Damage cap on monster attacks.
Coraline Jones
I can understand that in some "Elite" dungeons that Hard Mode should be pretty hard and require some strategy and planning.
But there are some areas of the game that I wouldn't call "elite" and it gets pretty lame especially with boss monsters automatically getting free double-damage, infinite energy, and halved skill recharge and cast times.
For instance, today I was vanquishing Shenzun Tunnels in Factions. I think vanquishing is okay, and I understand that it can be a little rough. But then I reach The Afflicted Kam. In Hard Mode, Kam can shoot Lightning Orbs that do about 550 damage on a AL60 character, effectively one-shotting almost any henchman on the spot. Kam will also use the skill approximately once every 4 or 5 seconds. Even more frustrating is that he (she?) comes with a massive entourage that often includes more elementalists and ritualists.
With a normal balanced team, you probably will get wiped over and over. You pretty much have to start treating this boss like a high-end dungeon and start thinking about using cookie-cutter templates to beat this area.
I don't understand why monster damage can't be capped to a maximum of 250 damage on a single spell or attack. Without this, unless you're running a monk build, none of the NPCs will react fast enough to cast protection spells, and the party wipes over and over.
But there are some areas of the game that I wouldn't call "elite" and it gets pretty lame especially with boss monsters automatically getting free double-damage, infinite energy, and halved skill recharge and cast times.
For instance, today I was vanquishing Shenzun Tunnels in Factions. I think vanquishing is okay, and I understand that it can be a little rough. But then I reach The Afflicted Kam. In Hard Mode, Kam can shoot Lightning Orbs that do about 550 damage on a AL60 character, effectively one-shotting almost any henchman on the spot. Kam will also use the skill approximately once every 4 or 5 seconds. Even more frustrating is that he (she?) comes with a massive entourage that often includes more elementalists and ritualists.
With a normal balanced team, you probably will get wiped over and over. You pretty much have to start treating this boss like a high-end dungeon and start thinking about using cookie-cutter templates to beat this area.
I don't understand why monster damage can't be capped to a maximum of 250 damage on a single spell or attack. Without this, unless you're running a monk build, none of the NPCs will react fast enough to cast protection spells, and the party wipes over and over.
Tyla
[skill]protective spirit[/skill]
And take aggro. AI is stupid ftw.
And take aggro. AI is stupid ftw.
Fried Tech
Usually, the game isn't overpowered, you are underpowered.
If certain builds are not working go back to the drawing board and try again. There are thousands of skills in the game.
/notsigned
If certain builds are not working go back to the drawing board and try again. There are thousands of skills in the game.
/notsigned
jiggles
wheres the fun in making them easier?
/notsigned
/notsigned
pfaile
if you limit the damage, then all one would have to do is ovepower your own defence with a paragon or two and nothing would be a challenge
/not signed. ps. I vanquished all of Cantha h/h, it was hard in places, but you can press through it.
/not signed. ps. I vanquished all of Cantha h/h, it was hard in places, but you can press through it.
Arkantos
Repeat after me:
Hard mode.
It's meant to be hard. Take protective spirit, bring along daze, and it's gg really.
Hard mode.
It's meant to be hard. Take protective spirit, bring along daze, and it's gg really.
TheRaven
Coraline, I can tell from your Academy Page title that you are new here. You'll soon find that most "Wahhh!!! This is too hard!!!! Make the game easier!!!" posts are not popular. Most of the time, the area that the poster is complaining about is not that difficult to others.
Personally, i like a little challenge once in a while and vanquishing should be challenging. If the boss is that hard then re-adjust your skills and try again. Ask for advice or help from guildies if you absolutely can't kill him with H/H.
Personally, i like a little challenge once in a while and vanquishing should be challenging. If the boss is that hard then re-adjust your skills and try again. Ask for advice or help from guildies if you absolutely can't kill him with H/H.
wild_devil_4
one skill other than prot spirit that would help is the asuran skill....'technoble' if used against a boss causes all foes in area to be dazed! this would help defeat a large mob with ease
Painbringer
If you fail you can rez rez again
For EOTN I agree some bosses are too much for an average player, but I think A-net tamed down the relly bad ones. A few if I remember right could wipe your party and regenerate all health back bu the time you ran back to them from the rez shrine
For EOTN I agree some bosses are too much for an average player, but I think A-net tamed down the relly bad ones. A few if I remember right could wipe your party and regenerate all health back bu the time you ran back to them from the rez shrine
xPIMPx
prot spirit, daze him, interupt him gg. OR you could just keep runnig the same build failing and failing for the rest of eternity or until GW2 COMES OUT JEEEEE. (´・ω・`)
Skyy High
Quote:
Originally Posted by wild_devil_4
one skill other than prot spirit that would help is the asuran skill....'technoble' if used against a boss causes all foes in area to be dazed! this would help defeat a large mob with ease
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Seriously, it's one skill; DShot, a fast-recharging interrupt, some other disabling skill, there are plenty of things you can do (which you should automatically be taking in HM) to counter high damage bosses. Or just prot spirit and run in yourself alone, with henchies behind you.
Quru
Just plan your builds for the boss. Not for the dungeon. If i know that boss could wipe party fast if i fail flagging or w/e, i don't usually take MM. It's useless if party gets wiped at boss. Take interrupts, KD, daze etc. At some dungeons those make te end boss very lame (i.e Lady Murakai) because interrupter interrupts all casting attempts and boss is doing just pure melee damage which is easily prottet/healed.
Numa Pompilius
As others have pointed out, there ARE damage caps to monsters. The damage caps are known as [skill]Protective Spirit[/skill], [skill]Shelter[/skill], and [skill]Protective Bond[/skill].
If you know you're going to get hit by, say, Molotov Rocktail, having at least one of the above is a Good Idea(tm).
If you know you're going to get hit by, say, Molotov Rocktail, having at least one of the above is a Good Idea(tm).
MithranArkanere
Quote:
Originally Posted by xPIMPx
prot spirit, daze him, interupt him gg. OR you could just keep runnig the same build failing and failing for the rest of eternity or until GW2 COMES OUT JEEEEE. (´・ω・`)
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Build change is always the answer in GW, unless the problem comes due to skill changes.
In those cases the solution is to changing the monster itslef, like they did with Forgotten monks.
Targuil
You can't see me
These problems are easily countered by simple skill choices.
/Not Signed.
/Not Signed.