My points on why are as follows.
- Trappers ignore unstoppable on GWF's
- Usually 3 trappers on the map at the same time.
- Mystics capable of causing widespread AoE damage almost rapid fire.
- Mystics ALSO capable of healing other mobs (as a AoE apparently) including OTHER mystics.
- More than 1 mystic at once on the map allows the mystics to AoE heal eachother and all mobs around them including Garrundar the Vile
- This "Skirmish" is tougher than most dungeon runs I have been on EVER.
- Did I mention the trappers?
- and the Mystics?
I mean, is it just me seeing this or do others have the same issues? Every time I get this as a daily from Rhyx it ends up costing me nearly 5G in potions alone...
Is there some secret to finishing this skirmish as I haven't been able to do it even once. Everybody just quits.
Comments
I think you should complete it once if you want the title, otherwise just skip it - it doesn't worth the time.
2. Nuke dragon till dead.
3. Focus target same Mystic until all Mystics dead.
4. ???
5. Profit.
The main problem with this Skirmish is actually not completing it and the achievement, but collecting the chest reward. This is because quite often one of the Mystics will get stuck under the map (this is not due to players using CC on them or falling off the edge of the map, it is random) and continue to aggro the group, making it all but impossible for either anyone or all to loot the chest reward due to remaining in combat. This bug was stated as fixed months ago, but still happens to this day.
It is far from the hardest skirmish in the game (*), though it would be for players upto that point. I have completed it on five characters first time since beta with no issues other than looting bug.
(*) That acclaim probably belongs to Abherrant Assault due to an un-CCable Thoon, add spam and aoe. Another "good" one is Battle for the Bridge if you decide to do things the hard way by not aggroing each giant from range individually and preferably without having a healer!
Also its not the hardest skirmish. Battle of the bridge is far more annoying. Even after it became open to level 60s
I needed therapy after the first time I ran that.
I just love it
The fact it is hard makes it good!
Everything you need to know about CW:
http://nw-forum.perfectworld.com/showthread.php?780981-Chem-s-CW-Compendium-Everything-you-need-to-know
Mystics appear, focus fire on, focus fire the other, get back to the dragon. Repeat until dead.
The mystics would just be tough spellcaster types if not for the fact that they are always encountered with other mobs and frequently in areas that are patrolled by more mobs. Given that they have a persistent AOE and an AOE heal, what would otherwise be a challenging encounter can become a horrible one. I've seen fights that last for minutes involving multiple players in the sinking town when mobs are respawning and patrols arriving, while the mystic keeps healing the ones still standing. A high density of mobs on the main path of a zone is another of my pet peeves, especially when the level is as long as Skyhold is, though fortunately the are no mystics along the direct route from the beginning to the end of the map, the only ones you have to kill in the questline are the one in Skull Fortress and of course, the Scalefather. It's telling that a Marsh Mystic/Bruiser? boss should be one of the most hated in the solo part of the game.
Some thoughts on the skirmish. I've beaten this three times with four attempts. The first time, I quit the party when they wouldn't focus the mystics which had by this point healed the dragon from around 20% health to 60%. The second time, I played a wizard with repel on mastery and hurled the trappers and mystics over the edge as quickly as I could. More recently, I ran a rogue and then a cleric through the skirmish. With the first, I and another rogue were able to DPS the dragon while a two fighters tied up the mystics. (I had the Ancient Mul set, I think the other guy did too.) For my cleric, a GF and ranger took the boss while the rest of tied down the mystics - I used exaltation on the tank when I could. The dragon went down about five minutes before they did, successful but still frustrating. The point of all this is that there are few ways of dealing with the skirmish. The best is repel - with enough stacks of arcane mastery it will launch mobs far past the point where they may land on the side of the cliff. Failing that, separating the healers from the dragon seems to work the best. The dragon attacks aren't that hard to avoid, so splitting the party is viable.
As for the mobs spawning under the map, it's not just mystics that do it. On my cleric's run, we had a bruiser did that before the dragon showed up - delayed it's arrival actually. I convinced the rest of the party to retreat back to those little altar things and after a few seconds, the bruiser sort of rubber banded out of the ground and over to us, where we dispatched it.
Focusing down the mystics has worked.
Kiting the mystics away also works good.
I have never seen it glitch when knocking them off though I think only one of my groups was able to do that.
The kiting was the tactic used at least twice and seemed to work the best, I don't know if anyone has mentioned this already or not.
But there should be more fights like that which aren't mindless hack n' slash n' zap n' shoot.
Other fights are usually just mindless ADD spam that eventually kill you. Mobs here aren't extremely lethal, but the combo of their specials works together really well and it really forces your team's priorities.