GW2: Aetherblade Retreat Strategies

I take it you’ve read Dulfy’s guide for a basic overview.

We’re going to be talking team roles here for smoother, less agonizing runs.

Just to clarify here, this is not the ultimate strategy guide, follow or else kind of thing. I believe in multiple strategies working well and GW2 supports that. If you play with various guilds and preset dungeon groups, one will tend to find that these closed groups evolve their own set of strategies that work perfectly well. This is just to help those who are close to beating their head in after failing multiple PUGs and wondering if there is -any- rhyme or reason to this dungeon.

There is.

I mean, you could just run in all willy nilly and hope that everyone magically synergizes and all will be well. But judging by the amount of failure cases and party members bailing mid fight and GW2LFG posts that read “at such-and-such boss, need 1 or 2 or 3 more,” here’s what I’ve observed so far:

There’s basically “It” and “Not-It.”

That is, the person whom the mobs are focusing on is “it.” This person usually has the highest toughness of the group. You are the de facto tank. No matter what your class is. Stop screaming and learn how to play it well.

The other people who are “not-it,” that does not mean you can relax and leave “it” to scream and die. If “it” dies, another one will become “it.” And so on until all of you are dead. Your role is a damage-support hybrid.

I speak of support in a very broad sense. Broader than even the typical GW2 use. I don’t care if your version of support is killing the mobs very very fast in all berserker gear, but if you choose to do that, you better do it very well. Better yet is if you can slot some group condition removal or blinds/dazes/interrupts/controls or reflects at certain points in the dungeon, and/or ways to buff up the party and debuff the mobs with conditions, along with doing damage.

All of you will need to move well. Or at least, competently enough.

Aetherblade Trash Mobs

Generally not too big an issue. Taskmasters confuse, so if your group loves to put stuff on auto-attack, it’s a good mob to prioritize killing first, if you’re not just going to AoE ’em all down in tons of cleaves and blasts. Projectile reflection and absorption appear to help mitigate some of the damage from the ranged Aetherblade mobs too.

The pain happens in the spawns with Aetherblade Strikers in them. Their lightning channel is not a projectile. It WILL kill your tank unaided. Especially if two are on him/her, with everything else. Support support support. Offtank it or get a pet to, daze/stun them, blind the eff out of them, pull them, interrupt them, focus fire, whatever. It’s especially fun with a taskmaster in the mix as well, call targets if possible. Prioritize both of these, one after the other.

The Practice Room With Thumpers and Cannon Fire

If your team is awesome, you could really just charge into it all and sidestep the cannon aoe. It may be good practice for some people.

My random team here kindly demonstrates two possible ways to chokepoint the mobs and avoid the majority of cannon fire. I’m sure there’s more.

Just hanging in the corner and/or running under the bridge/staircase also works to LOS stuff, but cannon fire may hit.

cornersandchokepoints

Please learn the art of the corner pull if you do not know how. This means everyone gets out of sight, preferably in the same spot behind a corner, so that ranged mobs will walk towards you.

The tank, or just a ranged guy, range attacks the mobs and then trots back around the corner with everyone. The mobs will cheerfully follow and you can then pile on with melee and AoE. Just keep an eye open for cannon fire in case some person gets out of position accidentally. Corners and GW2 camera angles can lead to blind spots.

Mid Boss – Champion Frizz and Golems and Lasers, Oh My

Some groups may prefer to clean up all the adds before working on Frizz. Others may simply start off the lasers by lowering Frizz’s health to the requisite amount. Apparently the adds die from the lasers after a while. I’m not 100% sure on that last, but certainly after a while, they seem to die in all my groups – whether it’s from teammates killing them or not, dunno. Doesn’t really matter, imo.

Phase 1 – Low Lasers

Yes, you can jump on the crates and stay there and range.

All except IT, that is.

If the aggro-holding person remains rooted on a crate, what will happen is every time the laser spins around, the golem will get a shield buff and block attacks.

