User:Dont Tell Dave/Fissure Of Woe Mechanics/

=Fissure of Woe Mechanics= This is a page listing all the buggy mechanics in FoW observed by myself and others over the course of many years of FoW, some more useful than others. It is a working progress, I'll finish it over the next day or so. Hopefully when finished this can be linked on the FoW pages in order to help everyone understand the area better.

Forge Top
-First and Foremost is Forge Top. Forge is the buggiest single area in FoW, and probably contests to be one of the buggiest places in all of Guild Wars. -These basic images of Forge Top are a way to show how to position yourself on Forge Top in fow and can be used for balling rangers on top as well as hiding from them after the big spike. They also serve as a means of balling the ranges (first 2 images) so that your offdamage can go to town on them, with eoe triggering and making forge quicker.

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-The easiest method of getting 2 balls of 4 rangers (all 8 on one spot IS possible, I tested with Paranon, it just takes fucking forever and isn't worth doing), this is the longest method but is easiest to learn and provided you have time (pug groups) is the most consistent, the balls are also tighter so your offdamage is less strained.

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-This is the fastest and arguably best means of prepping forge top, although it is more difficult to learn, it only relies on 2 ramps and is easier to do. The balls are however, more spread and more difficult to offdamage. This is the method used in the 7minute records (im sure no one on the Zraw record team cares I'm revealing this) and is pretty awesome for balling top in a hurry. The downfall obviously is that you need a good offdamage (hence its use in records, not in pugs)because the mobs aren't as balled.

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-This is just something that is interesting, the stairs have a line of sight bug (anet suck dick at programming fow it seems) which causes rangers to run on top of you when stood in a certain position. I don't advocate using this to ball rangers, it is highly unreliable, but it can be used to get an 8stack after you get the two 4stacks.

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-Finally, this is a set of block spots for the ramps as well as top, the yellow spots block ALL incoming projectiles if you stand in the correct spot (i'll upload an image of the spot eventually) but you will know when you get it as you move closer to the anvil and everything is objected. This is where pugs and every person in fow SHOULD stand after forge spike (in my opinion anyway), as it completely negates any damage, rangers don't run to you and you block all 8 rangers, not just some compared to when you stand behind the stairs like people currently do. This takes the strain off of monks in pug runs, and makes it generally easier. This is also used in party limit fow (2/3/4man) in order to break aggro of caster mobs below by standing on one spot on top so that when you whirling down the mobs they do not run up to heal them. Obviously you move out of the spot when you use whirling, it is used so you don't die without whirling up when waiting for mobs to reset.

Spider Cave
-Spider Cave is another area riddled with Line-Of-Sight bugs. There are multiple corners in the cave which allow you to completely obstruct cave mobs, this can be used by terras to safely cast Shadow Form/Other spells, as well as main teams run in and hide from mobs (for whatever reason) Dryders will still cast on you, but it does help.

-Another helpful bug with spiders isn't so much a bug, just a regular mechanic, after they spawn there is a slight delay on them doing anything, this means that after your initial shadow form cast in cave, before you have popped any of the spiders, you can run through and cast shadow form without danger of being interrupted (provided you move quite far away from spider spawns, they are delayed, not blind ;D) I (used to when I actually played Guild Wars) abuse this mechanic in order to get through cave as fast as I possibly can when doing Terra roles.

-Shadow Mob aggro. Again not really a bug, but shadow mobs outside are aggressive to everything in the cave and on the beach. If you are lazy you can abuse this, if you pull the shard wolf into cave with you (rarely happens but its amazing when it does) then the spiders/Dryders will take care of the wolf for you, saving you the headache of doing it on the way out. If you wanted you could also use the shadow mobs to kill the first couple of seeds as well as all the stuff in the first half of cave, though this isn't advised, mostly because you then have no aggro, and shadow melee can bug out in a safe spot and won't die, so all the spiders will just focus on them.

-Yet to come: image of cave safe spots.

Dryders
-This will be a short passage. Dryders basically have an infinite aggro range, similar to the large titans and veil mobs in DoA. Once you aggro them they will follow you wherever you go unless you active a 50% speed boost(dash) or use Deaths Charge/Heart of Shadow to travel too far away from them. Obviously they also are agressive to everything in fow other than the cave spiders and shard wolf. This can be abused for easy Cave wolf, simply gather all the dryder on the beach and then use them as aggro for seeds + cave wolf. Provided they don't aggro something else, you can drag them wherever you want in fow (hence some terras bring them into forge or to Khobay with them), whilst not entirely useful for the most part, it does give you a LOT of aggro for cave, even if you do kill everything with shadow mobs in the first half of cave.

Battlefield
Ps. Life/ Other fow Veterans, remind me if i've forgotten something, FoW is so fking buggy it's hard to remember everything in one sitting. :P