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| Fractal Basics | |
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lazuras Member
Posts : 995 Join date : 2009-03-17 Age : 44 Location : Texas
| Subject: Fractal Basics Mon Feb 11, 2013 12:00 pm | |
| With the recent to changes to fractals (being able to re-enter after LD, entering from other overflows, getting tokens for lvl 10+, etc...they are now far less painful. A set of 4 takes about an hour in a normal pug and lvl 6+ tend to yield 1-3 yellows and random other items, so still not as profitable as the faster dungeuns but overall effective, and will save time/laurels in getting ascended rings. So lets put up what we know of fractals so far to help everyone understand them...
Entered from lion's arch, Fractals are mini-dungeuns that reward primarily fractal relics (used to purchase exotic back pieces, 20 slot bags, infusions (more on that later) and upgrade components for ascended gear (also more later). all ODD number fractals are a set of 3 mini-dungeuns (ie lvl 1, 3, 5, etc) and have no daily reward but allow you to proceed to the next level. All EVEN are a random 3 mini's followed by the jade Maw encounter (a short fractal with a big boss) after finishing you are rewarded with a daily chest with 20 relics (25 for lvl 10+), along with random goodies, again lvl 10+ these goodies may be ascended quality rings, the same ones the laurel vendor sells. To make life less grindy at level 10+ you are also awarded 1x currency that allows you to buy ascended rings at a cost of 10 of these...so 35 dailies=1 ring OR 10 lvl 10+ daily chests from fractals=1 ring (assuming you have bad luck and don't get one directly from the chests).
So that's your motivation, how about mechanics; your first time in, you'll be "reward level 1" and are allowed to enter any level that people in your group can do, so example: JJ is level 10 and takes craig (lvl 2), lynde (lvl 4), Mike (lvl 5), and Shell (lvl 1)...we can all go in together and it will be difficulty lvl 10...you will all get your daily chest at the end (even number), all will get promoted 1 level for the next go, but your rewards from the chest at the end are based on your current level so only JJ in this situation will have a chance at a ring. So next we turn around and do a level 8 (because you can get dailies for every even number) Again all would go up a level, except JJ as it's below his level but he will get additional fractal relics for helping out...pretty sweet way to get people to help each other out imho.
Finally ascended gear, as you've all seen by now is slightly better than exotic and has an infusion slot. This gear is currently only obtainable via the mystic forge, daily laurels, RNG from fractal 10+ daily chest, and Fractal vendors. The real reason you want this gear is if you intend to do fractals above lvl 9 or just want to maximize your toon. It's needed post lvl 9 due to the infusion slot being able to hold agony resist infusions (purchased from fractal vendor for 75 relics). Agony is a mechanic added to encounters starting at level 10, and it hurts, bad. Agony resist can completely null this damage if you have enough, for fractal lvl 10 the magic number I've been told is 10, but I have not confirmed yet. A decent group can help get you some dailies done even with 0 agony resist (AR from now on) as you can dodge most of the agony abilities, but not all. In the next posts we'll discuss actual fractal dungeuns and their mechanics to spell out more about agony and when it sucks and hopefully what to avoid. | |
| | | lazuras Member
Posts : 995 Join date : 2009-03-17 Age : 44 Location : Texas
| Subject: Re: Fractal Basics Tue Feb 19, 2013 1:42 pm | |
| Alright as promised, lets talk what you gotta do...I don't know the "real" names for each fractal but hopefully you'll get the picture:
Firey pit of doom...and grawls: Start with AOEing a bunch of grawls, take your time and pull them as you progress in level as they do large amounts of damage; next follow the firey boulders down the hallway to the first shaman fight. split party, kill the shamans that spawn in the back of the room before they hit slaves, rest of party throw rocks at the shamans shield (note the sacrifice shaman's can be CC'ed). When shell is down, range attack is safest, avoid red circles, throw rocks when shield goes up, finish fight. Jump through the caves, you don't need to kill anything just run. Final fight: avoid red circles, avoid lava randomly popping in the empty pools and KEEP MOVING. When she shells, focus fire before she hits a slave, then kill adds, and win (if she makes it to a slave heals 25%). On fractal 10 only change is final boss randomly throws fireballs that cause massive agony damage and will hurt a poorly equipped group greatly, very hard to avoid but dodgeable if you're on your toes.