Yes, you can just autoattack your way through it and wait for the buff to fall and damage it intermittently between laser spins. It’ll work, but it’ll be annoying.

Ideally, de facto tank should be running in an anti-clockwise fashion, following the laser spin and kiting the golems away from the laser. Your role is not so much as to do damage, but to a) not die, b) try and dodge or stability, or just stay far away enough through potential pulls which may screw up your nice pattern.

This leaves the golems free of the shield buff, leading to faster dead golem. All the rest should be a) not dying, b) attacking unshielded golem.

Having been caught umpteen times in a laser just as it starts up, I decided to begin screenshotting start locations. I believe this is roughly where the low laser starts. Keep an eye out for the black beam/fence thing in the center, that's where the laser shoots from.

Having been caught umpteen times in a laser just as it starts up, I decided to begin screenshotting start locations. I believe this is roughly where the low laser starts. It could be random, not sure as yet. Anyhow, keep an eye out for the black beam/fence thing in the center, that’s where the laser shoots from. The entrance of the lab is roughly on the right side of this image.

Phase 2 – Laser Wall

Same idea here, except all the not-its cannot just camp out on a crate.

Run around the room. Don’t die to the laser wall. Shoot or melee golems. Don’t get in the way of their spin attack or their pull. Help “it” stay alive. Watch confusion and dat autoattacking.

I believe this is roughly the location of the laser wall start. Note how the appearance of the center column changes, it may be a good cue to look out for in the future. I normally never see that because I'm too fixated staring at the laz0r making sure I'm not running into it. Also note how the laser extends across the whole room in a straight line and rotates.

I believe this is roughly the location of the laser wall start. Note how the appearance of the center column changes, it may be a good cue to look out for in the future. I normally never see that because I’m too fixated staring at the laz0r making sure I’m not running into it.
Also note how the laser extends across the whole room in a straight line and rotates as one line, not clock hands.

Phase 3 – ALL OF TEH LAZ0RS

I want to point out something rather obvious that I personally never saw while I was running/screaming/dying as the tank. The lasers go in a straight line across the room.

That means you only have to keep an eye out for essentially two lasers and that sneaky low beam laser, well, if you see one side, you can roughly extrapolate where the other side is and how soon it is creeping up behind you. It is not two evil low laser beams acting like clock hands that sweep at random speeds out to get you and have to be madly jump-crated (which was my first impression of it.)

That also means that you can then evaluate whether you want to stay on the crate and let the low laser sweep by you, or hop off immediately on the safer side (the side where the low laser will move past), or if you have to jump to the risky side (the side a low laser will be approaching) and make a mad dash to a further away crate – the latter option in cases where say, the laser wall is about to squeeze you in if you jump to the safe side.

Ok? Same deal. Tank guy should be kiting the golems away from the lasers as best as possible. Should, anyhow. Focusing on not-dying is, frankly, I think the best thing to do in this phase. Try and get the laser pattern down, jump on crates and off them appropriately, keep as near the front as the laser beams will allow.

Everybody else. Also focus on not fucking dying (easier said than done, I know) and watching out for the shield buff to drop to unleash your attacks on the golem. When you are confused, do not attack yourself to death. Just look away from the damn golems and look at the lasers and stay alive.

The pull is a nuisance that gets in the way and will screw things up here and there. Stability helps, but you know, it will never be 100% uptime. Bad luck happens.

If “it” dies, role swap time! New “it” gets to be the tank and kiter! On and on until there were none. (Either way, no golems or no more players.)

Of course, if you are full of awesome, you might even be able to solo the golems.  But then, you wouldn’t be needing to read guides like this.

Final Boss – Horrik and Mai Trin

This is really a fight about aggro control and positioning.

Mai Trin bleeds if you stay in her melee range. That means, if your teammates plan on getting close, and even in the case where you don’t but want to prevent accidents, bring lots of group condition removal. My suggested help out time is when bleed stacks hit 10-12.

