Man some of these bosses are insane!
LoyalSoldier
The elementalist bosses in particular. I just got nailed by a 360 damage fireball by the boss outside of Aspenwood Gate(Kurzick). Some of these bosses are hitting for 3x the damage any normal elementalist would.
Talk about Steriod users.
Talk about Steriod users.
makosi
I agree, those ele bosses are crazy dmg dealers. If you are a caster with DP, they can kill you in one strike. Where's Lina when you need her?
Jedimagician
prot spirit ftw...
Silent Kitty
Quote:
Originally Posted by Jedimagician
prot spirit ftw...
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Fiendz Bane
Quote:
Originally Posted by Silent Kitty
Geesh, why do people always forget those easy interruptable sucky spirits with a minute recharge time. Beats me. They keep you alive 3 or 4 seconds longer, just enough for the boss to cast an other Spririt Rift at your henchies. Mind you; At that time you are still waiting an other 45 seconds for the next protection spirit to be casted. Oh, I forgot your Rit can cast more stuff. I hope the enemy mesmer or ranger don't see him, when s/he goes on his/her knees to cast the next godly 1 second kill spirit. They do see her/him? So who doesn't they interrupt them? Because they suck, I say!
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Protective Spirit - Enchantment Spell
For 5-19 seconds, target ally cannot lose more than 10% max health due to damage from a single attack or spell.
10 1/4 5
Silent Kitty
Quote:
Originally Posted by Fiendz Bane
I think the above poster meant the monk skill: Protective spirit
Protective Spirit - Enchantment Spell For 5-19 seconds, target ally cannot lose more than 10% max health due to damage from a single attack or spell. 10 1/4 5 |
I just deleted my sucky Rit, that is why I ranted like that
zakaria
Discussed before
http://www.guildwarsguru.com/forum/s....php?t=3035137
http://www.guildwarsguru.com/forum/s....php?t=3035137
oljomo
Quote:
Originally Posted by Silent Kitty
Geesh, why do people always forget those easy interruptable sucky spirits with a minute recharge time. Beats me. They keep you alive 3 or 4 seconds longer, just enough for the boss to cast an other Spririt Rift at your henchies. Mind you; At that time you are still waiting an other 45 seconds for the next protection spirit to be casted. Oh, I forgot your Rit can cast more stuff. I hope the enemy mesmer or ranger don't see him, when s/he goes on his/her knees to cast the next godly 1 second kill spirit. They do see her/him? So who doesn't they interrupt them? Because they suck, I say!
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Have you tried ritual lord at all? It makes the spirits recharge so fast, that i find they are rarely dead (with the exception of displacement, but thats effective even thoguh it dies fast), and as for the problem with interrupts, have you tried mantra of resolve? Also remember that despite the fact they have long cast times, they are not spells, so there are a lot of interrupts that have no affect on them.
I have found that a rit spirit spammer is actually a nice build. But if you dont think that, have you tried one of the millions of other sort of rit builds? (restoration, channeling, minion bomber to name a few)
But i do agree, ele bosses are evil, i think the wrst one i came accross was the ele boss casting unsteady ground (which kds each hit if your attacking) and doign 110 damage per hit with it.
oljomo
Silent Kitty
Quote:
Originally Posted by oljomo
Hi
Have you tried ritual lord at all? It makes the spirits recharge so fast, that i find they are rarely dead (with the exception of displacement, but thats effective even thoguh it dies fast), and as for the problem with interrupts, have you tried mantra of resolve? Also remember that despite the fact they have long cast times, they are not spells, so there are a lot of interrupts that have no affect on them. I have found that a rit spirit spammer is actually a nice build. But if you dont think that, have you tried one of the millions of other sort of rit builds? (restoration, channeling, minion bomber to name a few) But i do agree, ele bosses are evil, i think the wrst one i came accross was the ele boss casting unsteady ground (which kds each hit if your attacking) and doign 110 damage per hit with it. oljomo |
My Rit made a half decent healer, but that was all.
