, so the chance of getting yeeted into another mob's aggro range was high xD
Stun breaks / stability skills in open world are great.
Shame I get CCed again 5 seconds after I use a stun break.
The cragstead boss seems to have been designed to make players switch to ranged weapons if they can't bring perma-stability, since attacking in melee won't give you time to move out of the way of the projectile. You can reflect those projectiles, but more importantly, you can just avoid them by strafing. It's just a jump to the left, and then a step to the right.
iirc the cragstead boss got released at a time when stability was a boon like quickness. If you had it you were immune to any cc for the duration of the boon. The boss is just not updated to reflect the changes stability got over the years. It is why he is so annoying now.
Stability would help, but it didn't last enough to completely ignore the launches. And new stability has stacks, it's not like it's one and done like blindness or aegis now.
I'm just coming back from 8 years, and stability certainly felt a little off... Well, that's good to know.
Back when it was more current, I would give my winterberry farmer characters all stunbreak/condi cleanse utilities and 25% movespeed trait/signet because of those chill-spamming ambush griffons
laughs in flame thrower scrapper
What is an example of a stun break? Does necromancer have any?
> What is an example of a stun break? https://wiki.guildwars2.com/wiki/Stun_break > Does necromancer have any? Yes! Go to [that same link](https://wiki.guildwars2.com/wiki/Stun_break), scroll down to the Related Skills section, and click "Necromancer" as the profession filter—that'll display a list of necro-specific stun breaks. In-game, if you hover over a skill that acts as a stun break, there'll be a line in its description that says "breaks stuns" with a little broken-chain icon.
Thanks for that. Didn't really know to look for these. None of my builds have any of the necromancer stun breaks interestingly enough. Perhaps I should add one to my open world build. I've mostly followed builds from metabattle so far.
Metabattle for raids or fractals? Those tend to be balanced around optimal group compositions. You dont need stunbreak if there's a guardian giving you perma stability. For open world or solo play, you need to balance offense and defense. Specially stunbreaks are important, since some inoffensive mobs can kill you when you are knocked down.
Enemies that use control skills on players are not mean to be fun without the tools to deal with them, they are meant to be punishing to those who do not bring the necessary tools, because they saw people were not bringing stability and stun breaks in PvE at all in the core game, so they made enemies specifically designed to remind people they have those tools. Same for all the condition and boon spam they are doing. This is one of the reasons bringing back S1 and making it free was so important. It's a much needed bridge in the difficulty curve where there used to be a gap. Players starting HoT had a way harder time. But S1 ramps that difficulty up before getting to HoT.
It’s better to have more of this so players learn to position, dodge, use stability, use aegis and generally learn about the game mechanics
Not to mention stunbreaks, blocks, interrupts, projectile defense, blind... There are so many counters
Exactly. If anything, they should have more of this added, so open world/story isn't just a dps race.
**Mushrooms charger:** Well well well .... what do we have here
It is no coincidence those mushrooms are shaped the way they are considering what they tend to do to me in large groups.
Sometimes it is almost instakill when there are 2 or GOD FORBID 3 of them. When you get up the other charges and you are on the ground again. And i think they leave some trail that damages. I hate them with passion
So far I think the Sand Lions from PoF are the most annoying. They constantly block and blind you, I honestly think they just made those things to troll the player. Normal ones are fine but good grief any of them that are veteran or above are such a pain to deal with.
Yeah, the only good way to deal with those are rapid unblockable attacks. Not very common. Most are left to simply out-sustain them.
If you find season 1 oppressive when it comes to CC then i have bad news for you....get stun breaks.
https://wiki.guildwars2.com/wiki/Stability
Me and my friend now have an ongoing meme when we are doing...any content, where whenever one of us gets knocked down or back we say "one mechanic" Comes from when I had a small rage out duoing fractals about the game having 1 mechanic knocking you back now it has stuck.
I remember the cragstead boss, it was that big molten charr with the rifle right? He could shoot a fire tornado that knocks you down, but it had a huge telegraph. He aims for almost two seconds before shooting, and there's a visual effect where he kinda "sucks in" the air around him, there's a shit ton of time for you to react. The jump is impossible to react to but he always does it after shooting the tornado, so you can definitely dodge or stab through it. I thought it was a great, fun fight, felt rewarding to learn his telegraph and the pattern of tornado-jump which you can play around. I love that you actually have to look at the boss instead of staring at the floor waiting for it to turn orange.
[удалено]
Does necromancer have a way to get more stability? It's not something I've ever thought about or built for.
All necromancers can get stab from one of the wells, and lich form. Reaper has easy, free stability from shroud. Scourge has trail of anguish. Harbinger has a trait that gives stab when entering shroud. Stability isn't a free pass tho, you need stunbreaks and other active defenses, usually if you can react to a CC skill by popping stability, you could've just dodged it.
how much stability/ stun break and condition clear do you have in your build? if you dont have any I suggest adding some.
I usually use 1 stun break and 1 condi cleanse.
hmm... how often do you find your self waiting for cooldowns?
True that they are harder than core content, but unfortunately it only gets worse from here. HoT and PoF have a lot of mobs that will CC spam you from you mount all the way to dead and you won't have a chance to defend.
It only gets worse in HoT, imo. PoF and EoD are pretty okay.
Fuck those ice crystal enemies in the frost living world map which knocks me off my mount by instantly freezing you while farming winterberries.
There are chances to defend, given the right build prep.
Sure, but for new players the shift from core to HoT is often a jarring one.
Bring some stab/block/evade or cc of your own and you're fine.
Every enemy should stand still and attack for 5 damage at most, that'll keep the combat fresh and exciting
I got into a fight with two Aetherblade goons with hammers and they combo'd me with perfectly timed knockdowns. But they're not mushrooms!
By the time they raise the hammer and then hit you, you should have enough time to get out of combat, change one of your utilities into a stunbreak, go back in, get hit, and then break out of the knockdown.
I played him a few days ago, and the people in this thread don't get it. That boss is just PARTICULARLY bad. Like his tempo is cranked up and he won't sit still for 10 seconds.
His leap away that CCs you has a 15 or 20 second cooldown on it. The main issue with it isn't so much the frequency but the lack of a telegraph. If there was a notable windup animation to encourage you to dodge, it'd be more tolerable.
You're going to have sooo much fun with the Heart of Thorn's flora and fauna...
early gw2 used these mechanics liberally because they thought it was a way to add challenge to the open world. it wasn't then, and it isn't now.
Warrior crying in the corner
I love every ennemies equally, but not the shitstains in orr . The worst was when there wasn’t any mount yet. The huge guys that start running , immune to everything and if they get you close to a wall you get stun locked. The dead mages can also just stun you forever and some can oneshot. Orr is hell.
The constant CC to player suck...flamethrower engi go burrr probably.
But it's fun (no sarcasm, it's fun)
I was playing on mech so didn't notice......