Ravious and
Jeromai both posted recently about how long it takes players to travel from exploration to exploitation. Nothing like as long the two weeks the new Flame and Frost dungeon is scheduled to hang around it seems.
My experience has been somewhat different. I
first ventured inside the Molten Alliance's lair beneath the Shiverpeaks an hour or so after the Vigil breached the gate. No-one knew what to expect and we had no strats to follow, let alone exploits to, well, exploit. We barreled through the whole thing without single death until we reached the bosses. My ranger was never even Downed. The boss fight did see a lot of us lying on the ground, but everyone got revived as necessary and we beat both bosses on the first attempt.
Mrs Bhagpuss did the run on both of her accounts in PUGs during the first couple of days and had no more trouble than I did. That left us needing just one more trip to finish up Flame and Frost on my second account. Not wanting to leave it right to the end I took my Elementalist out to Wayfarers Foothills last night to get it done. Mrs Bhagpuss came along with her Necromancer to see what she could get out of the chest.
Having read the posts linked above, and given the relative cakewalk the dungeon had been for a totally unpracticed and inexperienced PUG on the opening day, I was expecting to get the whole thing out of the way in half an hour or so. Two hours later my Ele stumbled out into the bitter Shiverpeaks wind dressed in nothing but her underwear, surprised and profusely grateful to have gotten out at all.
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| How did it come to this? |
Back to the beginning. There weren't many people waiting outside when we arrived. My plan was to reply to the first LFM request, join up and follow whoever took the lead, let them do the work while we trundled along at the back and did we were told. Only problem with that plan? No-one Looking For More. There weren't any parties there at all.
Rather than stand around complaining about it in the traditional fashion we joined the only other person LFP, a Thief, and started recruiting. The problem with recruiting, of course, is the people you recruit tend to think you're going to lead them. Having done the dungeon precisely once, and not having understood much of what was going on even then, I made the point strongly as we acquired each new member that I wasn't in charge and anyone who thought they knew what they were doing was welcome to put on the Captain's hat. No-one took me up on the offer.
We had five people in no time. So fast in fact that I was still recruiting and had to have it pointed out to me that there were already five of us. We stepped inside the Dungeon and before anyone could even speak to Rox one person announced his doorbell was ringing and another let on that he had to see to his dog. As the Thief observed, better then than when we were on the final boss.
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| Our thief, on the way to do something thiefy |
That turned out to be the only such interruption in what would be a long and difficult adventure. Well, unless you count the Asura Engineer who pulled a vanishing trick after a particularly bad pull about half an hour in, which I don't, since he'd said only one word since we arrived and the Ranger was able to call in a charming Charr Guardian from his guild to replace him in less than a minute.
It all started so well, too. The ambush was dispatched almost derisevely. We loped along behind Rox and her burrowing machine burning down anything that got in our way. Mrs Bhagpuss's Sylvari necro, blithely ignoring Rox's warnings about hot coals, set herself on fire in her eagerness to get her hands on the Azurite, but her leaves were barely singed.
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| Everyone's on fire. That's probably not a good thing. |
We rounded the end of the tunnel to confront the Champion Ember. He's supposed to be the hardest of the three possible spawns but we dampened his fires without too much trouble. On to the Weapons Test Room we marched. Someone ran straight into the Safe Corner and we all followed but after a couple of minutes the Thief decided it was against the famous thiefly code of honor to do anything sneaky so she ran out into the middle to dance with the flames. The rest of the Test passed with everyone running about and dodging back into the corner as amused them most. Gaiety and abandon prevailed.
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| She's usually so demure, too |
Things began to take a turn for the worse in the Cryogenic Chamber. I hadn't even noticed this on my first run, we went through it so fast. This time: full party wipe. I was in Water attunement, wielding the healer's staff
Memory of The Sky. Much good it did us. It was at this point that the Engineer bailed, although since he said nothing and we'd been doing very well until this first set-back maybe he just disconnected. We gave him the requisite couple of minutes then called the Charr Guardian off the benches.