Tank person who is it. Your job is to be kiting Mai Trin. Possibly at range. At preferably just a little further away than her melee range. You want to be kiting her over the electrical blue AoEs that will pop up when Horrik shoots his stuff.

Not-its. You generally want to get as close to Mai Trin as possible as well, be it range or melee, so that if and when Horrik shoots his AoE and it happens to be a blue one, it’s easier for tank person to kite it over. As her shield stacks fall off to 6 or lower, she starts taking damage and it is possible if very very slow to lower her hp down, regardless of whether more shields pop off or no. If you want it faster, then you have to take more risks to getting the blue aoe to overlap on her.

Once conditions start landing on her, one can cripple or chill to slow down her movement over the blue aoe as well, or if you’re really sophisticated, you can play with taking off her 5 stacks of defiant and then dazing her over the aoe and so on.

One interesting spin-off role that a good “not-it” can play, that I’ve been evolving, is a way to control the damage done by Mai Trin’s shadowstepping. You are THE FURTHEST PERSON. Please make sure you can dodge and observe her animations. If you can block consistently (or leave mesmer clones to absorb the attack or whatever), even better.

See, what usually happens is that the “worst” or most nervous and/or squishiest or lowbie character in the group gets all twitchy and starts edging further and further away from the mess. Before you know it, BOOM, she shadowsteps into that person and eats him or her for lunch. Then now everyone has to drop everything and waste time rezzing, and when you rez, you risk becoming the furthest person and ZAP, another teleport happens and… well, it gets MESSY.

My theory is, what if we prearrange a good or at least, sturdy player to be that furthest person? Note, this cannot be it, or the tank. A not-it gets to step up.

Your job is to arrange yourself so that you are the furthest person at all times. You primarily watch out for her animations (which can be hard with all the particle effects flying) and do your best to dodge (forwards, seems best) when you see her do the characteristic finger point which means she’s going to come to you. If you manage to time it right, and the projectile hits during your dodge invincibility frame, you seem to actually block it and she doesn’t teleport at all. If it’s not timed right, well, at least you’re out of the way and won’t get too bled up when she comes over. Have condition removals for her bleed and cripple in event of accidents. She will then promptly go right back to IT. (Secondarily, you can do damage as well, of course.) If you have blocks on demand, this makes your life even easier.

Me experimenting with the idea in a PUG after our level 45 elementalist consistedly died to the point of being naked. I started out in axe/horn, not the greatest for actually doing any damage, but I was testing out the idea first. I later went closer and into rifle range as I got the hang of it. Also, the GWAMM tanking this was an engineer. There was another warrior and a guardian in the party.

Me experimenting with the idea in a PUG after our level 45 elementalist consistedly died to the point of being naked. I started out in axe/horn, not the greatest for actually doing any damage, but I was testing it out first and wanted condition removals. I later went closer and into rifle range as I got the hang of it.
Also, the GWAMM tanking this was an engineer. There was another warrior and a guardian in the party. Players, not classes.

As for the Cannon AoE phase, there’s two methods. If you are really sure that your entire group has nearly equal ping to yours and will be applying group swiftness and group healing, and can stay all nicely neatly balled up together, you can run around the perimeter together staying ahead of the AoE. It looks really really awesome if done correctly. What usually ends up happening, just as in WvW zergs, is that you don’t get a nice neat little ball, you get a train or a snake. Someone falls behind. This someone is promptly PWNED by all the aoes that have carpetbombed the place. Depending on your group, this may end up as multiple someones.

I have actually found it much safer in PUGs, where people could be from all over the world using computers of differing quality and framerates and certainly not on voicechat and used to stacking and moving as a ball together, to do the spread out and move as little as possible method.

What usually happens is a person in each corner and one in the center, more or less. Just move the distance necessary to a clear spot away from the aoes, and stay still until the next aoe is about to hit your position. Save your dodges for when there is no way out that you can just move to. Survival rate is usually 3 or higher, which is sufficient to rez safely during the next Mai Trin and Horrik phase.

