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?
Crystal Desert....Getting tougher?
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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.
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.
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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.
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.
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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.
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.
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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.
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.
