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It looks like you can just stack in one spot, Occasionally move due to choppers pull mobs for 6-7 mins and play wack a mole (and a few occasional shoot the choppers in action cam) to max chests; am I missing something ?

The hardest part seems to be getting your chests at the end without burning to death as the fire walls remain in place too long.

Not sure why we have to do this strike 50 times for an achievement/mastery.

Any thoughts about the new strike?

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PUGed it yesterday and also did it again today with primarily WvW players.I like that downstate is more forgiving than on Whisper of Jormag and that there's more mobs similar to Forging Steel (so it's less about single target damage and cleave is meaningful). In terms of length it is also similar to Forging Steel (which I would say is 3 parts: travel/escort to gate, ruins, then boss fight), except I would characterize it as two halves (bunch of minibosses , then the boss Varinia Stormsounder).Builds with large AoE 5 target cleave such as fresh air tempest or holosmith excel here. There's still stack on green and spread on red so it's not as if you can ignore that completely. The charr cars can be pretty much sidestepped.

I think if you stack 2 condiquickbrands (for quickness/fury/aegis ; tome renews on kill), 1 power banner on dual axe, 1 alacrity renegade , 1 heal tempest , and rest fractal-style power DPS with cleave (fresh air tempest, power sword holo, double axe berserker and split banners, power soulbeast on GS and sword+axe, etc) it's not too bad. I don't feel a scourge is necessary because it doesn't have power cleave and people can be ressed from downstate rather easily.

If I'm not mistaken the miniboss stage or "half" is what determines the amount of end chests.

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this is good strike. May be best. Completed 10+ times. I like it.With strong 250KP group with 3 heals completed very nice.With non kp group we have fail 100% but nice that progress not lost and we continue and finish. So for non kp group may be it a little bit too hot

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@lare.5129 said:this is good strike. May be best. Completed 10+ times. I like it.With strong 250KP group with 3 heals completed very nice.With non kp group we have fail 100% but nice that progress not lost and we continue and finish. So for non kp group may be it a little bit too hot

Why do you need 3 healers ? I did it with 2 - one for each sub squad. The mission seems easy just like Mursatt Overseer as you hardly move and play wack a mole.

I'm not sure how such easy strike missions act as a bridge between FOTM -> RAIDS: This was meant to be the purpose for strike missions.T4 CMs seem harder than many of the strike missions released so far (except Bone Skinner if done right).

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@TPMN.1483 said:Why do you need 3 healers ? I did it with 2 - one for each sub squad.I have my own vision and strategy. For example I for boneskiner I bring 5 heal (2hfb, driud, hscg, alacheal) So for CW strike 3 is optimal (2hfb + druid or hsg)I don't say that this is best way. I say that I like that way.

The mission seems easy just like Mursatt Overseer as you hardly move and play wack a mole.sorry, can't compare, I don't go raids usaly. It is too toxic.

I'm not sure how such easy strike missions act as a bridge between FOTM -> RAIDS: This was meant to be the purpose for strike missions.Don't think that strike have some additional purpose. Just only some part of content.

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@lare.5129 said:

@"TPMN.1483" said:Why do you need 3 healers ? I did it with 2 - one for each sub squad.I have my own vision and strategy. For example I for boneskiner I bring 5 heal (2hfb, driud, hscg, alacheal) So for CW strike 3 is optimal (2hfb + druid or hsg)I don't say that this is best way. I say that I like that way.
I wish ANET would stop the cheese strategy of stacking far too many healers - and fix the boneskinner encounter

The mission seems easy just like Mursatt Overseer as you hardly move and play wack a mole.sorry, can't compare, I don't go raids usaly. It is too toxic.
If you don't go to raids - how do you know ? This seems like a broad brush statement which is factually incorrect. The Mursatt Overseer is a boss which hardly moves and people mostly just do damage moving occasionally and is considered one of the easiest raid bosses.

I'm not sure how such easy strike missions act as a bridge between FOTM -> RAIDS: This was meant to be the purpose for strike missions.Don't think that strike have some additional purpose. Just only some part of content.

From Andrew Grey at ArenaNet - the purpose of strike missions:
Our intention was for Strike Missions to be that intermediary step into 10-person content. As we've mentioned before and you've likely noticed, strike missions are getting harder. Once a full suite of strike missions is complete there should be a graceful ramp up to the existing raid content rather than the imposing leap that previously existed, and our hope is once that ramp is in place, the number of players participating in raids will go up. In addition to that, we're striving to make improvements to Strike Missions themselves to make grouping easier, and to improve the rewards. We hope this will help introduce more people to 10-person content, which will in turn increase the number of people interested in Raids.

