GW2: There May Be No Spoon, But One Sure Will Try Collecting Them All Anyway

Going down the rabbit hole here...

I wonder if the disconnect comes from semantics, or merely wishful thinking.

When your average player hears the word “feature,” they think of content. They want their new dungeon, their new zone, their new shiny reward that usually comes in the form of better stats or better looks. They want what’s labeled on the box as “features” – new class, new race, new skills!

They don’t give much thought on just how much this new stuff might imbalance or invalidate the old  stuff. They don’t care, the designers better have figured it all out beforehand, because players will be players and will optimize towards the most efficient path, and WoW has already shown that the way ahead is to just say ‘fuck the old stuff’ and pile on the new shiny on the next rung of the ladder to keep climbing forward. New players? I guess we better just fast-forward them past all the old bad stuff so they can catch up. Instant level 90, here we come.

Urgh.

Me, I play GW2 precisely because it isn’t WoW.

When I hear the words “feature patch,” and I’m probably in a minority of players to do so, I think of it in the way the Anet devs are using it – to reference things that aren’t content. Systems. Tweaks and improvements and little balance nudges.

Things that probably take a heck of a lot of coding work and behind-the-scenes stuff to make it more invisibly smooth-flowing on the front end.

The irony of it is, if the work is done well, no one will notice when the UI just got that much less clunky or when new players move on from level to level without a hitch and without quitting in disgust. (It’s only when it bugs or creates some kind of stopping or frustration point, that the bulk of the bitching starts.)

And there’s actually some good stuff coming down the line this 9th of September, despite the never-satisfied cries of increasingly bored players looking for new content (not new systems, per se) and new stuff to do, and despite the meat of it being spread so thinly across three weeks in some sort of weird marketing attempt to keep interest/hype going for the length of time it’ll take to deploy the patch.

The Collection Achievements system is one of those things.

You see, there’s this perennial complaint from players that such-and-such piece of content isn’t ‘rewarding’ enough. That there’s no reason or motivation to do this slightly more difficult thing over another, the devs better give us some external reward to get us to do it…or else.

Never mind the deplorable fact that many players won’t do anything without an external carrot.

(I dunno, I sometimes do content just because it’s there. I give up 2-3 hours of my time to PUG a TA Aetherpath when I get the sudden whim to, because I think it’ll be interesting and somewhat entertaining and internally rewarding to gently coax a group of players who don’t really know what they’re in for, but are desperate to get it done for their Dungeon Master achievement, through it.

The last few days, while on my platinum ore harvesting rounds, I’ve been throwing myself at the Champion Risen Spider near Flamefrog Waypoint in Sparkfly Fen, trying to figure out how to solo it – and mostly repeatedly dying. It’s turned into an almost Liadri-like compulsion by now. Eventually 2-3 other players turn up and we kill it, but dammit, I’ll get it one day. My best efforts have only reduced it to half hp so far.

It’s really infuriating because it immobilizes so much, and has an annoying egg spit attack that spawns additional spider mobs if not dodged/blocked/gotten out of the way of. That spawning can get runaway uncontrollable very quickly, so my best guess is that it -must- be -always- dodged/avoided/prevented from spawning. This is much much easier said than done, because you can’t dodge when immobilized, and I still end up confusing its egg spit attack animation with its other attacks, all of which involve twitching and lifting of its abdomen.

Reward? None but eventually satisfaction, I suppose. And a screenshot of me over its dead body… ONE DAY. SOME DAY.)

Thing is, what kinds of rewards can be given?

There’s a limit to vertically progressing rewards, since GW2 is not that kind of game. And if it tried, I’d be the first one to quit in disgust. I don’t want to be “forced” or “motivated” aka “pushed” into doing a particular dungeon simply because it gives +5 more Power stat on its gear than any other dungeons so far… and then the next new dungeon will have +10 Power to chase. *FAUGH* *spits*

Shiny new skins may have a certain temptation, but there’s always going to be a manpower limit on how many the artists can crank out at any one time, without eliciting howls of distress over lack of hair, lack of tails and oh god, that clipping. And what if the player doesn’t like the skin on offer? Then it’s back to the forums and more whining on how this and that skin is ugly as sin and not “rewarding” enough to make him suffer through that new dungeon or piece of content, I guess.