He needed all his feline patience because from the moment he joined us things went rapidly downhill. I struggle to explain why, because bringing him on board made the party considerably stronger as a unit, especially since he took on the role of leader most efficiently, something we'd been muddling through without until then. Nonetheless we managed to wipe again half way through rescuing the prisoners and much of the time two or even three players were Down. Rox did a great job reviving us.
We made it to the Platform, battered and bruised but still in good spirit. A brief discussion ensued over which Boss to kill first. Everyone who had an opinion agreed on the Berserker. It was at this point that the Ranger let slip he'd done the dungeon about twenty times already, something he'd very wisely kept to himself until then.
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| Great grouping with you Rox... |
I'll gloss over the agonies of the Big Fight. The first attempt left all of us dead and the Berserker still at 90% health. Second and third attempts didn't go a lot better, although there was some marginal evidence of improvement. For the fourth attempt we switched tactics and went for the Mole, who everyone called The Robot. Things went much better. I think we wiped first time but I'm not sure. It's all a bit of a blur to be honest. Either way, in short enough order The Robot went down and the cut scene played.
That left The Berserker. He was a nightmare. My only other experience of him was that he offered a tough fight, but my earlier group had run him around, worn him down and taken him out on the first attempt. This time it didn't go that way.
Each time we tried we ended up with three people Down and two trying to kite
to victory. One time it was me and the Ranger and in what seemed like several hours we got Berserker Bill to
50%. I'm pleased I got that one good run even though it did us no good in the end because other than that I spent most of the time lying down. At least it made it look like I was trying.
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| ...and you too Frostbite! |
At this point I have to say once again that I must be very lucky with PUGs. Far from the social cesspools most people seem to dip into, my experience has largely been sunshine and rainbows. The dungeon took three or four times longer than it should, something of which the Ranger who'd done it twenty times must have been all too well-aware. Despite this and even though in the end he and his Guardian guildie ended up tag-teaming the Berserker from half health to dead while the rest of us lay around offering nothing more useful than "You can do it!" encouragement from the floor, everyone kept good their sense of humor throughout. There was never a moment when I thought anyone was going to call it quits. We'd started and we were damn well going to finish.
The key to victory was probably when the Guardian/Ranger duo finally gave up trying to get the rest of us back on our feet. Indeed, I would say that in both groups it was trying to revive others that made the fight seem more difficult than it really was. Without the need to stop and make targets of themselves the two were able to find a rhythm, playing the Berserker between them, wearing him down steadily until he finally fell over and we all stood up.
Wanting to show willing I grabbed a bomb and placed it and in a few seconds we were all crushed together in the lift. Rather embarrassing in my Ele's case, given what she wasn't wearing. The Guardian linked the Tonic recipe he'd gotten from the chest so I guess he was happy he came, which was just as well as he'd had to do most of the heavy lifting. We said our goodbyes and I made a hasty trip to the Repairer.
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| Everyone find something else to look at! |
So that's most likely it for the Molten Weapons Facility as far as I'm concerned. Speed runs remain notional, exploits theoretical and my interest in running any kind of dungeon in GW2 is as it ever was, marginal. The one thing it did make me realize is how very much I miss playing a proper healer in a dedicated healing role, with real healing abilities that I can target as needed. Frankly, the whole thing would have gone better and been more enjoyable with an old-fashioned Healer/Tank combo. Under GW2's Trinity-free combat model, all too often we just end up trying to cobble something similar together out of poor-quality, second-rate parts. I'm ready for the Trinity to make a comeback, as it surely will, if not in this particular game.
Was it fun? In a way, although I'm not sure "fun" is the right word. Completing something you set out to do do even though it turns out to be a lot harder than you expected is satisfying. Getting it done in good company, with good humor and a few jokes is even better. In the end, though, I can think of a lot of more fun ways to have fun. I hope ANet can, too.