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@TPMN.1483 said:_I wish ANET would stop the cheese strategy of stacking far too many healers - and fix the boneskinner encounterIt already done. People not get additional gold chest. Who need this leave before start. Make some stronger encounter is mean kill this part content for 95% players, and make it dead as raids.For me it will be dead 100%. For many players also. Don't think that this is main target.

If you don't go to raids - how do you know ? This seems like a broad brush statement which is factually incorrect.I currently don't go raids. And yes, I know. Some bosses was killed long time ago once, some bosses killed twice. Some not see at all. People who have less 50-100li and don't start envoy collection - this is people who don't go raid as I understand.

Once a full suite of strike missions is complete there should be a graceful ramp up to the existing raid content rather than the imposing leap that previously existed, and our hope is once that ramp is in placeSo that enough reduce raid boss damage 30% and remove any encounters. Also make raid achievement not dependable from encounters time. What we see it now and what strike have don't assign with Andrew Grey vision. People not want spend days on golem and spam buttons in specific order and priority.

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Why does it take days to learn how to DPS? It takes 30 mins tops - to improve your DPS to 80% of the benchmarks and you'll be a better player for it.

Once a full suite of strike missions is complete there should be a graceful ramp up to the existing raid content rather than the imposing leap that previously existed, and our hope is once that ramp is in placeSo that enough reduce raid boss damage 30% and remove any encounters. Also make raid achievement not dependable from encounters time. What we see it now and what strike have don't assign with Andrew Grey vision. People not want spend days on golem and spam buttons in specific order and priority.

Raid achievements are not based from an encounters time - there is a time limit to kill a boss, however with 8 healers this can be mitigated on many bosses and the first boss Vale Guardian has been solo'd beyond the encounters time.

The damage from raid bosses in most instances is low as many groups run only one healer - perhaps if you had actually Raided for any length of time you would then be able to make comments that are factual. If damage was reduced by 30% groups would run no healers.

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@TPMN.1483 said:Raid achievements are not based from an encounters timeso you not read achievements? Some of them depend. You need kill 3 subbosses per some time. Don't remember name, but people who go raids know it.

there is a time limit to kill a boss, however with 8 healers this can be mitigated on many bossesyes, we try 7-8 healers setup in raid long time ago too. It not works, enrage to big. So we should wait then enrage will be removed.

if you had actually Raided for any length of timeno, thanks. Raids not for me. My li don't have plan rise grow till some raids nerf.

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Been running a farm squad and we have evolved a cheese strategy:1 x healbrand, 1x Alac Gade, 1x Banner Slave, 1x Heal Scourge(No Golem), 6x Condi Scourge

Stack center, Chill Grasp everything, Face tank everything with barriers.Everything simply melted in the massive stacks of sand shades.

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there is a time limit to kill a boss, however with 8 healers this can be mitigated on many bossesyes, we try 7-8 healers setup in raid long time ago too. It not works, enrage to big. So we should wait then enrage will be removed.

- 3 Man Vale Guardian with enrage timer.
- Solo Vale Guardian.
- Solo Spirit Vale
- Trio Matthias.
- Solo Cairne

Yes - its going to take longer, but this is possible to heal through enrage timers.

Why do they need nerfing if its possible to solo them?

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@Vilin.8056 said:Been running a farm squad and we have evolved a cheese strategy:1 x healbrand, 1x Alac Gade, 1x Banner Slave, 1x Heal Scourge(No Golem), 6x Condi Scourge

Stack center, Chill Grasp everything, Face tank everything with barriers.Everything simply melted in the massive stacks of sand shades.

Exactly - this strike mission seems far too easy.

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@lare.5129 said:

@Vilin.8056 said:1 x healbrand, 1x Alac Gade, 1x Banner Slave, 1x Heal Scourge(No Golem), 6x Condi Scourgequickens only for 5?

@TPMN.1483 said:Why do they need nerfing if its possible to solo them?player skill is different. If we tank about content not for 3% yes, it should be nerfed.

Its 100% possible that over 80% of the population can easily do raids if they are prepared to gear, train and put some practice in.

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I don't particularly like having to wait x minutes doing basically nothing because it guarantees that no matter whether my squad is 10 80 boosted newbies or 10 benchmark setting speedrunners it's gonna take forever to complete eitherway, and the champions in the pre event are absolutely trivial.

The boss fight isn't too bad when you eventually reach it, i wish the charr cars had like 1 second longer before they actually appear and run you over but considering it's a stike it's not too bad. It's a nice transition strike between the likes of icebrood construct and the "extremes" of whisper, IMO. I don't expect any strike to ever be as fulfilling as completing a raid boss is, so while i do think it's a bit boring, i'm also fully aware that this is not content made for me.

