GW2: Casting Blame and Looking in a Mirror

Yep, definitely the AFKers' fault for this one...

Today, I’m angry.

Fortunately, after going out for a nice lunch, my mood has mellowed down enough to talk a little more calmly.

But I’ll share with you all right now that I had a flash of indignant rage and pretty much only saw red for a while after reading Ravious’ post about Tequatl and how Sanctum of Rall had decided to abandon their home shard by going off into an overflow of their own – ostensibly to jettison their AFKers and thus have an easier time killing the undead dragon spawn.

First off, I just want to make it clear that it’s not his fault that this somehow pushed one of my buttons.

I have been sleep deprived for the last couple of days, so I might already be predisposed to being short-tempered and grouchy.

There has been the usual influx of hostility over map chat when things are difficult and people experience failure and then start the casting about of accusations and blame.

There have been one or two individuals whom you almost think are being belligerent trolls seeking some kind of reaction, but you still try to give the benefit of doubt and assume they have their own perspective, and try to work with or just put up with them and not react or respond to their more provocative statements.

There’s been Stubborn’s stories about his ongoing WoW guild drama, which on the surface appear to be a standard ‘A team’ clique forming to go raiding by themselves, ignoring the ‘B team’ and weak links with relief.

This particular group appears to have the audacity to use the guild resources of calendar planning to send secret invites to each other, with guild leadership none the wiser, and cheerfully and readily drop out of group and raid WITHOUT A WORD when the team complement ends up not to their liking.

A custom no doubt developed and encouraged by automated dungeon finders, where the next bunch of people in your party are merely a click away and all interchangeable. Feel free to dump them if they are idiots and retards and morons and slackers.

Finally, there’s been this morning’s experience with the Twilight Arbor Forward/Up dungeon path, otherwise known as TA F/U.

F. U.

Literally.

Because it has a reputation for being the most challenging of the three paths and the last boss chews up parties and spits them out.

Naturally, it’s the one TA dungeon I haven’t done and want to do so that I can check off yet another step towards the Dungeon Master achievement.

A guildie sends the LF1M message out on chat, so I think, why not? And join up.

Zoning in, one glance reveals it’s a mixed PUG. The ranger mentions straight off that they haven’t done the place, and I chime in to support her, saying it’s been a while and I don’t remember the path very well, so please mention any necessary mechanics.

(I really don’t remember TA that well. It’s not one of the dungeons I run very often, just now and then. And I can’t for the life of me remember whether I’ve done this path or some other combination of Forward or Up.)

Another glance shows that one of the members, a mesmer, has only 800 AP so I assume right off that he’s new and nervous and cut him some slack for not saying much of anything.

The guildie and the other one say nothing, so again I assume everything’s fine and they’ll clue us in as we get to stuff. I’ve got GW2dungeons.net pulled up in the other screen for additional reference too.

We hit a spot of trouble almost immediately when no one mentions if we’re running or killing through the first few groups of mobs.

Having done other TA paths once upon a time before, I assume we’re running and so am focused on the guildie and the other guy to follow in their footsteps because I simply don’t have sufficient map familiarity otherwise.

This leaves, alas, no time for typing anything into party chat and everyone is left to fend for themselves in the classic hesitant start and stop manner of everyone trying to figure out what everyone else is doing before breaking out into an all-out run for survival because oh my god, I’m going to die, and better them than me.

Naturally, four of us make it and the one that was the least prepared for running and thus ate the aggro collapses.

While we huddle in a corner and wait for the poor soul to make the lonely run by themselves, I -try- to get someone to say something about the Nightmare Vine strategy we’d be using by asking what’s the plan.

After all, in some forsaken corner of my memory, I vaguely recall that a few of my groups liked to leave the last vine alive and burn down the middle one once it appeared, others whittled down all six then hit the center one, and there may have been one that just rushed the center one – I don’t know, I couldn’t remember!

There’s pretty much dead silence. I try again and ask if we’re killing the outer ones first or rushing the center one. ‘kill outer’ is the two word reply. No one mentions the Volatile Blossoms.

The poor ranger trying to get to us has died twice in the meantime.

My heart bleeds a little and I type, “hey [ranger name], do you need some help getting to us?” And am about to try and figure out if I can walk them through running, or just move the entire party to killing the hounds and husks in the way, because why not, it might be easier for this group to clear the way together…

At the same time, another guy decides this is the best time to open the fight and attacks an outer Nightmare Vine.

OH SHIT.

I do a 180, slam down my two banners and rush in to hack away. The guildie jumps in. The newbie mesmer must have walked right into some Volatile Blossoms or just stayed too long in the red circles they threw up because he just curls up and crumbles like tissue paper without a single purple-colored skill firing.

Then the guy who started the fight goes, “oh, whoops, not everyone is here yet.”

Yeah. But too late now. We’re committed.

