My small guild was looking forward to do Castle Never. Being new and unfamiliar to the place we basically did a full run up to Dracolich. We had some laughs and congratulated ourselves for killing the first three bosses without reading up or watching a video or stumbling into an exploit. But by the time we reached…
I do think quite a few people would like to do full clears, if they are not so tedious. Over and over, the dungeons merely throw packs of mobs at you only to be confronted at the end by a walking hp pool boss with that summons adds and more adds.
According to the preview shard, in addition to the changes LA also had its duration cut in half. So the next time someone whines about the rogues not killing the boss fast enough, you know why.
More often than not it involves running away and usually that isn't the best idea when the PVP arenas is about preventing your nodes from being captured. A mage stands no chance if he's left alone at the node, he will either die to a patient perma-stealth rogue or forced to flee and thus lose the node.
I'm having trouble with this as well, being the single CW in the group can be quite tense while dodging all the red circles. There is a foundry called Circle Room of Push which is based on Dracolich's room where I would practice my singularity+shield but unfortunately I can't do it consistently. Sometimes the mobs would…