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So hang on ... Gorseval can be 4 man'd:

This has enrage which hard-wipe mechanics... all of the bosses have been low-manned as the timers are honestly there so you dont spend 30 mins - 1 hr killing a boss.Many groups will kill them with more than half the time left on the clock.

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@Vilin.8056 said:Been running a farm squad and we have evolved a cheese strategy:1 x healbrand, 1x Alac Gade, 1x Banner Slave, 1x Heal Scourge(No Golem), 6x Condi Scourge

Stack center, Chill Grasp everything, Face tank everything with barriers.Everything simply melted in the massive stacks of sand shades.

Epi bounce? I think that's the only time it would be faster than power cleave for the first half , no? It plays more like a fractal than a raid up until the boss fight. I guess that comp is probably safer though.

Next time I do it , will try replicating that comp on 2nd run of the day if I can find that many scourges. I usually run scourges on boneskinner and that's it.

If things aren't moving torment does less damage than burning and bleeding always does less damage, which is why my squad had 2x condi QB and the rest on power builds. The burning on scourge is from Dhuumfire (so 8s base cooldown on sand shades) , Torment combined with Demonic Lore (so essentially on 8s base cooldown too , plus the additional torment off of scepter 3 / torch 5), torch 4 on 20 base cooldown and Plaguelands (elite). I feel that condi QB burn (+15% burn damage with Amplified Wrath), especially with a high amount of mobs to recharge the tome, has a higher cleave. With holo/GS soulbeast/warrior/FA tempest the cooldown is rather low on the 5 target cleave (Corona Burst/Photon Blitz/PF autos, Maul , Cyclone Axe, dragon's tooth/shatterstone/overload air).

With 6x condi scourges in a coordinated bomb it would be ~ 12 stacks of burn off the shades (1 stack from Dhuumfire, 1 from Demonic Lore). If at 1900 condition damage the burn would be ~5K per second in burn with 12 stacks plus ~181 per torment (~1K or so a second for 6) which is only comparable to a critical hit from a power build (most power builds have 1/2 second attack speeds). Even if the targets move at 1900 condition damage the torment tick is ~270/second (~1.6K for 6 scourges).

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@Infusion.7149 said:

@Vilin.8056 said:Been running a farm squad and we have evolved a cheese strategy:1 x healbrand, 1x Alac Gade, 1x Banner Slave, 1x Heal Scourge(No Golem), 6x Condi Scourge

Stack center, Chill Grasp everything, Face tank everything with barriers.Everything simply melted in the massive stacks of sand shades.

Epi bounce? I think that's the only time it would be faster than power cleave for the first half , no? It plays more like a fractal than a raid up until the boss fight. I guess that comp is probably safer though.

Next time I do it , will try replicating that comp on 2nd run of the day if I can find that many scourges. I usually run scourges on boneskinner and that's it.

If things aren't moving torment does less damage than burning and bleeding always does less damage, which is why my squad had 2x condi QB and the rest on power builds. The burning on scourge is from Dhuumfire (so 8s base cooldown on sand shades) , Torment combined with Demonic Lore (so essentially on 8s base cooldown too , plus the additional torment off of scepter 3 / torch 5), torch 4 on 20 base cooldown and Plaguelands (elite). I feel that condi QB burn (+15% burn damage with Amplified Wrath), especially with a high amount of mobs to recharge the tome, has a higher cleave. With holo/GS soulbeast/warrior/FA tempest the cooldown is rather low on the 5 target cleave (Corona Burst/Photon Blitz/PF autos, Maul , Cyclone Axe, dragon's tooth/shatterstone/overload air).

With 6x condi scourges in a coordinated bomb it would be ~ 12 stacks of burn off the shades (1 stack from Dhuumfire, 1 from Demonic Lore). If at 1900 condition damage the burn would be ~5K per second in burn with 12 stacks plus ~181 per torment (~1K or so a second for 6) which is only comparable to a critical hit from a power build (most power builds have 1/2 second attack speeds). Even if the targets move at 1900 condition damage the torment tick is ~270/second (~1.6K for 6 scourges).

No epidemic, adds melt too quick within the sand shades.Combined that with the huge radius over Spectral Grasp for speed clear between boss phases.

Combined barrier plus cleanse from 6 Scourges easily negate pulsing damage from the final boss and the Helicop, therefore the squad can concentrate AoE attack onto the boss with minimal movements.

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Is the boss combination random? I've had different bosses and I guess its lowkey a dps check when it comes down to how many bosses you can kill before the last boss? I'm still waiting on the icey elbow drop!!! I have no doubt (like they did with Boneskinner) that they will tighten up the mechanics.

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