Talk:Citadel of Flame

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Armor Concept Art[edit]

Given the sample Charr Armor used by the vendor, I think this is the concept art for this dungeon heavy armor:

Evil heavy armor concept art.jpg

Lokheit 14:40, 7 July 2012 (UTC)

Gaheron Baelfire's ghost[edit]

"Gaheron Baelfire's ghost cannot be damaged" this is false. I believe he can be damaged through conditions. while my team was attacking the flame I (a mesmer) was left alone with Gaheron for a while. I ended up taking about 5% of health off in 10 minutes. 72.201.8.180 05:19, 3 November 2012 (UTC)

GW2 is not very good at actually making invulnerable things immune to damage and etc. There are monsters in WvW at supply camps that are supposed to be unkillable under certain conditions, but applying Vulnerability lets attacks deal more than 0 damage, and conditions work on them too. I would be curious to find out what happens if you legit kill Baelfire, though. Vili 点 User talk:Vili 17:49, 3 November 2012 (UTC)

Before doing Citadel of Flame[edit]

Very hard instance to do because of stupid ass design decisions. Just to enter in the citadel you need to do some bullshit 20 minutes event that can reset for no reason so you have to wait another like 10 minutes. We lost 4 or 5 different members of our group just TRYING TO ENTER the damn instance. In the end we quit. Add to that the awful design of the zone that doesn't show anything clearly and all the shit that explodes everywhere so you can't see anything... I was sooo infuriating I wanted to spit in the face of the guy that designed that. Let's say I won't try to do that instance for a long time. - Dreossk

It's funny because this used to be the joke dungeon that got farmed all day erry day. I like it when Anet changes a thing to no longer be mind-numbingly easy, but they have a problem with going too far in the other direction sometimes. Vili 点 User talk:Vili 17:49, 3 November 2012 (UTC)
Fuck those healing crystals--Relyk 18:26, 3 November 2012 (UTC)
Except for path 3 this dungeon is still a cakewalk in difficulty, and the event to get in is easy as well, and those healing crystals you can just ignore if you have poison.173.88.250.197 00:32, 4 November 2012 (UTC)

Story Mode Tips[edit]

I noticed that there were no tips for the story mode, and figured I'd add some. If anyone wants to put this on the official page, go right ahead.

The fight to the right of the entrance is against some Charr shamen, the boss one can summon walls of fire all over the place, so keep moving and try to avoid having him stack the fire walls in patterns you can't avoid. The fight to the left of the entrance I didn't have a firm grasp on, but he seemed to be able to activate the ghostly weapons to fight alongside him and used a lot of whirling attacks. We moved him well out of that room, and aside from drawing in a few adds and having to avoid the final boss's mortal fireballs, I think it was slightly easier that way, but make no guarantees.

During the fight with the Effigy that is backed by several Acolytes, you can't just go to town on it and hope for the best. It has a permanent flame field around it with a radius of around 800+ range, which will Burn anyone who enters, forcing you to hang back and use 900 range attacks to whittle it away (no pun intended). Just hang back, avoid his attacks and pour it on with whatever range you've got. However, after you get him down a little ways (maybe to 75%) he will start to heal, which confounded our tanks. What happens though, is that the Acolytes behind them, who are normally invulnerable behind a force field, become vulnerable for about twenty to thirty seconds. Go to town on them, they aren't that tough and won't fight back. If their shields go back up, start whittling the Effigy down again. Once all six are dead, he'll stop regenerating at the 75% mark, and you can finish him off.

The final boss is no surprises for a Zelda fan. He stands atop the hill, invulnerable to normal attacks. He rolls flaming boulders down at you. The shield Logan makes is invulnerable, chill out there if you're hurting. When the boulders hit the shield, they smash into throwable mini-boulders. Pick these up, run to about halfway up the hill (without getting ht by any boulders) and chuck them at the boss. Hit him with a few of these and he collapses to his human form, when this happens, everyone go to town on him. After a few hits, he goes deific again, this time building a molten wall near the bottom of the hill. This is actually fairly easy to destroy, I had great luck using the Thief shortbow auto-attack, but it can trap you on the wrong side or prevent you from advancing, so destroy them ASAP. This round is the same as the first, aside from him creating new walls every few waves of boulders. After you get to wail on him a bit more, the third round is the same as the previous two, only he creates two rows of walls, still easy to get through. Once you wail on him the third time he should be dead, congratulations. Ohoni 03:41, 4 November 2012 (UTC)

Unique Boss Fight Props[edit]

Like most people I complain more than compliment. Cause complaining is more constructive and can get results, where compliments are just nice, and we don't always go out of our way to compliment like we do to complain. So here's one. The boss fight at the end of this dungeon (story mode is all I've played) was FANTASTIC!!! Most bosses and champions in this game seem have only one thing going for them: impressive visuals from size. But they feel so freaking boring and unsatisfying to fight because they are just uber-health, uber-damage versions. It feels like an artificial challenge to fight something like that. This boss however, was great! Unique mechanics, fun gameplay, funny experience (I was making fun of the boss for erecting a wall he was just going to destroy... well, making fun of him until I got trapped on the other side of a later wall he erected... cracked me up, and I loved the challenge). This was just so great. And since I cited other game examples that were really critisism, I will cite other examples of fun boss challenges as well. The Forsaken Halls mini-dungeon, and the boss in the first norn lands. These were both fights that were visually interesting, AND posed mechanics to make the boss fight a unique fun experience.

While I'm at it, I'll add that Zaitan was a horrible fight (had a unique mechanic, but a completely boring mechanic, and was basically just good visuals), while many of his sub-bosses along the way were great.

But hey, sometimes ANet really gets it right. And I thought I'd support with enthusiasm the mechanics of the CoF story mode main boss. Great job! --Mooseyfate 16:15, 8 November 2012 (UTC)


Lets be critical[edit]

Instead of mumbling about how good this dungeon is lets focus on negatives now. Mesmers and professions with no swiftness have no real ability to pass the bombs

Feedback 2019/12/10[edit]

The 'Talk' page contains some rather crude language. Not the usual fare I've come to expect in the Wiki. --Inculpatus cedo (talk) 05:47, 11 December 2019 (UTC)