User:Malokai92/rage

Playing through PvE with heroes leads to some rather extraordinary tasks that make you look back in both disgust and amazement. I've played through areas with heroes I never dreamed of completing and that Anet probably never meant for people to. And through all the frustration of cheap wipes and overwhelming odds, you can have the gratification of knowing you've accomplished something most people wouldn't think possible. Of course, the raging hardon you get from these masochistic endeavors are all part of the joy and fun of playing the game.


 * 1) Underwold - The Four Horsemen: Fuck this quest, I can't even do it in Normal Mode. You're besieged on two side by groups of Mesmer bosses, Riders spamming interrupts, and Dryders spamming Meteor Shower. There's nothing more to say except you must use very tedious tactics and play an entire team by yourself to clear this quest. I can't muster up the motivation to complete one of the most sadistic tasks I've seen.
 * 2) Foundry of Failed Creations - Rage Titan Rushing: Notably the group in 3rd room and mixed group of Pain Titans and Misery Titans. Rage Titans will literally one-hit squishies with Shockwave with Enraged up. They also have Churning Earth and Earthquake to prevent any kiting if your party starts wiping. Especially with mixed groups, you breath a sigh of relief every time you kill Rage Titans without wiping, only to have more spawn from Misery Titans. Usually you won't be able to bodyblock due to AI behavour with aggro after spawning. Even after killing them, you have to deal with Dementia Titans that tank shit.
 * 3) Foundry of Failed Creations - Dementia Titan Flash Spike: On the fourth room and second Forgotten a rather large Dementia Titan group will spawn. They all have Dust Cloak and like to rush the same guy. So if you let your group ball together and they ball up on a guy, it can wipe half or all of your party instantly. Believe me, I've had my heroes backed into a corner and they all instantly died.
 * 4) Mallyx - Dual spawn of Dream Riders and Dryder/Rage Titan group: This is the chokepoint players wipe on at Mallyx, both in NM and HM. A group of 5 Greater Dream Riders come from the center with a group of 2 Terrorweb Dryders, a Rage Titan, and Misery Titan. The Dream Riders will wipe your group from spamming Cry of Frustration and Power Spike and shutdown your party with Power Block. they are very tough to kill because they spam Ether Feast on recharge. Add in the Terrorweb Dryders that can wipe your team in seconds and a zerging Rage Titan ganking you from the side and this becomes a very tough fight in NM and excruciating in HM. You can distract the Terrorweb Dryders with spirits since they attack at spirit range normally, but the Rage Titan will wipe out your spirits. The best tactic is to bodyblock the Dream Riders on the cliff they come down from, but it's not easy. The last spawn and fighting Mallyx within range of his spirits are almost on the same level of tediousness and difficulty.
 * 5) Winds of Change - Minister Cho's Estate NPC fuck up: The HM version of Minister Cho's Estate Winds of Change content turned out to be a very brutal quest thanks to bad implementation. The problem is you only have 4 party members against groups of 5 or more. Never mind that you must battle against balanced groups of Afflicted, you must rescue peasants sitting on top of enemy groups. They join your party if you move to about spirit range of them and immediately aggro any nearby enemies. The first peasant is surrounded by large animal groups that hurt like a bitch. You have to ball carefully and hope they don't attack the peasant. You have a couple double pulls of Afflicted ahead before you get to the clincher. At the last peasant, an Afflicted group patrols within aggro range. This part is literally a rush to catch the Afflicted group's aggro before it kills the peasant. Running at a balanced group in HM with 4 players is literally suicide, but it's what you must do since the quest fails if you lose the peasant. It takes around 40 minutes to get to the peasant too.
 * 6) Winds of Change - Tracking the Corruption Mob Rush: The NM version of the quest makes people shit their pants the first time trying the HM version. The quest is a pain because you're forced to fight enemies from both sides. Dealing with one group and the later spawns is difficult enough without wiping, taking two sides on at once is impossible. There is no res shrine if you die. So you have to use a cheap tactic of avoiding once side and let it collect while you kill the other side's spawns. Luckily, the side you avoided loves wandering into aggro range, especially the Monks healing the other groups. The result is a giant clusterfuck of 30 or so enemies that you plink away at with Panic popping out a mass of !! every couple seconds and hoping an Elementalist doesn't get of an AoE attack. Really, fighting a ball of 40 enemies at once as the only why to win stupefies me as entertaining as it is to attempt to execute. Avoiding overaggro here is like threading a needle.