It goes without saying that one should NOT BE REZZING while the place is being napalmed. Survive first, only save people if you think you see an opportunity and are awesome. If you die doing it, then well, leave them for later next time.

Rezzing strategy: Tank/It, you do your kiting thang. Other people rez. Other people must also be KEENLY aware of Mai Trin’s finger-pointing so that one can dodge or block if you become the furthest person while rezzing.

Really, all this does is waste shitloads of time. Don’t fucking die. And if you are not awesome, don’t fucking bring your squishy lowbie into this dungeon.

Please note that in all of this, I have not expressed ANY CLASS-ISM whatsoever. Stop fucking begging for guardians and warriors or heavies. Some of them may not be IT-specced. I have seen some awesome necromancers and engineers also kite and control Mai Trin perfectly well. I’m sure other professions can do it too, I bet a mesmer could as well, just haven’t seen it in play yet – except you know all the rest tend to love sitting in berserker gear.

All it requires are players to recognize the de facto role that their party needs and be flexible.

GW2: AR Groups from Dual Perspectives

Play an AH hammer guardian in a variant of Strife’s anchor build for too long, and you end up getting a very one sided view of dungeons.

You are always “the tank.” Mobs glue onto you. 6 pieces of Knight’s gear and melee proximity is all it usually takes.

(Failing which, I throw on my WvW soldier/clerics with soldier runes, which are nearly always guaranteed to exceed nearly anyone else’s toughness rating, at the expense of losing significant amounts of damage – I only consistently lost it once on an Arah 4 run where some guy had decided to wear Sentinel armor. And didn’t have great reaction times on kiting sparks. Now that was “fun.”)

Usually, I don’t mind. I’ve tanked before in other MMOs. And you know the saying, if you want something done right…

It just can get VERY wearying in a GW2 group if you don’t have sufficient support. And you grow bitter because you end up convinced that you are carrying a bunch of selfish damage builds by sheer herculean dint of protection-laying, self-healing, reflection, blocking effort until you go down, and bounce back up again because someone revived you, to do it all over again and go down again and up, and on and on.

If you do have sufficient support on the other hand, it is usually a cakewalk. Go in, buffed up to the gills, everyone AOEs and cleaves, voila, stuff falls over dead, everyone’s still sturdily standing after.

The problem with tanking is that it’s also hard to have sufficient leisure time to study any fight mechanics from an outside observer’s perspective, because you’re too busy trying not to fucking die.

Alt time.

I tried bringing in my spirit weapon guardian in berserker armor.

Well, the damage is a little higher by traiting in the new 50% damage spirit weapon trait, but I was rather miffed I had to give up the vigor on crit trait to do it (need all the endurance one can if one is squishy, y’know?)

The main problem I ran into is that everyone expects a guardian to tank, and if you sit around chilling your heels, they wait around for you too because they’re just as much wusses as you.

If one was lucky enough to run beside someone else who took responsibility for the aggro, it seemed to work decently well. Sword teleport into strikers and sic a hammer on them to keep them interrupted and the lightning channel disrupted. Spirit sword did aoe damage, spirit shield absorbs projectiles and weakens the group, etc.

The other issue was that you give up a shitton of survivability sitting around in berserker gear. The cannon phase was not great. One accidental misstep = death and disaster. And in a PUG, all it takes is one guy running around like a headless chicken to screw up your careful stepping pattern and screw you over.

I died consistently and just couldn’t shake off the feeling that this was making me look like a clueless noob in everyone else’s eyes. I also felt too much at the mercy of how the entire party was built. Random group is random. Berserker, imo, is really for more coordinated groups.

Money spending on alt time.

I’d built up to 36 gold in the last few days, and promptly spent 24 of it decking out my WvW warrior in a new dungeon/gear build.

There seemed to be very little consensus on appropriate warrior dungeon builds, especially since the traitlines just got shaken up recently, so I ended up designing it based on my objectives.

Evil Plan: Dump aggro. Stay alive.

Nagging Angel on Shoulder Reminder: Offer group support for the poor schmutz who ends up tanking.