The ranger does eventually get to us midway through a couple of vines. I still can’t remember if I should be leaving the last vine alive or not, so I watch what the other people do. The guy who started the fight attacks the center one once five vines were dead. So I shrug and jump in and wail away on it too. The guildie has decided to work on the sixth one. Ok, whatever.

Unfortunately, we’re a little slow on dps and the outer vines begin sprouting one by one again. I wince inwardly, trying to solo warrior race against the clock as all the others, presumably with more toughness than me slotted into their gear, turn into my impromptu meat shields.

Close, but no cigar. Maybe one tenth of the big vine’s health remains when I’m finally the only thing in the room the vines can target. Berserk-geared zero-toughness warrior goes down like berserk warrior,

TPK. But I mean, we started a man down and everyone was unprepared and no one even -described- the strategy. So fully understandable, let’s try again, this time with better communication beforehand, right?

Guildie sends me a private whisper. Paraphrasing, “Hey man, really sorry, but I think this is a noob group. They’re hopeless.”

“Yeah,” I agree, for such is undeniable. “Are you familiar with the path?” I ask, because I myself am unfamiliar and will have trouble leading thusly. “Let’s try some coordination and see how it goes.”

It’s a bad start, no doubt, but the group hasn’t even had time to gel yet. Sure, if we’ve tried explaining the fights and are still wiping every encounter, then yeah, we can bow out with grace then, no probs.

“I did it up to the end once,” he says. “The last boss is really tough.” (I’m aware, I skim read the GW2 dungeon forums.)

“I don’t want to waste an hour, I’m going to drop party.” And he does. Without a single word to the rest of the group.

One or two more bail without a sound, and one of them must have been the instance holder, because I’m summarily kicked out of the dungeon and find there’s no one left in the party by the time I’ve zoned out.

Guildie goes invisible. Or logs off in a huff. But I do suspect he just went invisible.

Okay, maybe I just have rejection syndrome like Stubborn, or it’s a perfectly human reaction that everyone goes through, but the thing that zapped through my head was, “WTF, man, was it me?”

And sheesh, no one even tried. It was easier to just drop the damn group and presumably start over another time?

Well, because I’m not the sort to take this kind of thing lying down, I stay right at the entrance of TA and pretty much refresh the LFG finder non-stop, determined not to move a muscle until I -finished- TA F/U.

And in the very next group I joined, that’s exactly what we did.

A staff guardian cleared volatile blossoms for us. The group stayed tight as a group and ran together through spawns. We targeted the nightmare vines one at a time, clearing them all with a marked target until the big one was burned down.

We reached a spot of trouble when we had to drink from the fountain and stealth past one-hit kill deadly swarms. I was reading the guide with one eye while trying to follow in the footsteps of the two who seemed to know where they were going, while also trying not to blindly walk into an area that would reveal me. I scraped by, the last two didn’t. The three that made it patiently waited for them. One of the guardians was kind-hearted enough to turn back and try and clear volatile blossoms to make the run up easier – except he must have accidentally ate a one-shot because he fell over and died. So we two crept back slowly towards him and conducted a revival rescue. Everyone made it in the end.

At the last boss, we quite naturally wiped a few times while trying out various strategies. There was the rush in to the back of the tree, put up reflects and try to burn it down. Got halfway through its hp, then everyone got massacred by machine gun poison projectiles from the 1001 spiders.

There was a 1500 distance attempt by the retraiting ranger to range the tree down a la Dulfy’s guide, except one of the warriors might have went forward a bit far and aggro’ed the spiders. We were actually holding the spiders off decently well with melee, but the party didn’t seem interested in a “some melee and hold off spiders, some range” strategy.

There was the rush forward to the front of the tree with reflects and try to burn it down. Nada.

Some people were wondering if it was at all possible to defeat the tree if not achieved on the very first attempt. Luckily another guy found a video of an engineer who solo’ed TA F/U. “Lol, he just ran around like a retard and hit stuff” was the conclusion.

Huh. Okay. So we tried that. Everyone slotted a ranged attack, and a sacrificial guardian volunteered to be the first to dive in and soak the initial aggro. Strategy: Kite everything. Run in a big fucking circle.

What do you know, it worked.

It was kind of surreal and yet hilariously funny, in a Three Stooges sort of way. One of the guardians was pretty much leading the entire morass in a big circle, and everyone else just looked after their own survival, kept moving to avoid the projectiles, and focused on hitting the tree, revolving in a merry-go-around that occasionally switched directions and would be lethal if stopped. Reflects were used, I had my banners down to offer stats and pulse regen, etc.

Tree died. Probably everyone got their last TA path ticked and done, there was much rejoicing and everyone left content.

I tell you this long story to try and explain why it makes me so MAD when people just give up and look for the easy (or efficient) way out, blaming any convenient scapegoats that are not themselves. When they are not willing to reach out and communicate to others, whom they have labeled as hopeless/idiots/whatever, preferring instead to close themselves off in little groups of us vs them.

We’re okay, -they- are not.

Try and extend a little understanding, goddamit.