GW really goofed, when they made Factions allot harder, and new characters a whole lot weaker. It really sux for occasional players, but it's probably a whole lot of fun for the few 1337 players amongst us.
Numa Pompilius
I'd say Factions is a lot harder since one of the most common complaints about Prophecies was that it was too easy (and it was, if you could always field a full team of good players... the new situation is just a bit hard on us who can't).
Wrt Rits & assassins being weak, I don't think they are, not really. I'd say rits are about on par with mesmers, and assassins with rangers.
But yeah, the 2x-3x bossdamage is annoying. My favorite is probably the Rit boss on the small island off Shing Jea in the "Sentimental Treasure" quest. It hits for 260 points, which is instakill against most people doing the quest (since they're low level), and it's AoE damage.
Wrt Rits & assassins being weak, I don't think they are, not really. I'd say rits are about on par with mesmers, and assassins with rangers.
But yeah, the 2x-3x bossdamage is annoying. My favorite is probably the Rit boss on the small island off Shing Jea in the "Sentimental Treasure" quest. It hits for 260 points, which is instakill against most people doing the quest (since they're low level), and it's AoE damage.
Mandy Memory
Highest I got pegged for is a 250 (Which I assumed was the highest possible...being as when I looked at all the skills @ ~16 attribute...that one did the highest so 2x or 3x...it still should have been highest)
Anyways, I find it easy to deal with. Ive never had a boss 1 shot anyone, and its still easy to solofarm the bosses that hit that hard. They arent strong enough yet, they are just monsters still. I want to fight something that could be concidered a boss.
(Just buff yourself or have an itchy trigger finger over that heal)
Anyways, I find it easy to deal with. Ive never had a boss 1 shot anyone, and its still easy to solofarm the bosses that hit that hard. They arent strong enough yet, they are just monsters still. I want to fight something that could be concidered a boss.
(Just buff yourself or have an itchy trigger finger over that heal)
Jagflame
Quote:
GW really goofed, when they made Factions allot harder, and new characters a whole lot weaker. It really sux for occasional players, but it's probably a whole lot of fun for the few 1337 players amongst us. |
I really like the fact that Factions is much harder, I found Prophecies boringly easy and the challenge is refreshing. But I don't think it's unbeatably hard...
Silent Kitty
Lol, you elitists make me crack up
Nobody wonders why the place gets more lonely, the further you get in the game? Survival of the fittest? Nah, it is just because some people don't have the time to try 10 times for one single quest, which also covers the same area you just came out
Nobody wonders why the place gets more lonely, the further you get in the game? Survival of the fittest? Nah, it is just because some people don't have the time to try 10 times for one single quest, which also covers the same area you just came out
Stabber
Quote:
Originally Posted by Jagflame
I really like the fact that Factions is much harder
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Jagflame
Quote:
Lol, you elitists make me crack up Nobody wonders why the place gets more lonely, the further you get in the game? Survival of the fittest? Nah, it is just because some people don't have the time to try 10 times for one single quest, which also covers the same area you just came out |
One of the main reasons I didn't like Prophecies PvE very much was that it was so easy. You could just breeze through everything except maybe a few of the later missions, which still weren't too hard, just that there were a lack of decent players playing them.
Quote:
Let this meme die already. The only "hard" things in Factions PvE are the elite missions. Everything else is cakewalk even with henchies. |
Avarre
The highest possible damage from one spell that I've seen so far is from Seacrash, the tree boss south of Bai Paasu Reach. It's aftershock deals colossal damage.. near to 500 combined if you're knocked down.
Agreed, factions isn't that much harder. The bosses hit higher but die faster as well..
Agreed, factions isn't that much harder. The bosses hit higher but die faster as well..
Raptox
Quote:
Originally Posted by Avarre
The highest possible damage from one spell that I've seen so far is from Seacrash, the tree boss south of Bai Paasu Reach. It's aftershock deals colossal damage.. near to 500 combined if you're knocked down.