There were a number of multiple goals behind this. As I said, I wanted to observe other people in the tank position to see what they did – learn their tricks and observe where they stood, etc. There was the vague hope that I would eventually luck into a party with a competent tank and maybe pick up the Personal Space achievement.

And I figure if I want to learn other dungeons eventually, it’s good to walk in as primarily dps over a tank position, where you know, everyone expects you to magically know what to do.

(Side benefit, pug groups where the guy who becomes “it” doesn’t know how to handle it become hilarious. You either watch them get better at their class, or we all wipe together over and over until mass ragequits happen.)

How did I achieve this?

Zero toughness. I didn’t want to go full berserker for reasons of personal survivability worry. So strange combination incoming – Valkyrie/Magi.

You see, I decided I was going to go axe/horn and rifle. I’d previously leveled with axe/axe and rifle and was the most familiar with those weapons. (Reserving the greatsword for my second warrior.)

Horn does fantastic condition removal when traited for it (converts to boon, even), and AR is full of highly annoying conditions for the whole group. Rifle is useful for single target damage on fights which require one to be ranged.

I also decided to play with banners, so I went a full 30 into Tactics with Inspiring Banners, Quick Breathing and Inspiring Battle Standard. Turns out if you run two banners like this, you can pulse and build up to around 30 seconds of regeneration on everyone. Quite crazy, really.

I am suddenly super melee buffbot, an interesting variant on the City of Heroes Defender which was ranged buff/debuff. On a sturdy group, the added power and precision banners should make stuff die extra quick. On less study groups, I can also switch to the healing power, toughness and vitality banners in the hope it helps them some. Running For Great Justice adds on extra fury and might for all.

Layering on healing signet helps me pulse regen heal and I have a hefty vitality hp reservoir to stay alive with. I suppose I could also add on another layer of regen with mango pies, but haven’t felt the need for it yet.

Alas, crafting the Valkyrie armor cost a 12 gold bomb (better than buying it off the TP for 18 gold, I suppose), and ruby orbs are slotted in all 12 locations to push oneself more toward the damage “expected” of warriors. Crit chance is not great, at 30%, but remember, fury pushes it up to 50%, and crit damage bonus is 80%. Won’t match a pure berserker, but imo, respectable enough.

What really blew up the bank was deciding to splurge and buy the three most expensive superior sigils to put on my berserker weapons for some 15 gold. The axe has a sigil of fire, and the horn has a bloodlust sigil. 250 power if I get to build up stacks pushes attack and damage higher. I’m not convinced the sigil of fire is that awesome as yet, but I’m keeping an eye on it. Worse come to the worse, there’s the black lion salvaging kit because the weapons ended up cheaply bought via WvW. The rifle sports a sigil of energy to help endurance for dodges since I have the fast hands trait as a side benefit of going 20 in Discpline anyhow.

It’s been a useful experiment in terms of group observation ability.

Everybody else pretty much becomes “it” as most are likely to have a shred of toughness somewhere.

If they don’t, then they are obviously running some variant of berserker and are very damage-focused, so it becomes the equivalent of an 8 blaster team in CoH. Nuke it all (preferably from ranged) or die trying.

I’ve been able to see necromancers step up and tank and kite. Even an engineer or two. In one hilarious group, the mesmer clones and ranger pets and Ellen Kiel were holding most of the aggro – though disaster hit when the one ranger with the pet holding the aggro didn’t know how to appropriately handle the golems before everybody died.

I learned a whole lot from those groups which I couldn’t see before while being the center of attention though.

And we will be discussing those strategies in the next post.

GW2: …Join Them (First Thoughts on The Aetherblade Retreat Dungeon)

I give up.

I will bow to the pressure of the cruel design and tell you right now that I cannot be inclusive in the Aetherblade Retreat.

It you are not level 80, you can join (if you’re the only one. Or two. Maybe.) I won’t stop you, but if you’re dying every now and then, I will not stop to rez you. It will just get me killed.