Everyone was new to a dungeon once.

A few days ago, I was the class clown in another guilded group who kindly and good-naturedly walked me through Caudecus’ Manor path 2. Knowing I was new, they gave me full text explanations on what to do, when to do it, and there were many ‘lols’ at my expense as my Charr lumbered his way through, trying to figure out exactly when they were picking up barrels and when/where/why they were putting them down in special spots.

‘Don’t hug the barrel, Riot, lol, put it down’ as I grabbed someone’s already specially put aside barrel and tried to bring it back to where they had -taken- the barrels from. (Well, they were running back and forth, how was I to know where was the start and where was the end?)

I’m sure I looked like a total retard in that one.

My only saving grace, another asura who was late to join up with the party (‘short legs’ – always a good excuse) and couldn’t jump and needed a portal to get up to where everyone else was.

Conversely, I can run CoF path 1 and 2 like clockwork and teach my way through it – though the boulders (especially with the invisible boulder bug of this last patch that gave me quite a scare before figuring out the workaround) are still tough to time.

What I’m trying to say is, don’t be so goddamn quick to judge people.

Pro AFKers do it on turrets.
Pro AFKers do it on turrets.

Fucking AFKers at Tequatl, is the standard refrain of some people, especially after they fail and need someone to blame. We didn’t have enough dps. It MUST be the AFKers.

No one thinks that maybe the guy who is AFK fell asleep because he’s been up for 12 hours straight camping Teq to try and get a win in. Or was distracted by his kids. It’s not like he can actually get any credit without waking up and participating.

Oh my god, the zerg is drowning in poison clouds at his foot here. FUCKING TURRET OPERATORS, if you don’t know what you’re doing, GET THE FUCK OFF, you morons. Cleansecleansecleanse, OMG, where are our cleanses. OMG, the bone wall is up, you guys are RETARDS.

Guess what. All the turret gunners have jumped off the turrets because they’re clearly too incompetent to operate them. Would you like to actually try?

I have. Though it’s only lately that I’ve taken them over to practice with, once one of these situations come up and no one wants the turret anyway. It can be fairly tricky to keep a target lock on Teq to keep spamming 2 on him, while making sure your mouse cursor is in the right place to spam 3 on the zerg AND quickly shift to cleanse yourself or a neighboring turret if the poison clouds show up.

And to be frank, if you’ve never been IN the zerg, dying horribly to the poison clouds, you won’t actually know why and where precisely to be aiming the cleanse as a turret gunner. And it’s still guesswork because it’s very hard to see at that distance.

Nor will you ever understand how important it is to a turret operator that he has a reliable turret defense team around him so that he doesn’t have krait and risen in his face, an ignored Finger fucking him up with poison, and his turret just dissolve around him because it broke and no one repaired it UNTIL YOU ACTUALLY walk a mile in his boots.

Sometimes it’s not the turret guy’s fault that he can’t cleanse you BECAUSE HE IS DEAD and DOESN’T have a turret up in the first place.

Speaking of the turret defense team, you can scream at them until you’re blue about keeping the turrets up for flawless defence, or blaming them or turret guys for bone walls, but until you’ve actually tried to hold off a swarm of Risen (champions included) and gotten one shot because they all turned and looked in your direction at once, or felt the despair of the few of you lying there dead and the turrets being overrun because everyone has run off into the zerg (which is now busily screaming that they aren’t getting cleansed, while you’re begging for a few more responders to help out at X turrets, because omg, so many champions and even some grubs)…

…Well. Suffice to say that there are quite a number of moving parts in this fight that can break, and it’s not just AFKers that can be the only problem. Blaming them can obscure some of the real reasons why an attempt failed.

If the turret defence doesn’t know how to target krait hypnosses to whittle down krait numbers fast and ended up distracted by krait “clones” essentially, they take longer to fight every wave. If they don’t kite champions away or whack smaller targets first, mobs can wreck havoc amidst the turrets. All that focus on red names distracts from the very real danger of nearby Tequatl fingers, which give turret gunners a hell of a time if left unmolested.

Too much turret defence, more champions spawn, zerg doesn’t have dps. Too little turret defence, and the turrets get overrun anyway.

Squishy zerg = dead zerg. Especially if they can’t dodge shockwaves well. And zerg, did you have the right stats or slot the right group supportive skills?

A lot of things can go wrong, and it’s the nature of this fight that you can only see what’s happening in the area that you are near. If you’re at Teq’s foot, you can’t see what’s happening with the turrets. Vice versa, if you’re by the turrets, it’s hard to see exactly how many people have gone down with each shockwave + poison AoE.

It’s fairly impossible to apportion blame or responsibility unless you have a person in each place discuss what was happening there and put the big picture together.

Yet quite a number of people just lash out on map chat regarding things they have no awareness of whatsoever. Far easier to blame someone else than ask what they themselves could have done better.