Increasing the amount of gold reward is just going to end up a tail-chasing fly-swatting game of players gravitating to the ‘best’ gold-giving dungeon for the time spent, and all the other dungeons ignored…until the next patch which increases gold rewards of some other dungeon. Not to mention, making inflation worse with every ‘fix.’

So enter a Hall of Monuments variant.

A structured system of multiple lateral options for -personal- progression, all of which will count towards accruing some points total at the end, and presumably offer direction and signposting for grabbing lower-hanging fruit before working one’s way up to harder and longer to obtain stuff.

That’s the potential I’m seeing in this new Collection Achievements system.

Players will have an external ‘reason’ to do X new content over Y old content because it will have its own ‘reward track’ where doing X related stuff will yield X-based rewards. And when content Z pops up, Z will have its own reward track too. It’ll be like trying to go for the Dungeon Master achievement, you’ve got to visit every dungeon if you want it.

(If you don’t care about it, then proceed on your merry way, of course. Like how life in GW2 has always been. All these systems are just for the Achievers who need things spelled out for them, or they quit. There’s just -so- many Achievers, though, so it’s worth creating systems for them.)

On a personal level, the collector and pack rat in me is super-thrilled.

These things have always been in GW2, but never really celebrated or made very clear.

I’ve never finished collecting all the cultural armor available… mostly because I can’t figure out which pieces I have left, and it would be a pain to have to log every single character and check what they’re wearing. (The only good news is I don’t throw away anything… Oh hey, I guess I could also use the wardrobe function now that I think about it. But that would still be a little annoying to sift through.)

I just visited a slew of Heart vendors in Fireheart Rise the other day and picked up the light, medium and heavy armor cosmetic sets that were being sold there. I never got around to it for a long time because I never needed it. Until I decided that my sylvari necro could use one piece of that look (via the Wardrobe) and so may as well since one is going there, pick up all the other sets and complete those too.

If there was some ArenaNet Points and a final shiny reward at the end for doing that, that would certainly be a little more of a motivating push in the butt to go do that kind of thing. It’s really easy low hanging fruit at that. I was sitting on 5 million karma and just never got around to using any of it on karma armor.

It’s quite a kick in the butt for the economy too, as I suspect this is going to add some new value for previously ignored shiny skins that more people will be motivated to collect.

And of course, *sinister chuckle* there’s nothing like creating account-bound stuff (like binding skins for personal use in the wardrobe) to reduce supply or “dedicated” miniatures to take these things out of circulation and sink them, so there’s always going to be demand, rather than a round-robin exchange of swap-the-same-minis so that everybody gets AP.

I can see some people thinking they’d cheated the system being a little upset by that.

To which, I can only indulge in a little Dark Side collector laugh. Seriously, did you think that you could spend hundreds of gold buying minis, get that little AP ‘ding’ and then sell them all away again to recoup most of your gold… would be valued as equivalent to someone who spent those same hundreds of gold to KEEP every last collectible shiny?

mini1

mini2

mini3

True collectors hoard shit and take them out of circulation.

It’s going to be slightly painful when it comes time to take them all out of these collections and account-bind them. That’s a LOT of gold I’m going to be throwing away. (Or spending on myself, rather.)

I’m half-considering just leaving them in the collections tab to sit for a while, but I have a feeling all it’ll take is seeing the new achievements and AP and titles for me to cave.

And it’ll be nice to be able to swap between a whole bunch of them without having to juggle stuff in my inventory. That’s at least 2-4 bag slots freed for all my characters.

