Maintenance for the week of December 23:
· [COMPLETE] NA megaservers for maintenance – December 23, 4:00AM EST (9:00 UTC) - 9:00AM EST (14:00 UTC)
· [COMPLETE] EU megaservers for maintenance – December 23, 9:00 UTC (4:00AM EST) - 14:00 UTC (9:00AM EST)

Marauder Gothmau is bugged with companions

  • katorga
    katorga
    ✭✭✭✭✭
    ✭✭
    Set azander up to cast damage shields and kite Gothmau and tank/kite him yourself. Easy mode.

  • Orbital78
    Orbital78
    ✭✭✭✭
    SkaiFaith wrote: »
    Orbital78 wrote: »
    ...My typical strat is to kill the Fabled which usually triggers the Marauder shortly after.

    Interesting: First stage of second Arc I usually try to not do damage: I give a hit to the fabled and then leave everything to the companion, because I would otherwise burn everything fast, while it seems to me that doing this way instead I "force spawn" the marauder in that first stage, which is helpful.

    It's not 100% accurate strat, maybe I'm just coping, but quite some times it works so I keep trying it.

    the marauder randomly spawns

    when it spawns, it spawns usually just after the first trash wave spawns, it doesnt matter if you have or have not actually killed anything yet in the stage

    in early arcs like arc 2 and 3, ive sometimes been able to nuke the first wave entirely before the marauder decides to spawn in since his spawn is delayed from the first way by about 5 seconds or so

    in most instances if you clear the first wave and it takes more than 30 seconds and no marauder has spawned, your not getting a marauder in that stage at all

    the marauder is odd because if it had an even chance to spawn on each stage, it should have the lowest chance to spawn on the first stage, but more often than not i see the marauder spawning like 50% chance on the first stage, if you get through the first cycle with no marauder then its a guessing game as to when it spawns

    my strategy is to always nuke the fabled first, if a marauder does spawn i dont want to have a fabled enemy active too (in fact i usually want the entire first wave dead except for 1 enemy, which prevents the 2nd wave from spawning so can deal with the marauder without a lot of adds)

    Yes there seems to be a damage threshold on the encounter which it is set to randomly appear. Getting a fabled to ~50% is a sure fire way, I just kill it all the way because a fabled buffing a marauder isn't helpful. I also tend to kill any melee that could stun/knockback. Getting a few of the trash packs down to 75-50% will also trigger it but as mentioned, getting rid of the fabled is best for me.

    Using Azandar specifically or just soloing the marauder is viable on some builds sure, but that isn't working as intended if the companion just runs amok ignoring focus commands.
  • Elvenheart
    Elvenheart
    ✭✭✭✭✭
    ✭✭
    The first thing I ever do when a Fabled appears is kill it first. Sadly, this doesn’t seem to affect which stage in which the marauders appear, at least for me. I’ve had them wait as late as the stage right before Tho’at 2, and sometimes they spawn in the very first stage of Arc 2 equally.
  • Necrotech_Master
    Necrotech_Master
    ✭✭✭✭✭
    ✭✭✭✭✭
    Orbital78 wrote: »
    SkaiFaith wrote: »
    Orbital78 wrote: »
    ...My typical strat is to kill the Fabled which usually triggers the Marauder shortly after.

    Interesting: First stage of second Arc I usually try to not do damage: I give a hit to the fabled and then leave everything to the companion, because I would otherwise burn everything fast, while it seems to me that doing this way instead I "force spawn" the marauder in that first stage, which is helpful.