It also disturbs me that the more highly skilled are taking themselves away from the main population, preferring to hang around only with themselves. It’s a very subtle form of elitism. The A team breaks off. The B team is left to their own noobish devices.

Is there no one willing to help them get better?

An Elegy For WAR

Chaos swallows all things in the end...

In the beginning
there was the blogosphere
much furor and fanfare
And “bears, bears, bears”

a public war waged
on goldsellers and bots
Banhammer wielded
with nary a thought

My Marauder was cool
his multipurpose arm
a triple-changing tool

marauder

But asymmetry and class balance
mixed much like oil and water
Bright Wizards and Warrior Priests
Need more be said?
Lambs to a slaughter

Thematically, Destruction
an alliance of disparate parts
destro

fit much like an orc in a pleasure house
orcinapleasurehouse

Petty, pretty Legolases
bownigga

Why would they fly their banner with brutes?
orcorc

For Chaos, the glory of naked men
chaoscultist

The Tome of Knowledge
Inspired, but ill-explored
PvPers do not read
Thick encyclopedias

tomeofknowledge

Public quests, much publicized
held hostage to the holy trinity
seen only by local leveling eyes

Castle sieges promised splendour
castlesiege

But the machinery proved merely scenery
iwishedthiscannonworked

How were we to defend from that?
If only I had a superior arrow cart...

So two zergs ate each others’ leavings
but never met

Yes, once, there were zergs
destrodarklandsrepresent

but Oceania is ever whimsical
and the crowds washed away
in mere months
lag and engine troubles
ended an endgame
‘ere it bloomed

The players left the open world
for closeted playgrounds
fun in short spurts
Scenarios full of sound and fury
signifying very little in the end

trophyhead

Six levels shy of max
I asked myself
if there was reason to repeat
more of the same
to simply increment a number
for the sake of slaying someone
with an even higher number

The rest is history

nightfalls

T’was only sound on paper
It did not do well, crushed
between an age of barbarians and winged daevas
attracting attention away

threeinarow

The problem with subscriptions
For most, there can be only one

wargravestone

GW2: Tequatl Timezone Troubles

Join the army, fight dragons, they told me... I never guessed I'd be giving an undead one a manicure.

It’s the beginning of the end for Teakettle – for certain timezones at least.

Three days ago, I logged on at around Aussie peak hour (their 7.30-8.30pm) and the gathered crowd at Tequatl under the command of previously mentioned guildie managed to bring him down to 1-2% health.

A day or two before that, according to him, he had achieved 3 kills in a row.

One day ago, I logged in to find myself in Sparkfly main without having to beg for anyone to pull me over. In fact, on casing the area, there only looked to be 50 people hanging around the vicinity, with said guildie exhorting map chat that the zerg just needed to “stack better” next time, doing his best to lead a raid map full of irregulars.

Today I popped in an hour later to find barely 20-30 people chilling around the south turrets. Fish heads were up, which suggested no successes in the Teq before I came on.

oceanicdesert

For me, at least, the stress is over. I finished all the achievements a couple days ago. And I can only assume that others have been doing the same over the past couple of days.

The good news is that I do still see some Sunbringer titles running around in the Tequatl zerg, so a couple people are still hooked to either the idea of the fight, the socialization or the very rare chest goodies.

But the first rumblings have begun.

My next hope is when the Asian primetime crosses over into Euro primetime – around my midnight to 1am. This is also noon to 1pm for NA East Coast and morning for NA West Coast.

A couple days ago at this time, a whole bunch of people (not a few from well known WvW guilds) had showed up and Tequatl had been knocked over like clockwork with 4min 30seconds left on the timer.

Yesterday at this time, I logged right into Sparkfly actual, no pulling needed.

Ruh roh.

Well, granted, map chat revealed there had been a Tequatl some seven minutes earlier, so people could have logged out right after. But the fish heads were still in place (meaning failure).

Fortunately, as it got closer to the time, it did hit overflow and I had to pull some guildies via party, but it never did hard cap either.

That attempt? Just shy of 25%.

The crowd at Tequatl significantly improved as the day went on, fluctuating closer and closer to a successful kill. Just past reset, the zone hard capped and Tequatl was zerged down with extreme prejudice.

Twice.

In fact, there wasn’t much finesse to the first kill. There was however an excellent charismatic commander on Mumble and easily 75 people in the DPS zerg at Tequatl’s foot. 10-15 tended to go down with each strong attack, necessitating a bunch of warbanners and mass rezzes, but the commander managed morale like he was building a cult – with the result of a very tight stack and many people basically kamikaze melee rushing Teq’s big toe, with a stream of reinforcements flooding in from the northern waypoint.

Dulfy showing up might have also helped the whole cult of personality along.

Here's your chance to play "Where in the world is Dulfy."
Here’s your chance to play “Where in the world is Dulfy?” (little hint: gold tag. Mwahaha.)

The second kill cut it very close, with barely 10 seconds left on the timer.