To reiterate, coming down the line for the feature patch:

  • WvW – new month-long Fall Tournament with weekly match-up rewards and supposedly more unique worlds matched up with each other (I’ll believe it when I see it, BG and JQ and TC have been seeing each other since the last league), Siege Golem mastery, new Siege Disabler trick.
  • Commander tags – will now be account-bound, cost 300 gold, and have 4 shiny colors to choose from.
  • PvP – some new world tournament thing with shiny rewards for pro-PvPers, standard enemy models for Team Arenas, new PvP armor cosmetic reward (one presumably super-shiny variant for the top-tier, and one less shiny variant for the hoi polloi to earn via PvP reward track)
  • Balance changes – Elementalists weep as FGS and Tornado-Meteor combo get nerfed, mesmer scepter gets torment added, necromancer dagger gets a two-target cleave, warrior adrenaline gets played around with, and a whole bunch of less used and less popular skills and traits from all classes get some kind of adjusted boosts to try and make ‘em more attractive (guess we’ll see how the new meta shakes out)
  • Guilds – will now be global, and all those leftover influence and upgrades and other things abandoned on server transfer will now come back home to roost. Guild mission experiences on the megaserver system -may- be further improved, by letting the first guildie joining a map to do a (presumably-active) guild mission reserve spots on the map for other guildies zoning in, so that half the guild isn’t spread out across several maps. May. Caveats for guilds of a very large size, which will probably still get smeared across various map instances and have to taxi in on each other. To be improved further (TM).
  • Megaserver – still getting plenty of tweaks to increase good experiences over bad ones, will attempt to sort EU players by language a little better, language chat filter back to being disabled by default so that EU players aren’t mysteriously plagued by a horde of seemingly deaf individuals in maps that keep requiring communication and coordination, fingers are crossed as to how much toxicity and harassment will result versus community-forming and a reminder to frickin’ use the report function on the worse of the toxic xenophobic lot so that the mapchat can improve.

Also, when megaserver maps drop below a certain number and need to be emptied out and closed, leftovers will be asked to volunteer to move maps back to more crowded ones and get a little bonus buff for doing so. What this will imply for organized groups trying to move to and fill new Teq and Wurm maps with people that actually care to listen to instructions and cooperate remains to seen.

  • Dungeons – will now have no instance owner. As long as someone stays in the instance, it stays open, so gone are the days of getting booted out when the opener leaves. What this might end up enabling remains to be seen: there are a few unscrupulous toxic people frequenting dungeons who might get extra-kick happy and may get some jollies out of kicking PUGs and inviting guildmates (though why they wouldn’t just run with the guildies, I dunno) or selling the path after using PUGs to do their dirty work (which I suspect is far more likely, and will no doubt keep Anet’s GMs occupied for some time.) Three-person kick is apparently in the works, but will not be in time for the feature patch.
  • Performance tweaks – More improvements to back-end stuff that will -hopefully- improve performance and frame rates at crowded events like world bosses and WvW.
  • Crafting – Crafting UI will allow for opening and viewing recipes to subcomponents at the same time as the main recipe. New cosmetic crafting backpack skins as a little mini-reward as you go up in crafting tiers. New recipes for leveling items (aka twink items) that will go up to an exotic-equivalent for low levels.
  • Profession loot – will make it more likely to get drops that are usable for one’s class. Makes it more exciting and logical for low levels to get drops that they can actually use, may sneakily tweak supply and demand of materials based on the population of classes actually being played on a regular basis.
  • Fresh Start – New player experience will be given more clear direction and guidance as to where to go. Experienced players can ignore this and turn it off, and wander Tyria as before. Leveling up will be made more shiny and WHEEEEEE, YOU LEVELED to make it feel more rewarding per level. Various existing GW2 systems will be drip-feed introduced to newbies using this guiding/unlock system, such as downed state at level 5, “hey, WvW exists, come try it out” at lvl 18, “you can PvP too, it’s not just all hearts” at lvl 22, etc. (Experienced folks who don’t need this will still be able to access WvW and PvP at lvl 2 on alts by jumping into a portal or using a hotkey, once unlocked on one character, all future characters will have the button unlocked.) More shiny item rewards for leveling up. Personal story will come in chunks using this system as well, so they can be played through at one go, instead of getting spaced out by really weird level gaps. Stats may come in chunks to also make it feel like one is getting stronger – everything will end up the same by level 80.
  • Collections - Miniatures and finishers will now end up in the account wardrobe. Both minis and finishers will be previewable in the wardrobe, minis will also be previewable via TP and chat links. Wardrobe has had some UI tweaks to make searching through it easier. Minis can be turned into an account unlock, available to all your characters to equip, simultaneously if desired, and will follow you from zone to zone with no more work needed to display them. Doing so essentially “dedicates” the mini, making it no longer sellable/tradeable as the mini item will vanish and exist as an “account skin” instead.