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I thought that stupid Rock Dragon boss in Archipelagos was bad enough.
kimahri
Avarre, that boss was very hard but you have to lure him nad the rest out nad then probably die, then the rest will go back except him. Another hard boss is also an earth boss but he's outside Altrumm Ruins. He does so much dmg with Aftershock and Shockwave that it's scary.
WasAGuest
My W/Me had Physical Resistance stance active and I got ripped by a boss for 768 dmg... It was an awesome death. I hadn't laughed that hard in a good while. It was some Rit boss in The Falls area so it was lightning damage I think (Channled Strike?)... can't recall it's name right now... but it was awesome.
Icelightin
I was outside of Jade flats and the Rit boss there hit me for 1478 on my warrior with channeled strike....i laughed rezzed and went back and he did it again...i cried
Carinae
Oh yea? Well try playing MM against a Smiting boss!
Ray of Judgement + Boss = Instagibbed Minions + Unhappy MM
Ray of Judgement + Boss = Instagibbed Minions + Unhappy MM
Avarre
Quote:
Originally Posted by Raptox
Oh great, I've got to cap an elite from him eventually. Unsteady Ground, I believe.
I thought that stupid Rock Dragon boss in Archipelagos was bad enough. |
Now, if i had Erys Vasburg in that area... would be no problem
Siren
See, the biggest problem here is that bosses do double damage. They shouldn't be doing double damage. Maybe boost their damage output by 33%. I'd be fine with that. But double? No, I'm sorry, but there are better, more constructive ways to improve the difficulty and challenge of PvE.
We don't need bosses doing 1500 damage in one hit. That's something for the Final Fantasy turn-based franchises. Not real-time RPG combat.
The reason stuff like that works in Final Fantasy VI is because one, the characters will eventually have enough HP to sustain a few of those types of hits without any types of defenses up; two, the turn-based combat allows much more preparation than the combat system in GW; and three, characters do not suffer DP in Final Fantasy VI.
I don't know who gave the go-ahead on doubling the boss damage...but it was a stupid, stupid idea, and it's something that needs to be changed. I think it was absurd that bosses weren't doing more damage than their lackeys, but you know what? Bosses regularly hitting me for 140 damage from Stone Daggers is just as absurd.
We don't need bosses doing 1500 damage in one hit. That's something for the Final Fantasy turn-based franchises. Not real-time RPG combat.
The reason stuff like that works in Final Fantasy VI is because one, the characters will eventually have enough HP to sustain a few of those types of hits without any types of defenses up; two, the turn-based combat allows much more preparation than the combat system in GW; and three, characters do not suffer DP in Final Fantasy VI.
I don't know who gave the go-ahead on doubling the boss damage...but it was a stupid, stupid idea, and it's something that needs to be changed. I think it was absurd that bosses weren't doing more damage than their lackeys, but you know what? Bosses regularly hitting me for 140 damage from Stone Daggers is just as absurd.
Sir Skullcrasher
lol one of the jade brotherhood elementlist boss hit me with "Double Dragon" skill and it went for 500+ damages.. good thing my health was 550.
Vahn Roi
Just a thought...wouldn't a "boss" logically pocess a greater power than that of the normal player?
Sir Skullcrasher
Quote:
Originally Posted by Vahn Roi
Just a thought...wouldn't a "boss" logically pocess a greater power than that of the normal player?
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Vahn Roi
Yeah, I have to agree. I spent about 15 minutes getting to the Seafarer's Rest just to be slaughtered by the Ele boss at the door.
Dr Strangelove
I think it makes things more fun. In prophecies, a boss was just harder to kill than a normal enemy (except for a WW mesmer). The only bosses anyone gave a crap about in prophecies were the monk bosses just because they were so insane to kill. Now, you get a little more challenge and some better stories to tell. I've certainly spent some time cursing at bosses thst instagibbed the whole party in 5 seconds, but those are also some of my best experiences in factions. (You hear that ride the lightning? I capped you and whacked your blasted dragon boss. Ha!)