I missed the third attempt, having logged out for breakfast, and got back in time to log in unaided into Sparkfly main. Someone was lamenting overrun turrets in Mumble, and fish heads were strewn  about the place, so that was that. I decided to get my daily done rather than hang around the swamp any longer.

There may or may not have been further successful attempts that night, but I’m sure the crowd would have dwindled by the time Hawaii crossed midnight.

What does this mean for Tequatl and the Tarnished Coast?

I’m not sure. I’m going to try and spend another day observing to see if the Euro primetime kill pattern holds. If so, there’s at least hope for Asians and insomniacal Oceanics by staying up till midnight-2am, because there sure isn’t going to be one during our primetime unless a large organized guild moves in to schedule something.

My Singaporean time guild -might- be able to generate enough numbers to lead if all who show up for guild missions decide that a Tequatl attempt is something they want to do, but as it’s mostly a core of dedicated WvWers with a more casual off-and-on-again PvE cohort enjoying the socializing mass numbers provides, sufficient PvE raid interest is unlikely.

If the Euro night / NA daytime kill fails to garner sufficient interest after a while, I suspect what will end up happening is a daily Tequatl kill right after reset.

I -am- confident that Tarnished Coast contains enough individuals who will still remain interested in one Teq kill a day to more or less fill the zone (especially if bolstered by guests.)

Which is all very well for those who can make that hour consistently, but not fantastic news for those who can’t.

We may see some attempts at cross-server organized raid guilds, who will schedule regular Teq kills. I understand that the EU servers have produced a fairly elitist one already, and that the NA servers have a sprawling three guild one. (Except I hear they’ve scheduled theirs at 5pm server reset time, so that’s not very much different from a server effort at that time too, right?)

Functional guilds have the advantage of ensuring that everyone who turns up is interested, committed and focused on the purpose of bringing down Teq. They offer organization, coordination and a raid-minded leadership. They will certainly require a voice program to listen in, even if they don’t necessitate owning a mic. (And if the mechanics of future raid mobs become any more complicated and require immediate feedback from each player, rest assured this will become a requirement.)

But the question of membership attrition through time and lack of interest (especially as more people get what they want out of the chests) may still eventually hold these guilds hostage to critical mass.

GW2: Tequila Sunset

Here we go, yet again...

I’m writing this post from my lofty view of several dozen backs of bookah knees while perched atop a purple flying saucer, alternately being amazed that so many people are content to stand around in one spot doing absolutely nothing for one and a half hours, and somewhat stunned that I have just joined them.

Gorgeous surf, sun, sea and sand! I have a lovely place in mind for your new vacation home.
Gorgeous surf, sun, sea and sand! I’d love to sell you this lovely place for your new vacation home.

It’s ironic, but between the prospect of trying over and over to defeat something in a group fight by performing one’s designated task to the best of one’s ability (and still not succeeding because of variables outside one’s sphere of control) and trying over and over to make pixel perfect jumps through arbitrary lag that assumes you’re already dead while your client still shows you in mid-air over a lethal hazard, Tribulation Mode wins by a slight hair in my book.

If only because there’s swifter iteration times between attempts and slightly more control at most stages besides those that use mechanics sensitive to lag. (Goddamn jump pads in world 2-2.)

Sitting around spawn camping a big mob is definitely not one of the things I would regret never having experienced, having missed the entire Everquest era due to burnout from one of its MUD precursors.

Been there, done that on a smaller scale and while some of the smaller group conversations are a somewhat nostalgic memory, I’m constantly reminded that I could be doing lots more productive things with my time.

Even in my college years where one has a surfeit of time, one usually ends up ALT-TABing to browse the web or loading up a non-memory intensive game like a roguelike to at least do something ACTIVE in another window.

I’m mostly just here because this is the first time I’ve actually landed in my home server’s Sparkfly Fen (having schmoozed my way in by sending desperate tells to all and sundry) and I’d like to see the big guy fall over at least once before I move back to actually earning gold doing some other activity.

Bhagpuss points out that this event offers strong evidence that server cultures are real and do matter.

I’m of somewhat mixed minds regarding this.

On one hand, it’s undeniable that everything feels more comfortable seeing familiar guild tags around. There’s over 70 people in voice. There’s significantly more organization and cohesiveness than a random overflow.

Yet I’m rather keenly aware that not all servers can muster this level of coordination, and that Tarnished Coast is a lot bigger than the 100+ people that were lucky enough to get into this zone.

I also wonder just how long this interest will last. There was a time before dragonite ore that the Temples of the Gods remained deserted, after all.

Due to this fear, I am now engaged in unhealthy habits once more, hanging out in a game for hours on end while looking for reading materials to lean back with and videos to watch in the other screen, trying not to fall asleep on my keyboard having been tempted by “just one more attempt” stretching into the wee morning hours.

Promptly failed this a night or two ago by staying up till 6am, going for a quick lie down and blacking out until my alarm clock rang at 8am to indicate it was time to catch my NA guild’s guild missions.