 * 7) City of Torc'qua - Repressive Energy: The environmental effect drains 2 energy every time every time you attack or use a skill. Heroes autoattack when they're not using skills. Margonite groups have Quickening Zephyr. This causes your team to collapse quickly if you don't kill the Margonite Elementalists spamming 200 damage Invoke Lightning spells every three seconds. This forces you to unequip weapons on all your heroes, which a hassle and tedious. For melee players, this effect is a nightmare. the effect makes energy management elites on melee mandatory: Warrior's Endurance, Zealous Vow, Way of the Assassin (Sins can't even autoattack for energy from Critical Strikes), Marksman's Wager, etc. It also requires you to bring bring excess energy management and to quickly down melee so your group doesn't collapse.
 * 8) Urgoz's Warren: Fuck You Spawn: Around halfway the Urgoz, you will meet a section where if your whole party goes across the bridge at once, a massive amount of enemies will spawn and you wipe in a couple seconds. Now put that together with unflagging the hero too soon, not going for enough before unflagging, or kiting back to the bridge during a bad pull, and it's very fun.
 * 9) The Deep - Scorpion Room Oni Pull: At the Scorpion Aspect room of the Deep, you are under probably the most aggravating effect in the game. Every 30 seconds you get randomly teleported to the closest enemy and knocked down. That means pulling a group pretty much causes your team to teleport right on top of them to pound away at. The Luxon groups have Maelstrom. The most awesome part about this room are the Oni patrols and spawns. Theres about 4-5 Oni patrols and a large spawn in the center. You start pulling and eventually your group gets pulled into the patrolling range of Oni groups, then you get pulled into the giant Oni spawn. These guys hurt in HM. Constantly getting pulled to the Oni and KDed doesn't help either. The last kick in the face is you get teleported more as you get closer to the Aspect of Kanaxai.
 * 10) Urgoz's Warren - Thorn Wolf spawns: These guys already hurt in NM, in HM they kill squishies in two seconds. The first issue is pulling them is a bitch. Warriors get hit for 60s with regular attacks, so you still take a large amount of damage after getting Shield of Absorption up. The second issue is if they get to your backline, they easily get a couple kills past Displacement and Shelter. They are especially dangerous after taking damage because of Desperate Strike. Because they have 16 or 18 Dagger Mastery, they get bonus damage easily and that bonus damage is very high because of the attributes. That allows them to one hit squishies and almost kill frontliners in HM. Then you have Shroud of Silence fun and DW from Twisting Fangs to deal with.
 * 11) Shards of Orr - Fendi and Clamor Spike Spawn: The fight with the boss Fendi is painful. If you wipe, it takes a couple minutes just to run back. Fendi hits the party extremely hard with Chilblains and Feast of Corruption. Chilblains does around 250, Feast of Corruption does around 350. When you kill him, the Soul of Fendi spawns with some Rangers. This isn't as much of a problem except for the initial attack from the Rangers. When Fendi comes back again, he spawns about 6 Damned Crewman and the first thing they do is use Clamor of Souls and any players close together. That will be your falgged group from trying to pull him. This will cause an instant wipe. This part is much easier with an ST rit and bringing interrupts, but when there were only 3 heroes or if your group was unprepared, it's a pain in the ass. Keep in mind he strips Protective Spirit during pulls.
 * 12) Frostmaw's Burrows - Storm Incubi spawns: Storm Incubi remove enchantments and inflict Dazed with Soulrending Shriek and hit around 100 or more in addition to knockdown with Mind Shock. There are a couple groups in Frostmaw where 8-10 of these spawn at once and use Soulrending Shriek and Mind Shock instantly. It makes pulling groups exasperating. Heroes do not deal well with enemies that spam Dazed and hard-hitting spells. the only way to counter these groups is a spiritwall, minions to suck up the damage, and/or ST rit. Even with an ST rit, pulling is a bitch since it can't cover 20 packets of damage instantly and you need "I Am Unstoppable!" to prevent KD. These are among the most annoying groups in the game put there just to wipe unaware players.
 * 13) Domain of Anguish - Full Run: One of the pinnacles of personal accomplishments, completing a full run of Domain of Anguish without consumables and the like with just heroes has more significance than having GWAMM or 50/50 in HoM combined. I consider it the most tedious and astounding accomplishment next to clearing Underworld with heroes. Completing a full run of DoA in NM shows mastery of the game. For those like EFGJack who clear a full run in HM, I can hardly fathom the level of skill, knowledge, and patience needed to do so.