An entire Item Collections systems will be introduced via Achievements to reward the whole compulsion to collect everything under the sun. Shiny weapons or armor skins, food consumed, loot bags opened, spoons, you name it, it goes in it. There will be rewards attached to collecting various um, collections – equipment, functional unlocks, recipes, AP, stuff like that. Naturally, if you collect it, you can’t sell it and profit from it. More sinks, more demand, more money-making or money-sinking opportunities, gems-to-gold and gold-to-gems, more motivation to do one or the other, TP tax and economy churnchurnchurn, here we come!

The last announcement, due tomorrow, is titled Trading 2.0.

If it doesn’t contain Trading Post improvements, like *cough* certain filters that have been missing since the beginning of time, I’ll be very very surprised.

All in all, I think this feature patch definitely offers some very promising foundations for proceeding forward on. It’s good to have some rock solid bases to build that ‘new content’ on, after all.

GW2: That Dang Veteran Mordrem Wolf

One ugly son of a bitch...

When the Queen’s Gauntlet was first introduced oh so long ago, I remember liking the idea of difficult solo fights that had to be puzzled out.

But I also wasn’t terribly keen on one’s (lack of) prowess being on public display for everyone to point and laugh at.

Surely, if ArenaNet wants people to learn and improve, having a practice arena that one can fail at in the privacy of one’s own solo instance would be a good complement?

After all, people learn differently.

Some thrive in the public space, as friends and strangers can watch and offer encouragement and tips, but others prefer to suss things out on their own, with the number of times they died in the process a secret known only to themselves.

Curiously enough, Season 2′s episode achievements appear to be filling this niche.

The first two episodes had achievements that seemed straightforward enough (okay, with the exception of the jumping puzzle ones that made me pull my hair out.)

Some even complained that the achievements were too easy.

Me, I suspected there was a subset of very casual players that were going to be challenged just a tiny bit even by the normal story instances – facing off two veteran inquest might challenge the more haphazard of builds, and for some players, figuring out the mechanics of the bosses at the end of each instance – even with NPC prompting – might be something new for them.

Anyhow, it was always possible and likely that they’d ramp up the difficulty of the achievements as the episodes progressed onwards.

It was with some disbelief that I browsed the GW2 forums to discover that there were players having trouble with the Foefire Cleansing instance.

herecomethetruerulersofascalon

That was an instance I enjoyed thoroughly, with a charr main who found it awesome to revisit Barradin’s Crypt with a slightly more sophisticated boss fight to echo the first time we fought the statue in the tutorial.

Of course, there are some things that I take for granted that not every player may be aware of.

(And I don’t mean the above sentence with any conceit. Everybody is new to something at some point or another. Someone who habitually plays something has unconsciously integrated a whole lot of habits that would be alien to someone who hasn’t.

For instance, I’m currently watching a ton of DOTA 2 beginner videos having my mind blown at simple concepts that more regular players take for granted – like being unseen and getting behind an enemy makes for a more likely and successful gank. Ohhh, so I -shouldn’t- just be charging up gung-ho from the front and shooting stuff! No one ever pointed out that basic principle to me before!)

hammermeetdodge

I know that in Guild Wars 2, every attack is preceded by an animation. Barradin’s Statue is especially kind because it’s so big. That makes his hammer strike super-obvious to someone who is watching the statue’s arms, and when the big orange circle flashes to indicate an attack to avoid… it’s already second nature for me to bang down on my dodge key.

Dodge key, singular, by the way.

I used to double tap WASD to dodge for a long time, rather stubbornly, before trying to dodge-jump in the Super Adventure Box made me face the fact that there was no way I was going to time dodging and jumping pressing so many damn keys at once.

(Also, one gets tired of forward rolling off narrow beams in jumping puzzles.)