On the bright side, I was chilling along the edge of the map quite a ways from the turrets, so I don’t think I scaled any turret spawns, and I am honest enough to not run anything that interferes with the autokick, so scrolling back revealed I got auto-booted a minute or two into the Teq spawn – I’m sure someone eager to get to the main instance managed to take my place.

Reports were that they failed anyway.

Oh well.

The sad thing is that there have been successes interspersed between failures as well.

Why do I term this a sad thing? Because of the slot machine / lottery inclinations that take over with an intermittent reward schedule.

Because of variables like the group mix and pure numbers changing per attempt due to varying timezones, to say nothing of the level of organization and various strategies used, a Tequatl defeat is beyond anyone’s ability to fully control. So what takes over is an impulse to just keep showing up and trying over and over hoping to get fortunate.

Yes, you can also push and utilize strategies that increase the probability of victory. What separates a professional gambler from an amateur is a better understanding of how to work the odds that are in his favor. As the skill level and encounter familiarity of the population grow with each pass, we can hope this steadily increases the odds of success over time.

It’s been a curious case of watching different styles at work. The North Americans of TC seem to favor a three commander spread between north turrets, south turrets and zerg, with preferably “skilled” people on voice being turret operators. (Except no one actually specifies what that skill or experience requires.)

Within each turret team, there’s a lot of hoping and praying that individuals will take the initiative on their own to cover nearby fingers, keep turret repaired, stay out of poison clouds, keep operators healed and healthy, and spread out to intercept the incoming Risen waves. The suggestion is for zerkers and condition damage users to be turret teams.

Within the zerg ball, there’s a lot of call for PVT gear, stacking on a commander tag at Tequatl’s foot, maximizing DPS with conjured elementalist weapons and melee, and being able to dodge the shockwaves. There’s often a failure to mention the need for group support / healing or specify what to do with nearby fingers, which has led to some very amusing mass wipes at his feet and screaming / blame / demands for dead people to waypoint because omg, dps is being lost.

Yet Tequatl has also been successfully achieved while plying this strategy, though it begs the question whether individuals taking initiative are covering the unmentioned aspects, or whether more faithfully following the specified strategy like a herd of sheep would increase the chances of success.

The strident ones on chat will tell you to follow, but the strident ones on chat have also been known to be wrong before (see Scarlet invasions where people were encouraged to abandon Twisted Clockwork spawns once the event was done, causing the defeat bar to move more slowly.)

Hanging out in my regular timezone, I managed to catch a commander in my guild who plies a slightly different variation, calling for volunteers and issuing assignments for 10 people to stay here and intercept a spawn at a chokepoint, 5 people to stay at turrets repair and destroy fingers, unsoweiter until everyone not so assigned is filtered into the zerg. This has the advantage of providing some control with regards to risen wave spawn sizes and focusing players more specifically on a task, but takes a little more typing work to accomplish.

The lovely view from the southern chokepoint. At least the level of organization here made it fun to participate in.
The lovely view from being rooted permanently at the southern chokepoint. At least the level of organization here made it fun to participate in.

The irony is that we managed to fail anyway, when everyone got so excited at the very last megalaser phase that people left at 20 seconds and let a bunch of Risen overwhelm a battery.

I think the many mechanics working in sync are obscuring a certain amount of clarity in understanding what precisely needs to be done. A big zerg killer is poison clouds. But where are they coming from? And how do you stop them?

From my observations, I -think- they are coming from the Fingers of Tequatl when they flick. And they seem to be centered on a player with the maximum aggro (ie. high toughness, damage done, proximity as per GW2 standard aggro rules.)

I also -think- that the turret skill 3 can cleanse the poison cloud from the ground, or that’s the impression I got anyway. I -think- the danger of the fingers can be mitigated by swift reaction to burn them down (reducing the amount of time they have to fling poison), or by placing a projectile reflect on them (which is half superstition, but I didn’t see a poison cloud pop up when I kept doing that to one of the fingers by the north turrets and did when I didn’t) or in the worse case scenario by holding aggro and not standing near anything valuable and moving out of the red circle while destroying the finger.

There is also an opposing chain of thought that prefers to ignore the fingers and rely on the turrets to cleanse them off the extremely tightly stacked zerg. Which I think does work if everyone is in very high hp and toughness gear and specced for sustain and keeping upright, similar to some WvW strategies where the goal is to be an immortal zerg doing sustained dps. But also can fail just as alarmingly in both Teq and WvW if your stacked numbers are made up of squishies and collide with an amount of damage that causes 10-15+ to be downed with not enough warbanners to recover.

Of course, some of the poison clouds appear to be coming from Tequatl himself, rather than the fingers. Does this mean one should ignore the fingers then?

Then again, stacking in one spot also increases the likelihood that Teq’s poison cloud damage overwhelms the stack before it can recover. Especially if you place the stack directly underfoot to melee, because of the distance to shockwaves making it harder to react to (never forget latency is an issue in certain timezones, which can screw up being properly able to react to shockwaves without sufficient range) and the additional feet damage he does.