Quozz
I am all for making the bosses tougher but the amount of damage they can do is just way over the top. Insta kill type creatures is best left to console games and has no business in GW. And yes these bosses do insta kill on a regular basis. Now this is not necessarily a problem if you have a full team of real people but if you are with henchies it becomes tedious and not a lot of fun. A good protection monk and a shutdown character will pretty much neuter the bosses so I don't see where Anet was going with this game mechanic other than to frustrate players who are journeying with henchies (not always easy to get a group together for the minor quests and skill capping). Actually maybe that is the explanation right there. They don't want people playing the game with henchies they want everyone to be in a player group. Maybe sounds nice around the discussion table but doesn't work in real life with how people like to play.
My own opinion is to give the bosses an edge by slightly increasing their damage from normal, increase their armor level, give them a secondary class they can draw skills from (wouldn't that elementalist boss be far more entertaining if he used mantra of resolve and/or hex breaker prior to unleashing his nukes), and surround them with a few hand picked subordinates that would augment the bosses abilities. Call them his lieutenants.
My own opinion is to give the bosses an edge by slightly increasing their damage from normal, increase their armor level, give them a secondary class they can draw skills from (wouldn't that elementalist boss be far more entertaining if he used mantra of resolve and/or hex breaker prior to unleashing his nukes), and surround them with a few hand picked subordinates that would augment the bosses abilities. Call them his lieutenants.
Sir Skullcrasher
not to mention these bosses has huge patrols going near by and popup enemies when you get too close. Making them do huge amount of damage combine with patrols that goes back and forth between that area. It would make that place nearly impossible to do with henchies but with real group of players (hopefully with good healer and protector) than you can make it through.
Mercury Angel
Can't find the other thread with search, as I don't remember the name of it (searched for double and bosses. Oddly enough, 'bosses' didn't even pull up the "Overpowered Bosses" thread linked to in this very thread), but this is why I'm a bit hesitant about approving of this;
Non-defence ignoring spell-based damage is already modified by your level. Some of the spells tossed by level 28-30 monsters in Prophecies already hurt as it was.
What makes this a real pain is that not only are the bosses already a higher level than you by up to 50%, it's that it stacks with the doubling. So the actual damage output of bosses is increased from up to 50% more than humanly possibly, to up to 3x more than humanly possibly.
I'd rather see a little more balance in it, with bosses dealing about 33% extra damage inherently, netting them up to twice as much damage as humanly possible, and then some OTHER bonus.
Bear in mind that by no means are the bosses impossible. They're just a bit... excessive x_X
I'd rather see them running unique boss-only skills, or possessing some kind of aura that enhances their minions in a way that makes them a top priority kill, than turning them into uber glass cannons that can decimate an unprepared team, or a team that happened to get a little unlucky when they set off their nukes <_<
Non-defence ignoring spell-based damage is already modified by your level. Some of the spells tossed by level 28-30 monsters in Prophecies already hurt as it was.
What makes this a real pain is that not only are the bosses already a higher level than you by up to 50%, it's that it stacks with the doubling. So the actual damage output of bosses is increased from up to 50% more than humanly possibly, to up to 3x more than humanly possibly.
I'd rather see a little more balance in it, with bosses dealing about 33% extra damage inherently, netting them up to twice as much damage as humanly possible, and then some OTHER bonus.
Bear in mind that by no means are the bosses impossible. They're just a bit... excessive x_X
I'd rather see them running unique boss-only skills, or possessing some kind of aura that enhances their minions in a way that makes them a top priority kill, than turning them into uber glass cannons that can decimate an unprepared team, or a team that happened to get a little unlucky when they set off their nukes <_<
Lasher Dragon
As I said in that other thread, I just find it kinda disheartening that no matter how good I am, how long I play, and how leet my equipment is, Glop Poopsquirt the 28th level boss will always be better than I can ever be. I think it stems from me being an old-school D&D'er - you knew you might get owned by that Ancient Red Dragon some day, but you also knew that if you were good enough and lucky enough, one day you could be walking that same dragon around on a chain.