If I get into a group of three or more low levels (as I did on my very first broadcast LFG,) I will quit your team without a word. Good luck recruiting some other guy to be your level 80 patsy.

If you cannot dodge or move around with at least middling competency, you are a detriment to the party. You can still come, because I try not to be a jerk, but be aware that it is nigh impossible to rez at certain sequences in both boss fights. You will have to lie there dead and weighing down the team until we can get to you – which is extra time spent not damaging anything, and increases the likelihood that one of the survivors will slip up and die and the whole team fail as a result.

If your build is specced to have not much group support whatsoever, I will get a little grumpy with you inside. How will I know this? The collective damage I take when in a spawn with the Aetherblade Strikers. That lightning channeled attack is hellish. I am a knight/berserker guardian, I can’t help but soak up a good amount of collective aggro – and I only have so many heals and blocks and dodges and one invulnerable.

Your responsibility, if you don’t want to soak that attention or help to split it up (say with a friendly ranger pet or clone), is to either damage the mobs fast enough that they die before I fall over, or interrupt them when they do that lightning thing – daze them, pull them or whatever, or offer me enough support that I can stay upright through that.

Speaking of rangers and their pets, from my first successful unbugged run... An Anet ranger person's personal opinion. Feedback for the dungeon team, guys!

Speaking of rangers and their pets, from my first successful unbugged run… An Anet ranger person’s personal opinion. Feedback for the dungeon team, guys! (He was great controlling one of the Striker’s lightning damage with his pet too, btw. Saved the team from quite a bit of pain there.)

In some groups, I only drop to half health from the Strikers, in some groups, shit dies so fast I don’t even have to fire renewed focus. In others, I routinely go down before the mobs die – the only gratifying thing is to see how fast people scramble to pick me up, possibly because they don’t want to be the ones soaking that – and I know there will be tough times ahead.

Groups like that make me want to play some other profession or build and see how other people are handling that kind of focused aggro. I may have to figure out a decent warrior damage/support build and gear for dungeons instead.

The good news is that I’ve earned what appears to be 6 gold in a day with four successful runs – with no exotics dropping, just yellow rares and the bags of gold at the end. (Because I have the crappiest luck ever. Some other guy in one of my groups got Magmatron off a random trash mob. 6 gold right there, easy.) So I may be able to get dungeon appropriate gear for my warrior faster than I thought.

I’ve also had two runs where Kiel bugged out. (One of which I was very thankful for because it was a disaster pug – entered when they were stuck at mid boss, thinking to be benevolent and work on my laser dodging practice, had to duo the golems down and one guy quit right after because he had earned his achievement by virtue of dying right before the laser walls came up or something similar – Kiel bugging was a graceful way to bow out before final boss pain.)

And one run full of new people who, credit to them, didn’t give up at the first sign of difficulty, but were doomed to eventually fail as the mesmer claimed they were on a lagging laptop and habitually died at the start of every cannon aoe phase, the other guardian followed right after and the elementalist was iffy. It ended up being a long ass revival attempt between me and the thief after every cannon phase, and eventually ended up with one of us slipping up and going down, followed by the other shortly after.

(I don’t know if we could have duo’ed her down, but to me, it seemed pointless to try and “carry” the majority of the team through like that. Succeed or fail together, y’know? If three or more carry one or two, that’s possibly fine. One or two carrying the rest just makes me grumpy as all get out.)

One good thing about this dungeon is that with the possibility of earning a gold at the end, I am a lot calmer about the prospect of an occasional failed run or multiple wipes.

How much can repairs cost? The worst party cost me 6+ silver before we called it – because other people died a lot more, some of it not their fault because a bug kept spawning them back in the boss room after a failed attempt.

I even tried to gung ho “solo” the final boss fight after the rest left and only figured out that doing it alone was going to be… if not impossible (because nothing ever is), pretty damn difficult because of her propensity to keep pointing and doing the teleport attack on you as the only target, and it only took 5-6 deaths to figure that out, to the tune of maybe 10 silver repairs or so.