It’s a lot faster to tap once than tap twice. That translates to dodge reaction time (in which some of us are already screwed over by having 200-250ms more lag time via geographic latency.)

I am aware that GW2′s dodge uses invincibility frames. Which means I don’t have to try and scramble out of the big orange circle, and end up getting knocked around while doing so, I just need to time the dodge just right to be “invulnerable” at the point of impact.

My main normally always sits in berserker gear, going with a fairly selfish build of sword/focus, scepter/torch that is built for damage and one-hand crit.

When Rytlock called out the Ascalonian Menders, all I had to do was turn around, flip to my scepter, target the mender and autoattack. Toss in a smite and an immobilize for good measure. Ghost gone in under five seconds.

menderdead

Now I do have an extra asura guardian that I use to play around with tankier builds, so I am quite keenly aware of the immense difference of speed between my charr who regularly hits 1.4-1.9k+ per crit scepter autoattack, and the asura who has achieved gloriously spectacular lows of 400-600 damage per scepter hit when he’s trying to be super-tanky and heal-y.

Needless to say, there’s a reason why I choose to roam the open world and farm stuff with the charr. (And why I mostly converted to the zerk church of power and crit.)

Still, it wasn’t until I replayed the instance for achievements that I discovered some things which other players would already have known from their taken-for-granted experience.

Going up to melee the statue allows for double damage – as one’s melee weapon cleave can hit both hitboxes, hitting it twice. This makes the statue’s health drop very quickly. (My own impulse is to stay ranged for safety on strange things I don’t trust, aka the first playthrough.)

oneswingtwonumbers

The other orange circles contained fear wards – that could be destroyed if you target them and attack. I had no clue originally since I just kept moving and avoided anything scary orange to begin with. (Contrast this with some other players’ described experiences where they were knocked about, feared everywhere, and found it extremely frustrating. I can only conclude that they stayed still and got caught in all the stuff, rather than realize they could cast and attack while moving.)

What I think this successfully counts as, is a potential learning experience.

Sure, some people who chronically refuse to learn may just give up in frustration, or admit defeat and get a group to help them or whatever. It’s good that there’s the option of the group to assist for those whose particular situation means they have understandable trouble with the encounter (injury, disability or whatever).

But for others that are able and open to adding to their pool of knowledge, figuring out how to master the encounter, and then doing it, is the challenge and the reward. The level of their play goes up. They’re better able to appreciate the complexity of combat that GW2 can offer, if only just by a smidgen more.

The Waypoint Conundrum instance, on the other hand, was something I struggled for a while to do.

Well, part of the turn-off was the thought of having to spend extra time teasing out every last ambush and trap systematically, and then dealing with the stupid running inquest assassin and closing doors encounter.

I suspected that doing it trial and error, without reading Dulfy, would mean having to repeat the instance several times over. (I was right.)

And it was annoying because defeating the mob wasn’t hard per se, but mostly a matter of hoping things didn’t break. I left Scruffy on defensive mode to take on the assassin, and the first time, the silly asura NPC just vanished without ever engaging him while I was already running off to eliminate the inquest before the door closed. I did everything else to find that the last achievement stack wouldn’t tick off and the assassin was nowhere to be found.

The second time I hung around to make sure both Scruffy and the assassin were locked in deadly yet ineffective combat before leaving, and the inquest door actually closed on me and locked me out while I was taking out the other three inquest. That was worth about ten seconds of heart attack and screaming at the door before the instance relented and somehow teleported me back inside, having concluded I was now in a part of the map that I shouldn’t be. No shit.

And there was that dang Veteran Mordrem Wolf.

dangwolf

That thing deserves to be a boss in its own right. The Champion ooze was more of a pushover than this nightmare floral canid. (Or is that canine flora?)

Part of the problem seems to be an exceptionally broad definition of flanking – which makes any sideways movement of your own risky, plus the tendency for its pounces to overshoot and whack you in the back before you can even react – or use the turn 180 degrees key (which I am unfortunately not terribly used to using, though I have it bound.)

To add salt to the wound, it coats itself in retaliation. Any damage you do to it while it has the boon on, is some damage you’ve inflicted on yourself.