    It's not 100% accurate strat, maybe I'm just coping, but quite some times it works so I keep trying it.

    the marauder randomly spawns

    when it spawns, it spawns usually just after the first trash wave spawns, it doesnt matter if you have or have not actually killed anything yet in the stage

    in early arcs like arc 2 and 3, ive sometimes been able to nuke the first wave entirely before the marauder decides to spawn in since his spawn is delayed from the first way by about 5 seconds or so

    in most instances if you clear the first wave and it takes more than 30 seconds and no marauder has spawned, your not getting a marauder in that stage at all

    the marauder is odd because if it had an even chance to spawn on each stage, it should have the lowest chance to spawn on the first stage, but more often than not i see the marauder spawning like 50% chance on the first stage, if you get through the first cycle with no marauder then its a guessing game as to when it spawns

    my strategy is to always nuke the fabled first, if a marauder does spawn i dont want to have a fabled enemy active too (in fact i usually want the entire first wave dead except for 1 enemy, which prevents the 2nd wave from spawning so can deal with the marauder without a lot of adds)

    Yes there seems to be a damage threshold on the encounter which it is set to randomly appear. Getting a fabled to ~50% is a sure fire way, I just kill it all the way because a fabled buffing a marauder isn't helpful. I also tend to kill any melee that could stun/knockback. Getting a few of the trash packs down to 75-50% will also trigger it but as mentioned, getting rid of the fabled is best for me.

    Using Azandar specifically or just soloing the marauder is viable on some builds sure, but that isn't working as intended if the companion just runs amok ignoring focus commands.

    thats not how it works from what i seen lol

    in late arcs ive seen the marauder spawn before anything in the first wave is down to 50% (if its one of the bigger maps and the trash spawns further away i dont even have time to kill some of it before the marauder spawns)

    if killing/damaging the fabled was all that was needed, i would 100% get the marauder on every cycle 1 stage 1 from arc 2 onwards, but i can assure that is definitely not the case

    i have a couple of times just waited and didnt actually kill or dmg anything and had the marauder spawn, as far as i know there are no ways to "trigger" a marauder, it just happens if your still eligible for one during the start of the stage
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • Orbital78
    Orbital78
    ✭✭✭✭
    Probably not, but by the time I kill the fabled the marauder (if it was going to spawn) is about to.

    Anyways, I checked the latest incremental patch notes and didn't see any mention of this being fixed. I take it, it is going to take longer to fix?
  • DinoZavr
    DinoZavr
    ✭✭✭✭✭
    they really really need to reduce the cooldown on the undaunted taunt so every companion has the option of a ranged taunt, just increase the synergy cooldown if that really matters

    Agreed. When Companion has all five slots active it is reasonable to fetch two taunts, one just expires too soon.

    edit: typo
    Edited by DinoZavr on December 17, 2024 2:36PM
    PC EU
  • Necrotech_Master
    Necrotech_Master
    ✭✭✭✭✭
    ✭✭✭✭✭
    Orbital78 wrote: »
    Probably not, but by the time I kill the fabled the marauder (if it was going to spawn) is about to.

    Anyways, I checked the latest incremental patch notes and didn't see any mention of this being fixed. I take it, it is going to take longer to fix?

    i have no idea lol, the issue with companies aggro has been present since at least Q1 patch of 2024
    DinoZavr wrote: »
    they really really need to reduce the cooldown on the undaunted taunt so every companion has the option of a ranged taunt, just increase the synergy cooldown if that really matters

    Agreed. When Companion has all five slots active it is reasonable to fetch two taunts, one just expires too soon.

    edit: typo

    most of the companion taunts have nearly 100% uptime even without any quickened (i think most need a few quickened)

    companion other rules are that they wont use taunt skills on anything already taunted, so they wait for the taunt to expire before refreshing the taunt anyway

    azanders class taunt (ranged), the 1h/shield taunt (melee), and the ice staff taunt (ranged, but can be a little buggy) should have 100% uptimes basically out of the box (1-2 quickened is usually enough to give it like a whole second of overlap so its ready to cast when the taunt expires)

    the undaunted one is like a base of 38 seconds, and taunt lasts for 15, so its virtually useless as a taunt unless your running like full quickened + telvanni efficiency

    we already have cooldowns on the synergies (or should at least) so why their bone armor or undaunted taunt has to have a 40 second cooldown is beyond me, if im slotting the companion skills i want them to use the skills on themelves mostly lol
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • Sakiri
    Sakiri
    ✭✭✭✭✭
    ✭✭
    This marauder can kma.
Sign In or Register to comment.