Merlin13KAGL wrote: »@Cody , Praxin fight is the most glitched fight of the most glitched Vet dungeon.
Wave timers almost never work right - they are certainly not consistent. Effects are inconsistent - sometimes regens (all of them) just stop, with no indication as to why.
Cone attacks coming from the rear when he's facing the other way...lots of lovely stuff.
If you're doing it for pledges, scale it down. If it worked consistently, it would be different. If you're doing it for the helm, you can skip the first mini-boss and it's a simple matter of 4 trash mobs before getting to Bloodspawn.
Achieve's are achieve's. Chest keys scale to player when opened. Helms/in dungeon loot are the only things that will require scaling to level.
Adding to the borked list:
- Killed from Batswarm on next last wave of DSA when Vamp Lord was well out of range...
- Two members dropped dead when looting VR12 CoH first boss from his doughnut AoE...a full 5-10 seconds after the boss was down (we were looting him.)
- Death from poison on VR12 Darkshade when clearly in thes healer's AoE.
- Various deaths from mini-mobs, with Recap #'s totalling well below Max health.
- Assorted AoE damage outside the visible AoE.
- Assorted AoE damage with no visible AoE (first Spider in Grotto notorious for this.
- Mobs you knock off the mountain cliff in norm Tempest that are able to magically climb back up the sheer cliff with no damage.
- DSA Champion's chest items that are almost not worth picking up.
Most of them are challenging, some of them are well done.
However, when they to glitch out, they seem to glitch out hard. Can make for a very frustrating experience, to say the least.
As it stands, can think of at least three of the vet dungeons with midway bosses that are harder than the final. Seems more than a bit off (still)
@VarilRau , mechanics are not the issue here, it's lack of any consistency and bugged instances.There is a dot / curse on praxin that will drain your resources. Tank taunt/reflect that if at any way possible.
Getting swarmed by say spiders in the praxing wave will lead to it showing less damage than your full health, since there is only the last 5 spiders that hit you for 200 shown. In reality you threw caltrops before they spawned for instant aggro and forgot to block/were out of stamina i bet.
Praxing spawns in the start of the fight, but you just ignore him until you have dealt with the adds / you should have just widow maker and big babbu up close to death when praxin joins the fight.
Only thing i have seen buggin in this dungeon is that sometimes the red circle that you have to stay away from is not shown/loaded for some of the party members.
Most double healer spawns sound like you never did the earlier wave in time. Good AOE dps / interrupt the healers till you can kill them is what you need to do on that fight. And as always, block while aoeing.
And keep pots for the resource drain. The red circle will place a stunn on you when it spawns/activates -> use break free and move slowly.
Generally if something dies and leaves a AOE on ground you can see, DONT GO IN IT. Even if the boss died 30 seconds ago. Wait until the timer on the aoe runs out and then loot.
You forgot the best one, invisible Nerien'eth-.- Every once in a while after he teleports he becomes invisible and thus untargettable, making it an inevitable wipe.Merlin13KAGL wrote: »@VarilRau , mechanics are not the issue here, it's lack of any consistency and bugged instances.There is a dot / curse on praxin that will drain your resources. Tank taunt/reflect that if at any way possible.
Getting swarmed by say spiders in the praxing wave will lead to it showing less damage than your full health, since there is only the last 5 spiders that hit you for 200 shown. In reality you threw caltrops before they spawned for instant aggro and forgot to block/were out of stamina i bet.
Praxing spawns in the start of the fight, but you just ignore him until you have dealt with the adds / you should have just widow maker and big babbu up close to death when praxin joins the fight.
Only thing i have seen buggin in this dungeon is that sometimes the red circle that you have to stay away from is not shown/loaded for some of the party members.
Most double healer spawns sound like you never did the earlier wave in time. Good AOE dps / interrupt the healers till you can kill them is what you need to do on that fight. And as always, block while aoeing.
And keep pots for the resource drain. The red circle will place a stunn on you when it spawns/activates -> use break free and move slowly.
Generally if something dies and leaves a AOE on ground you can see, DONT GO IN IT. Even if the boss died 30 seconds ago. Wait until the timer on the aoe runs out and then loot.
First two spawns not the issue, timing differences on wave 3 on happen often. I'm glad you have not had bugged instances, but I assure you I can collect enough people, well versed, experienced Dungeon Runners that will confirm this.
Double adds as a result of not doing the earlier wave in time makes no sense. We're not talking about a wave left standing and another wave spawning later. We're talking double adds at beginning of Wave 3.
Regarding "Don't stand in the AoE," two things about this:@Cody The good news:
- Effects should dissipate when the caster dies - environmental damage being the exception.
- We're referring to AoE that cannot be seen, therefore not avoided. You find out about it when you die.
The bad news:
- Spindle may no longer be the buggiest dungeon.