I tried to range it. Got mauled.

Tried to melee it. Got mauled.

whydoyouonlyreznow

Stopped to think. Swapped gear. Swapped weapons.

Obviously this creature punished squishy thoughtless berserkers. So maybe let’s not try being so squishy.

Except I don’t really have a wide range of gear on hand and was feeling lazy to switch traits if at all avoidable. Put on cleric’s gear. Tried a cheapo hammer. Too damned slow.  Not enough damage, still died.

Tried a knight’s greatsword. Still ended up with it having a sliver of health remaining. About the same as me dodging my best in zerk, really.

Maybe try boon stripping off retaliation? Searing flames unfortunately was a little too slow to really successfully do much.

On and on. Death after death.

I even went as close to DPS meta as I could with zerker greatsword and sword/focus, trying to burn it down faster than it could tear me in half.

Which -almost- worked.

Twice it had literally no health, not even a sliver of red remained on the bar, before I got downed. Presumably if I had been a smidgen less cheap on my runes, or if I had an Ascended sword, or if I traited more appropriately, I might have been able to nuke it.

Then finally, the revelation unfolded.

I’d previously been having a nice discussion on autoattacking and its role in depth and complexity of combat in games with Talarian, via the comments, spinning off a section of his post.

Ultimately, he concludes that he sees no difference between autoattacking or spamming 1.

Conversely, I think the point of being able to turn off autoattack is that you can -choose- to spam 1 or no.

Not every game is WoW in which DPS meters must be maxed uber alles.

GW2 is a game about proper -timing- in combat. (Also proper positioning, but that’s another story.)

I got back into my standard berserker gear.

I put on my sword and focus, the main weapon types I’ve always carried with me since the beginning of the game.

I CTRL-right clicked off the autoattack on skill 1.

“Self,” I said, “When you see the retaliation buff come up on that wolf… you -STOP- freaking attacking. You just face it and do your best to survive.”

“But self,” I protested. “I’m in zerker, I only have so many heals. It moves so dang quick, the animations fly by so fast, I can’t even tell when it’s going to attack. I can’t dodge or move around very much, I’ll risk getting flanked and my buttocks ripped off for 6000 damage instead of my face bit for 1000-2000. How am I going to survive that dang wolf pouncing on me?”

“Self, you have forgotten your roots. Do you not have blocks and blinds?”

And I’ll be goshdarned, but I was right.

mordremwolf

With a new resolution to not just autoattack like a madman and to really choose one’s timing properly…

… I staggered blinds every time that dang veteran mordrem wolf twitched. Never mind if it was a bite or a pounce, I wanted it to miss. And keep missing.

When I ran out of blinds, I blocked, and let the blinds cycle back.

Every time retaliation came up, I touched -nothing- attack-y in nature, and was surprised by how little damage I was taking as compared to before.

When the buff fell off, I pressed 1 repeatedly (I did not spam, because the blinds had to go in between) and hit 3 now and then for a channeled damage boost.

That dang veteran mordrem wolf died with me only having suffered half the damage I had been taking before.

-I- had been my own worse enemy in that fight.

There are, of course, multiple solutions to the same battle.

Some have found the scenery helpful in obstructing its pounces, for instance.

(And to be honest, if you observe really carefully, you can actually see the animations correspond.

When it roars/howls, it buffs itself with retaliation. When its hindquarters twitch, it’s probably going to leap.)

Me, I’m just proud and happy I took it on guardian style and won.

GW2: Visual Guide to the Twisted Marionette’s AoEs

aoe aieee

Hey all,

Just a quick reference guide to the AoE attack patterns that one might face in phase 2 of the Twisted Marionette Boss fight.

(Disclaimer: Diagrams are not 100% accurate, but hopefully illustrates the idea.)

They should hopefully give an idea of where the danger zones and safe spots are, and help with your situational decisions per fight.

Chain 1 – The Warden With the Big Arrow Pointing To Whoever Has Aggro

chain-1-animation

Marionette will stomp in sequence from first platform to the last, producing each orange circle in sequence.