One successful run will make back that combined loss with additional profit.

As I said, it helps to be absolutely uninvested and uninterested in the monocle, so there is no overriding obsession to try and do it as quickly and as many times as possible. Something I’m very thankful for this time around. For those who are, well, good luck…

One of the earlier learning attempts. You only have time for typing or hidden interface screenshots when yer dead.

One of the earlier learning attempts. You only have time for typing long sentences or hidden interface screenshots when yer dead.

Some of the achievements are going to be a bit of a challenge. I’m having some worry regarding the laser achievement, though others find it easy enough. I can’t help but wonder how many of those professing it to be easy:

a) have great ping

b) are not the ones attracting the majority of the golem’s aggro, thus slowing them down and running the risk of geting pulled right into a laser

c) are of a profession and specced to do good damage at range

I’m personally finding the low lasers undodgeable. Every time I attempt to dodge through them, I get stunned then hit by the lasers. So I have to jump the crates. And jumping up the crates with two golems on your hiney doing their best to pull you, well, it’s not great chances that you won’t get yanked off then zapped by a laser.

I can generally heal through the low laser damage, but the achievement may be a problem unless I swap characters or figure out some way to drop that crazy toughness induced aggro. All three sets of armor that my asura owns all have toughness on them, dammit. I may simply have to arrange one with the guild where I simply don’t hit a darned thing and just focus on jumping up the crates and running, perhaps. 🙂

The AoE avoidance one, well, that may be a mite tricky as melee. I’m surprisingly calmer about that one though – the repeated death not-great PUG let me experiment with a sceptre/focus and staff combination on some of the later runs and kiting Mai Trin seemed a lot easier that way. I’m going to be testing that out a lot more.

Even if dps drops (and I’m not sure it does, considering how much time I actually get to hit her with a hammer before she squirms off or does so much bleed or damage or a Horrik AoE lands that one has to back off regardless), it might eventually be possible to earn it at least once. AoE avoidance is all about practice, anyway. And one just has to do it once for the achievement.

As for Unfriendly Skies, mwahahahahaha, already got it. My second guild run was utterly gruesome, in a very good way. Two warriors, a mesmer, an engineer and me. The damage output was mind blowing. Fury was nearly always on, and the engineer threw up so much might stacks, that even my mighty blow hammer was hitting for 4k crits. If anything, I was probably the weakest link. I just did my best to hold attention, apply protection, use shouts for condition removal and stability, wall of reflect stuff, and self heal like crazy long enough for the others to unleash hell.

So I can confirm that if you do manage to kill the final bosses within 15 minutes, what will happen is that a Dynamic Event will pop up with about 1:45 minutes on the timer telling you to go get the Aetherblade Cannon that Horrik drops, and you’ll have sufficient time to run across the bridge and interact with the cannon spot on the airship. A little cutscene sequence will appear showing the cannon firing.

cannon1

cannon2

cannon3

Sorry for the not great graphical quality screenshots, but regular readers know how badly my computer sucks. I lower everything to minimal in group situations to avoid being THAT GUY who keeps crashing out.

The interesting thing is,  one of the warriors from that crazy good run had previously had a horrible and unsuccessful pug experience before. So, this dungeon is a bit of a crapshoot. If your group happens to have fantastic group synergy, and can dodge at least decently well (I’m not -that- elitist) it’s a wild ride. If one or two of your team members are below average, it’s going to make things a lot harder.

I don’t know what to say about that. I think eventually selection pressure is going to weed out all those who can’t hack it. Or find it too tough or exhausting or uninteresting to keep learning/practising/improving, having spent most of their time on the ground or dying repeatedly.

I do not know how far the elitism is going to go, and whether it’ll eventually rise to the point where -I- can’t hack it any longer either and start getting kicked out of groups for being fail. (Or having people mysteriously vanish without a word from my groups.)

In the meantime, I guess I’ll keep trying to earn that one gold every dungeon complete until the elitist speedrun fellows take over. Six days last time, wasn’t it?