I’d actually like to see a split zerg or ranged strategy attempt as discussed by Dulfy (Method 2) in the near future. Placing a zerg nearer to the turrets might make cleansing and reacting to shockwaves easier, though there would be less dps from not being able to melee or use fiery greatswords as much.

Goodness knows who would be content to organize such a thing though.

I suspect if Teq remains unchanged, this will become content that will be primarily ignored a majority of the time by a population that cannot organize sufficiently to take it down, and become more of a scheduled raid affair for either a server or a big organized guild.

In a way, it kind of reminds me of Saturday Hamidon raids from City of Heroes, where the first 50 or so people to zone in at a certain time got into the raid lottery and were organized by archetype to perform a specific function and work in sync to take it down.

Except that you didn’t have to camp out for 1.5 hours in order to have a try at the raid mob. This intermittent timer is going to be a problem for any kind of scheduled attempt at Teq.

Then there’s the current problem of getting your organized group to fit into a zone without spilling over and spreading across  into multiple overflows and having to play pass the group parcel to fit into the same one.

Lastly, there’s the questions of rewards. I’m not sure the rewards are tempting enough for the level of organization required given the low drop rates. I managed to catch a Tequatl defeat once, and while I was mightily cheered up by the achievements that dinged, the final chest was underwhelming, to say the least. If Ascended weapons and the Teq mini pop like Final Rest, I am probably never going to see one within my lifetime, let alone the lifespan of the game.

I suspect many people will drop Teq like a hot potato by the time the next update launches, especially as the more hardcore individuals who camp out for over half a day manage to complete all their achievements move on for other things.

Of course, this cynical suspicion is likely a self-fulfilling prophecy as I too am now attempting to get as many Sunbringer achievements locked in before everyone gives up when critical mass is no longer sufficient, and staying up for an unsustainable period of time per day.

Come, let us all burn out together!

Whee.

What joyous fun this raid content is.

GW2: SAB – Informal Stats and Iterated Improvements

Over the past couple days, I’ve been watching the stats on my quick reference bauble guides with a good amount of curious interest.

Here’s World 1:

Zone 1

stats-sab-w1-1

Zone 2

stats-sab-w1-2

Zone 3

stats-sab-w1-3

This is all very informally speaking, since the sample size is pretty small, but I found a number of things fairly intriguing nonetheless.

Interest in grinding baubles via dig and bomb locations in the SAB took a steep dive after Sep 18, when the Tequatl patch dropped. Which matches anecdotal evidence of walking into the SAB these past few days and seeing practically no one around. Nearly everyone appears to be doing their best to cram into Sparkfly Fen.

World 1 Zone 2 – The Dark Woods – appears to be the favorite for bauble farming (on normal mode, anyway.) More people appear to view just that page alone, rather than visit all three as I would have expected from the way I use it as a lazy man’s memory aid, following the link from W1-1 all the way to W2-1.

Slightly less people check the page for W1-1, which could be because it doesn’t have too many baubles to offer, or simply because there aren’t that many in what is a small zone, so it can be remembered offhand without needing to refer to a guide.

About 2/3 of the people who check the guide follow on to W1-3, which is also fairly decent in bauble yields.

What I did find shocking was the stats for W2-1.

World 2 Zone 1

stats-sab-w2-1

Yes, less than HALF of the people who bothered to check the guide for the least popular zone of World 1, or less than a quarter of the people who are content to farm the most popular zone, visit World 2 Zone 1.

The drop is THAT noticeable.

Folks, you can easily get 500 baubles from a run through of World 2-1, plus two bauble bubbles from completion. And the rapids has not been hellish since Piranha Bend got tweaked.

If the quantity of baubles and the level of difficulty aren’t turning people away, then… what is?

My best guess is available time and the perceived size and reputation of the World 2 zones.

Some folks may simply not have enough time every night to run through four zones, and find one complete world a nice stopping point, perhaps. Or they simply run just one zone (1-2).

World 2 zones also seem very big on first glance and they might have been once bitten twice shy after having given World 2 a try when the SAB came out two weeks ago.

It almost makes me wish I could be a fly on the wall when Colin Johanson and Josh Foreman ran their datamining stats to see the real numbers frequenting the SAB… just to see if there’s any correlation between mine and theirs.

Funny, huh? I think it goes to show where the bulk of the majority interest lies. Ascended rewards, loot pinata, epic boss fights, the newest content.

The SAB now seems like a has-been – everyone hardcore must have already swept up the cosmetic rewards they wanted, finished their achievements and moved on like locusts.

Which is pretty sad, because some more quality-of-life improvements have snuck into the SAB since the Tequatl Rising patch and haven’t been talked about or highlighted as much.