Keep an eye out for her leg stomping on other platforms to predict when she’ll step on yours and prepare to dodge.

Suggested strategy: Dodge if/when the orange circle appears over you. Person with aggro faces mob away from the others. Others attack from the back.

In case of stubborn pets pinning the warden against the edge, check if the sides can be hit still.

Chain 2 – Mine-Laying Warden

chain 2

Marionette will attack a small rectangular strip that is almost dead center, but slightly nearer one side of the platform.

Suggested strategy: Kite warden into mines. (ie. Keep a mine between you and the warden.) Attack when it is stunned by mines and vulnerable. Stay in safe areas or dodge when the strip appears and you happen to be in it.

Chain 3 – Bomb Throwing Warden

Update: You can thank a failed overflow for this one. And my great platform who rezzed each other and finished the kill fast, plus the platform that didn’t – prolonging the fight long enough for me to document a hint of a pattern.

chain-3-animation

Marionette will start from the last platform and strike each platform one by one with an outstretched hand throwing green lightning as circular patches of AoE.

chain-3-screenshots-2

Use that like the leg in chain 1 to predict when the AoE will reach your platform. (Which is still easier said than done when there’s close-range bombs to watch for, but yeah…)

The placement of circular AoEs still seems a little different for each circuit of the arm, and since you can’t predict which platform you’ll turn up on, assume it to be random for now.

Another layout in the sample screenshot below:

chain 3 screen

See image at the top of the guide for yet one more layout.

Twisted warden produces bombs that do not have an AoE marker.

chain 3 bomb

Bombs go boom after a few seconds. Stay away from the bombs.

Suggested strategy: Ranged DPS and stay mobile. Have good reaction time on dodges. Melee only if you’re pro.

Much easier said than done, I know. Plenty of room for unlucky things to happen in this fight, including loadscreening into bombs.

Rez downed teammates wherever possible. Having a rez skill slotted might help.

Chain 4 – Cone Shriek Warden With Lots of AoEs

chain 4

Marionette will do a sweeping sword attack that arcs around all the platforms, covering a good part of each arena.

The warden has three kinds of attacks:

phase 4 shriek

It will do a cone shriek towards the player with aggro. Dodge away or receive stacks of confusion. Auto-attacking with confusion is bad. (Click away from any valid targets to detarget / turn off autoattack / holster weapon are all ways to stop attacking when confused.)

Note the shriek does not reach the edges of the platform.

phase 4 center

Warden produces a patch of circular AoEs in the center. (Diagram is approximate, I didn’t -actually- count how many AoEs there are.)

When the warning marker disappears, they leave behind a black patch that causes torment. Moving with torment causes double damage. Be able to condition clear.

phase 4 outer

Warden will produce a circular ring of AoEs on the outermost perimeter of the platform, leaving behind the same black patches that cause torment.

There is a small safe zone in between the two AoEs, approximately 3/4 of the way from the center, nearer to the edge.

Suggested strategy: Ranged dps. Keep near the edges of the platform, moving and dodging as required to avoid AoEs and the cone shriek. Melee only if you’re pro.

Have condition clears. Don’t run around wildly with torment on or attack blindly with confusion on to avoid taking extra damage.

For achievement, what worked for me was staying in the safe spot at the power generator and ranged dps’ing. The cone shriek should not be able to reach you. You avoid the center aoe and only have to worry about the outer aoe (or just eat the torment and stay still.)

Chain 5 – Multiplying Warden

chain 4

Marionette produces patches of small circular AoEs that will essentially cover the above areas of the platform, with gaps in between. The area near the power generator appears to be safe.

Suggested strategy: Stack on the power generator and DPS down the multiplying warden(s) with melee cleaves/AoEs.

A big thank you to my references:

Knigaesera’s video of the cutscenes and each of the champion phases is great for seeing an example fight in motion.

Dulfy’s guide to the Twisted Marionette is, of course, a good foundation to start with.

GenocideOPS has another comprehensive one stickied on the GW2 forums.

Shortlinks to this guide:

http://wp.me/p2sQ6r-RG

or

http://tinyurl.com/phase2aoes