Jumpy level with harpies and golems: Jump up the platforms killing harpies (post level 10 random aoe knockdowns, hard to avoid but you don't die just get in "fight for your life status") kill order for first encounter is: Bunny, bomber, shaman, ettin. next avoid lightning beams, can be dodged through, 3 people need to make it to the top to activate the trap shutdown. next fight, someone run the fan to clear poison kill golem, use range when he spins seems to help avoid damage (on level 10 the fan can't be run without charging the two side computer stations with crystals, before the fight stack crystals near the computers to charge them, watch the power meter on them when it hits zero recharge ASAP). More harpies and final boss, kill each golem once easy fights if you get a "O" or "-" stand near people with same symbol to avoid damage, after all 4 are downed they all attak together, aoe them down or focus fire, up to group. On level 10+ asura in the middle throws 3 homing lightning balls, cause agony damage, dodge them, bit rough but doable, found dodging towards them seems to do the best.
Giant that must be freed level: kill first boss, avoid red circles and don't stand where he's swinging. pick up hammer and start moving, first set is just run past mobs until you get to a seal. do not let the debuff get above 30 while holding hammer. kill bad guy, swing at seal, rinse repeat. next path watch for wind blowing from faces, can be dodged through. next seal stand between 2 large aoe's stacked near seal, charge hammer same as before, kill mobs hit seal. next path is jumping around, kill mobs hit seal and RUN to other side, only kill mobs to charge hammer ignore the rest, back and forth until both seals are broken. Leave hammer you're done with it. last path is just avoid fire spouts on walkways, boss at top: Avoid red circles, every 25% health drops his hammer and summons adds, kill an add, hit seal, rinse repeat. lvl 10 his red circles cause agony, if you avoided them you'll never see this problem.
Ice level: start moving, light torch, get a few stacks and move to next fire, when you get to the huge pile of wood, have one person continually keep them lit while everyone else kills/kites mobs, when event ends run to the mini-boss ignore the remaining mobs. Ice element boss aoe's, keep a fire or two lit, run back to a fire if you start getting past your comfort zone for damage, hit boss, occasionally ports all and does a whiteout, follow your minimap to get back in the fight, watch your stacks. after boss dies, hug the wall and run to the final boss. Final boss has frontal cone (causes agony on level 10+ easy to avoid) kill boss, he'll occasionally port away and aoe the entire room in sections, avoid red circles, and get your chest.
Water level: Kill 3 sets of kraits free slaves, if you have the swim into the darkness step, stick together with whoever has the glowie coral and swim together, stop at all the glowing areas to get more. if you're a dolphin follow the red update dots through the maze. Jellyfish boss, who ever has agro draw the boss towards the electrified cages (annotated by a huge glowing orb around them) otherwise just kill him, on level 10 if he eats you in melee range he applies agony, so post level 10 its safest to just be ranged.
Swamp: capture the wisps, three people need to get on or near the three wisps and than simultaneously pick them up and bring them back to trees, dodge or avoid traps on the ground, watch for paths getting blocked and overall just be patient. thieves can use shadowstep and mesmers can portal to make things a little easier. Hatchetman boss, keep moving, watch for his thrown axes, and kill adds, on level 10 his throw axe causes agony so pay more attention to dodging it. Giant tree boss, avoid red circles don't stand in front of him and when adds spawn kill them quick (you'll know they're up by the purple beams hitting the boss). On level 10 one of his red circles cause agony so again pay extra attention to them.
Charr land fight: follow wall to the left around the fight, when you get near the door, kill veteran mobs, kill oil, kill mini-boss, kill door. once inside fight your way to the inner keep, kill mages fast and watch for siege (LoS as able). Again at door, kill oil than door. In Center keep pull the packs of mobs while LoS from siege, finish off the siege and get all NPC's rezzed. kill the sets of veterans that attack while you claim the point. Again have all NPC's up as the boss attacks, watch for his charge attack if you're range, watch for his spin if melee, gets tougher longer he lives, agony post 10 seems to occur when he hits you so...you know don't get hit...much.
Jade Maw (even numbers only/fourth fractal): clear or kill mobs as you jump through the level. When you get to boss hug left wall and jump up wall to get behind him, kill the furthest tentacle with ranged, head back the way you came and kill second tentacle and then head back to where you started. kill tentacles near where you started, pick up reflecting crystals and stack them up in your starting area, finally kill jade elementals with melee only (they reflect all projectiles). While doing this, random people will get tagged with an orange skull, you have only a few second to grab a crystal before maw hits you, if you had a crystal you may throw it at maw to do damage, if you didn't you're dead...this can be evaded if timed correctly, evade as he breathes. When all elementals are dead he'll regrow tentacles, again kill the ones near the start point and continue getting crystals stock piled (if you pick them occasionally they will not despawn), he'll start targetting people faster so be on your toes, at about 5-10% he'll target everyone so race for those crystals and that's game. on Level 10, he casts agony on everyone, undodgeable, everytime he summons tentacles (usually at beginning of fight and after all elementals dead) it will kill you if you have no agony resist if you don't pop at least one heal, so be ready.
I think that's all em, feel free to post below any tips or tricks you've seen or if I forgot any of them. | |
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