Only the slowpoke loners like me who chose to give up the first few days of Camping @ Tequila (Only To Fail in Overflows) in favor of peacefully plodding through World 2 Tribulation Mode and finish the last achievements have been able to appreciate them.

fairdarttraps

Dart traps have gotten SO MUCH FAIRER.

Instead of a barely visible extrusion covered by a checkerboard red and black smooth texture that absolutely does not suggest that anything could shoot out of it, the new upgraded dart traps do contain little tube-like protrusions that suggest projectiles.

The less visible sneaky traps are also highlighted by a green glow that significantly improves visibility, especially the evil little ones that were originally hidden between two tall grey blocks, whose only warning of their presence was when they one-shot you in the back, producing many “WTF”s.

I felt that this made the top area of the grey block puzzle a lot more palatable. (Tribulation Cloud was the main pain in the butt, which is as it should be, in terms of difficulty modes.)

Gong pagoda is still slightly annoying, but not unbearably so. I even managed the full gong run on the first try (even though I was prepared to die like Dulfy suggested and wait for the gong to hit bottom), which may have been a lucky stroke of latency and reflexes, or subconsciously helped by the dart traps being ever so slightly easier to see and thus react more appropriately to.

As for World 2 Tribulation Mode feedback, the major nuisances were the latency-sensitive areas as expected.

World 2-2’s trampoline sequence near the end with the red pillars caused a not insignificant amount of rage as I simply couldn’t get sufficient momentum bouncing on the edge and moving forward. I had to bounce in three jump sequence and move forward/twist the camera fast enough and PRAY I got enough height. Many many deaths.

(Don’t get me started on the poison waterfall and lilypads of World 1-3’s shop. I haven’t revisited it since the last patch, but that one was CRUEL to any latency whatsoever. Easily 120+ deaths before somehow getting in. If GW2 tracks player deaths in map locations, I’m sure that would have turned up like a major hotspot like a raging forest fire on a satellite map. I even deactivated virus scanning and firewalls for that, in the hope of not additionally slowing down -any- packets between me and the server beyond geographic location lag.)

World 2-3’s main trouble spot was the area with ice spikes and blowing gatekeepers where there are two bananas and a tricky path to skate/hop across with No Clouds blocking the way. Not sure if it was latency again or just lack of control over ice, but it was very easy to slide a few millimeters too far and not be able to stop in time, or end up with that oh-so-enjoyable experience of dying in mid-air when you -think- you’ve cleared the lethal obstacle but the server tells you, “NOPE” half a second later.

Eventually, persistence got me through.

I’d talk about the zone being nearly entirely dark as one of those fake difficulty schticks, but players learned how to get around that long ago. I took one look, jumped around for fun for a couple minutes with a torch to enjoy the ambience, then promptly adjusted gamma. Turnabout is fair play, after all.

The only downside of that was that I used the in-game graphics options settings for it, which can only be done in full-screen mode, and that screwed up a three-hour first attempt when I alt-tabbed out to watch how Dulfy jumped the clouds to get to the secret shops where Moto’s Finger is available.

I apparently carelessly left myself in the path of a bouncing goat, which promptly must have knocked me off, then pure chance must have left me out of lives and chucked me into the continue screen. Which then must have run itself down while I was still blissfully watching and rewinding Youtube video in complete ignorance.

I switched back to find myself in the lobby of the Super Adventure Box, rapidly gaining a mood that was distinctly NOT as bright and sunny as the surrounding environment. Went to bed completely stumped by what had happened and only put two and two together later.

The next night, I only took two hours to get back to that point, with no need to refer back to the video, so there’s something to be said for practice.

I’m also pleased to report that this slow learner has finally figured out how to dodge the Storm Wizard’s charge after reading a bunch of forum tips. Turns out my issue was being too concerned with keeping track of where the wizard was and always having the camera swiveled to keep him in view. (I have tank tendencies, situational awareness, y’know?!)

Keeping two trapeziums away and staying near the edge, reflecting his attack and then immediately swiveling to run away along the edge without ever looking back is all it took.

It was trickier trying to figure out what to do with a yellow skin. My guardians are fire-Blood Legion themed (never gonna let that fiery dragon sword go) and blue holographic-themed respectively. I was fairly happy with their look ages ago.

Eventually the warrior alt volunteered. He’s -supposed- to be Iron Legion and has blue-and-grey metal themed armor to match, but he’s been moonlighting in a Flame Legion disguise in his berserker gear. Perhaps too much so given the number of times I keep getting targeted when doing CoF path 2 during the assassin-clearing stage.

Maybe the 8-bit axe will help distinguish him a little more from the NPCs.

yellowaxe

Maybe not.

I overwrote a Zenith Reaver skin for that, so it’s really a “too many skins, too few characters” kind of deal.

The green greatsword is still sitting in the bank. I don’t have a real clue of what to do with it. Maybe the asura can use it at some point once I figure out what other stats I can use. I already have two greatswords in his invisible bag… (and two staffs, and a hammer, and a scepter and focus…)

WTB: savable skins and wardrobe/gear switching capabilities.