- CoH appears to be the new Spindle.
It's not about lack of knowledge, setup, or skill.
- Two days in a row, first bosses invisible doughnut AoE remained after first boss was dead. Day one, it killed two of us when stepping in to loot. Day two, different group, same effect.
- Interrupts having little or no effects on casters/bowmen: We're talking bash, Crushing Shock, Scatter Shot, Venom Arrow, and Bombard. Ever try to take out healers when the can't be interrupted?
- Next to last boss was also dishing out Invisible AoE. AoE tacked onto players when pulled in was visible. Roll out, land in 'clear.' Die from 2nd explosion (audible) of the AoE you couldn't see. This happened with multiple people, mutiple times. Happened with 4, happened with 2. No chance of overlap.
- Screen would go full black when pulled in. Not the temporary effect, but 2-3 seconds, at least, of full black - no visibility. This obviously shortens the time to find your escape spot to the invisible AoE's mentioned above.
Then it gets better...- Outside of fight zone, boss had absurd range (talking 100+m) with Fire Runes and Fire Projectiles. Halfway down the length of the room and still getting hit.
- Boss would still pull you in from this distance. On release, you'd rubber band back to the location you were at prior AoE still on you.
- Boss refused to reset. One person alive - running halfway down the cave passage, still taking damage, still getting the pull in AoE, then rubber banding back to location.
They still have some major dungeon glitches regularly and it seems they have introduced more.
You forgot the best one, invisible Nerien'eth-.- Every once in a while after he teleports he becomes invisible and thus untargettable, making it an inevitable wipe.Merlin13KAGL wrote: »@VarilRau , mechanics are not the issue here, it's lack of any consistency and bugged instances.There is a dot / curse on praxin that will drain your resources. Tank taunt/reflect that if at any way possible.
Getting swarmed by say spiders in the praxing wave will lead to it showing less damage than your full health, since there is only the last 5 spiders that hit you for 200 shown. In reality you threw caltrops before they spawned for instant aggro and forgot to block/were out of stamina i bet.
Praxing spawns in the start of the fight, but you just ignore him until you have dealt with the adds / you should have just widow maker and big babbu up close to death when praxin joins the fight.
Only thing i have seen buggin in this dungeon is that sometimes the red circle that you have to stay away from is not shown/loaded for some of the party members.
Most double healer spawns sound like you never did the earlier wave in time. Good AOE dps / interrupt the healers till you can kill them is what you need to do on that fight. And as always, block while aoeing.
And keep pots for the resource drain. The red circle will place a stunn on you when it spawns/activates -> use break free and move slowly.
Generally if something dies and leaves a AOE on ground you can see, DONT GO IN IT. Even if the boss died 30 seconds ago. Wait until the timer on the aoe runs out and then loot.
First two spawns not the issue, timing differences on wave 3 on happen often. I'm glad you have not had bugged instances, but I assure you I can collect enough people, well versed, experienced Dungeon Runners that will confirm this.
Double adds as a result of not doing the earlier wave in time makes no sense. We're not talking about a wave left standing and another wave spawning later. We're talking double adds at beginning of Wave 3.
Regarding "Don't stand in the AoE," two things about this:@Cody The good news:
- Effects should dissipate when the caster dies - environmental damage being the exception.
- We're referring to AoE that cannot be seen, therefore not avoided. You find out about it when you die.
The bad news:
- Spindle may no longer be the buggiest dungeon.
- CoH appears to be the new Spindle.
It's not about lack of knowledge, setup, or skill.
- Two days in a row, first bosses invisible doughnut AoE remained after first boss was dead. Day one, it killed two of us when stepping in to loot. Day two, different group, same effect.
- Interrupts having little or no effects on casters/bowmen: We're talking bash, Crushing Shock, Scatter Shot, Venom Arrow, and Bombard. Ever try to take out healers when the can't be interrupted?
- Next to last boss was also dishing out Invisible AoE. AoE tacked onto players when pulled in was visible. Roll out, land in 'clear.' Die from 2nd explosion (audible) of the AoE you couldn't see. This happened with multiple people, mutiple times. Happened with 4, happened with 2. No chance of overlap.
- Screen would go full black when pulled in. Not the temporary effect, but 2-3 seconds, at least, of full black - no visibility. This obviously shortens the time to find your escape spot to the invisible AoE's mentioned above.
Then it gets better...- Outside of fight zone, boss had absurd range (talking 100+m) with Fire Runes and Fire Projectiles. Halfway down the length of the room and still getting hit.
- Boss would still pull you in from this distance. On release, you'd rubber band back to the location you were at prior AoE still on you.
- Boss refused to reset. One person alive - running halfway down the cave passage, still taking damage, still getting the pull in AoE, then rubber banding back to location.
They still have some major dungeon glitches regularly and it seems they have introduced more.