Kurow
That ritualist boss at the start of the Thanekai temple missions is a real bitch too. I only once my PuG has been able to beat him, and then I error 7'd out like 10 minutes later
jackie
Quote:
Originally Posted by Lasher Dragon
As I said in that other thread, I just find it kinda disheartening that no matter how good I am, how long I play, and how leet my equipment is, Glop Poopsquirt the 28th level boss will always be better than I can ever be. I think it stems from me being an old-school D&D'er - you knew you might get owned by that Ancient Red Dragon some day, but you also knew that if you were good enough and lucky enough, one day you could be walking that same dragon around on a chain.
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Raptox
Quote:
Originally Posted by Avarre
Seacrash does 138 PER SECOND with Unsteady ground (on AL60). If you are attacking when it hits (and are knocked down), you usually die, especially with dp. If he is near you, unsteady + aftershock can often wipe almost all your team at once.
Now, if i had Erys Vasburg in that area... would be no problem |
Boss: Unsteady Ground
Devona and Talon: CHARGE!!!!!one!!!eleven!!!@!@@@222
Other Henchies: WOOOOOO- :splat:
Me: Back to Bai Paasu...again...
We'll see. I've made it to Bai Paasu so I can give it a go.
I've also been destroyed by that Rit boss at the north end of Shing Jea isle enough times to not ever want to go back.
moriz
i once went out of senji's corner with a bunch of assassins. when we met that ritualist boss, we all went in and started to pound him. then he used ancestors' rage, and we all died. it was a glorious death.
BrutusV
Bosses do insane damage not just from skills. For example Stormray's normal attacks do >100 damage per hit. Whoever heard of a monk doing 100 damage using anything, ever? Oh and if you're thinking protective spirit, forget it because of all those ritualist mobs spamming disenchantment.
Besides the insane damage, bosses cast skills at double the speed of normal monsters. Easy interrupts like healing sig and troll unguent now requires interrupt baby-sitting.
I agree, bosses wouldn't be nearly as frustrating if maps aren't filled to the brim with mobs every 5 steps. You can hardly move anywhere without aggroing in Factions.
Problem is, not everyone has the patience to clear an area before taking down the boss so you can skill cap.
Besides the insane damage, bosses cast skills at double the speed of normal monsters. Easy interrupts like healing sig and troll unguent now requires interrupt baby-sitting.
Quote:
Originally Posted by sir skulkcrasher
not to mention these bosses has huge patrols going near by and popup enemies when you get too close. Making them do huge amount of damage combine with patrols that goes back and forth between that area.
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Quote:
Originally Posted by sir skulkcrasher
It would make that place nearly impossible to do with henchies but with real group of players (hopefully with good healer and protector) than you can make it through.
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moriz
i once went out of senji's corner with a bunch of assassins. when we met that ritualist boss, we all went in and started to pound him. then he used ancestors' rage, and we all died. it was a glorious death.
Skuld
signet of agony shouldnt hurt.. 50% health off all party :|
Sanji
On one hand, I'm glad the most annoying jerkass bosses are nowhere near a mission and are relegated to Explorable Areas.
Seacrash is freaking sick. I got Unsteady Ground today, was a total pain to fight him.
On the other, Explorable Areas already wrote the book on pulling enough cheap crap.
I had later went to cap Spirit Light Weapon in Melandru's Hope. Found a Ritualist Boss by himself. At that point I should have known something horrible was going to happen, because it did.
Giant clump of his Mantis buddies appear out of nowhere. Elementalist mobs go "PEW PEW PEW" and the Mesmer mobs go "LOL FRAGILITY SPIKE".
Let's just say I got enjoy the sights on the way to his spawn again.
Seacrash is freaking sick. I got Unsteady Ground today, was a total pain to fight him.
On the other, Explorable Areas already wrote the book on pulling enough cheap crap.
I had later went to cap Spirit Light Weapon in Melandru's Hope. Found a Ritualist Boss by himself. At that point I should have known something horrible was going to happen, because it did.
Giant clump of his Mantis buddies appear out of nowhere. Elementalist mobs go "PEW PEW PEW" and the Mesmer mobs go "LOL FRAGILITY SPIKE".
Let's just say I got enjoy the sights on the way to his spawn again.