Crystal Desert....Getting tougher?

1 pages • Page 1
ZigZag Rollmeister
ZigZag Rollmeister
Academy Page
• #1
Not sure if this is perception or reality, but 2 weeks ago I flew threw the crystal desert locations without any problems. (R/N 20). Of course I sprinted often and my two buddies were w/m 20 too.

This week, for some reason it seems almost impossible to get to each location without sprinting. There's fast moving patrols everywhere, and high level mob's. Of course, instead of having a Ranger and two warriors, we're trying to bust through with 2 Me/E + an E/Mo and it's proving to be 10 times more difficult.

Does anyone know if Anet bumped up the level of Mobs in the crystal desert recently? Or is it just that my group is too stupid to play GW? Without sprinting, does anyone else find this to be extremely difficult?
Z
Zenos
Academy Page
• #2
I don't think so. I just opened up Elona, Thirsty River and Destiny's Gorge for some guildmates. Level 16 Wa/Mo and took about 20-30 minutes.
F
Feli
Frost Gate Guardian
• #3
There were some heavy adjustments due to botters. Especially around places like Seekers Passage or Augury Rock. Those places were made a lot harder to prevent people from botting, unfortunately it made it harder for the normal people as well.
E
EF2NYD
Wilds Pathfinder
• #4
I hate those random minotaurs in Vulture's Drift. You'd think minos, sand elementals, and griffons would be fighting each other, not teaming up against you.
K
Kishin
Krytan Explorer
• #5
Quote: Originally Posted by Feli
There were some heavy adjustments due to botters. Especially around places like Seekers Passage or Augury Rock. Those places were made a lot harder to prevent people from botting, unfortunately it made it harder for the normal people as well. Honestly, I don't think its that bad. Seeker's Passage especially is way overrated in terms of its new 'toughness'. It just means you're moving slower and pulling more groups.

I find the Desert has what amounts to a trial period everytime you go there, until you re-acclimate. Basically, it kicks your arse for awhile, but then you hit your groove and its fine.
Z
Zenos
Academy Page
• #6
Just tried running to Dunes of Despair and it was a lot tougher. Can't outrun the blessed griffons and it is hard to fight them when the henchies were slaughtered a long time ago while I was running. Might have to actually fight a little to get to Dunes.
E
EF2NYD
Wilds Pathfinder
• #7
You can usually run to the teleporter that goes directly to the Dunes portal easily enough. Griffins will follow of course, but the henchmen don't complain when they get slaughtered
Z
Zenos
Academy Page
• #8
To bad they were already slaughtered before I got there. Maybe a second run will yield better results. I died on the teleporter with the Griffons eating my lunch and no henchies around.
E
EF2NYD
Wilds Pathfinder
• #9
If you're running from Heroes Audience, it might be a little harder.
Z
Zenos
Academy Page
• #10
Yep, Runnin from Heroes Audience.
E
EF2NYD
Wilds Pathfinder
• #11
What I do is go from Augury Rock, past the hydras to the teleporter, then south into Vulture. There aren't that many griffons and sand drakes that way.
Dreamsmith
Dreamsmith
Elite Guru
• #12
Quote: Originally Posted by Feli
There were some heavy adjustments due to botters. Replace "heavy" with "minor". Just ran a new character through the desert, had the easiest time yet (latest of five characters to do it)...
M
MaglorD
Jungle Guide
• #13
I levitated everywhere so it was even easier...

Seriously, as someone else said, there were adjustments made to deter the botters. What Anet did was to increase the density of monsters around Augury Rock, Seeker's Passage and Dunes of Despair. This seems to be the only solution Anet can think of. I think they should just get rid of the stupid chests.
A
Aernok
Academy Page
• #14
I found it way easier.

Especially getting to the dunes. It used to be next to impossible but this time around I see they reduced the size of the stone elemental groups from 4 to 2.
I
Interregnum
Wilds Pathfinder
• #15
Quote: Originally Posted by Zenos
To bad they were already slaughtered before I got there. Maybe a second run will yield better results. I died on the teleporter with the Griffons eating my lunch and no henchies around.
You might want to just zone into and out of the Arid Sea right near the griffon crags. That way all your henchmen come back to life and you can catch your breath before going in and through the teleporter.
j
jshetley1
Ascalonian Squire
• #16
If you have to ascend to play the expansion they are NOT selling very many copies. The Crystal Desert is Impossible. I'm through with game. Fifty bucks wasted.
e
entropy
Wilds Pathfinder
• #17
Not really you just have to find the right group.
j
jshetley1
Ascalonian Squire
• #18
I may be wrong but I don't see it possible with ANY group. Too many Hydras. No way to beat 5 of them off . NO WAY. END OF STORY.
t
theclam
Jungle Guide
• #19
Quote: Originally Posted by jshetley1
I may be wrong but I don't see it possible with ANY group. Too many Hydras. No way to beat 5 of them off . NO WAY. END OF STORY. Hydras do 5 damage to me per hit. They're not difficult.
K
Kishin
Krytan Explorer
• #20
Quote: Originally Posted by jshetley1
I may be wrong but I don't see it possible with ANY group. Too many Hydras. No way to beat 5 of them off . NO WAY. END OF STORY. You are wrong, but in this case, its good to be wrong. Plenty of people have succeeded at it. You will be able to, too, trust me.

If you can't take 5 at a time, do some pulling and split a few off from the group.
Also, the interrupting their Meteors with either Mesmer abilities or a Ranger's Distracting Shot will help immensely, and spreading out negates the AoE effect of Fireball. Hydra also have terrible armor. Focus fire on them and you'll tear them apart. They can be nasty, especially if they get the drop on you, but they can be dealt with.