Talk:Sorrow's Embrace

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Sorrow's Furnace[edit]

Is this place related to or even Sorrow's Furnace?Nibelhim 19:42, 9 December 2010 (UTC)

Judging its talking about dredge, yeah prolly. --NeilUser Neil2250 sig icon5 Anti.png 20:49, 9 December 2010 (UTC)
Neil Dredge also make Massive tunnels, so they could've gone somewhere else..--77.251.243.52 07:44, 10 December 2010 (UTC)The Holy Dragons
File:Tyria map (novel).jpg. Draw your own conclusions. - Tanetris 14:54, 10 December 2010 (UTC)
Slightly north of the GW1 Sorrows furnace, if you ask me. so.. they dug north? --NeilUser Neil2250 sig icon5 Anti.png 17:30, 10 December 2010 (UTC)
According to the in-game message you get from Your Herald at level 60, this place used to be the dwarven foundries of Sorrow's furnace. The NPC standing outside the entrance explains that, since that time, the dredge moletariat has taken over the area and renamed it Sorrow's Embrace.Mepcotterell 17:08, 3 September 2012 (UTC)
The Ironforge Man (last boss here) was also an encounter in SF in GW1

"Large Mechanical Boss Over A Pit Of Lava"[edit]

OK based on the new trailer I'm just gonna say that's The Iron Forgeman Version 2.0. I know we don't speculate on the Main Page, but does anyone else disagree that it's almost definitively him?Indigo121 01:27, 18 August 2011 (UTC)

[1] - Giant Nuker 01:32, 18 August 2011 (UTC)

Official speculation?[edit]

"There may be a tie between the technology found in this dungeon and that of Oola's Lab." I haven't listened to the podcast yet, but is the quote pulled from the podcast really that nebulous? I mean, if it weren't for the citation, I would have assumed that it was just plain ol' speculation and subsequently wiped it. From what I gather, there isn't a better way to phrase it so it sounds less speculative. What should we do with official information that is deliberately unclear? --Riddle 02:04, 13 September 2011 (UTC)

That is actually what Jeff Grubb says. I'll pin point it and post the time in a little bit. --Moto Saxon 02:06, 13 September 2011 (UTC)
Skip to 58:00 minutes into the podcast. --Moto Saxon 02:08, 13 September 2011 (UTC)
Okay, so question 1 is down. The second question still remains. It just seems weird that we work so hard to wipe speculation off the mainspace, but then we're given official confirmation for a "maybe." (Which, in all likelihood, will probably be a yes. However, that is not the point.) --Riddle 02:19, 13 September 2011 (UTC)
As it is relevant and official, i say keep it, maybe just pump it down to the notes? However, there are other bits and pieces in this same situation, so some sort of standard for "official inconclusive" statements would be nice. --Moto Saxon 02:36, 13 September 2011 (UTC)
We want to remove player speculation. Official speculation is given out either as in-universe speculation or teases, in which case they are worth documenting (especially since they are rarely false in the past). Konig/talk 02:47, 13 September 2011 (UTC)

Fire golem of doom : Beware.[edit]

This is a collection of tips and tricks to help against the mighty fire golem ( aka he anticondition , kudu golem number 2)

1) When he spawns, immediatly get out of the room back to the main corridor, and reskill.

  • Avoid all abilities that cause conditions. That includes weapons skills.
  • Be extra sure summonable minions and such do not use condition causing damage.
  • Bring a lot of anticondition, and movement skills if necessary.
  • Rework your traits to complement your new weapon/skillset. think alpha strike, maximum movement and maximum defense. And stay the hell away from him !
  • If you have antiranged/reflection skills, they will be a lifesaver.

(As an example, as warrior I went for Axe (basically only using eviscerate and then running out)/warhorn (for the boosts. Be careful not to use skill #5 close to golem) + longbow ( skill 1 and 3 only)

2) Keep on the move ! The golem will have a tendency to chase after someone specific. In this fight, you want to adopt a full on hit&run concept.

  • Pop out, strike, dodge out, go hide if the golem is after you.
  • The best is to hide around corners, using stairs, asuran machinery, stairs, anything to prevent him beading a line of sight to you and to force him to move. IF The golem actually takes the time to walk over to your hiding spot ( while your friends have been shooting it? ) then just run thru him at he last minute and keep running until he can't draw line of sight again.

3) Dodge first, rez second!

  • This is a long endurance fight. the golem will be using multiple fire based attacks. There will be a LOT of dodging involved.
  • If someone goes down, try to have the golem chase after someone and go rez quickly. If you have skills and traits that help with revives (ex : warbanner), use them! Most important Always look at the golem while rezzing, and KEEP DODGING A dead teamate cannot revive anything. Dodging is first priority.
  • Sometimes even then, people will die. Eventually you will have to make a call if you are going to waypoin and run back. Be sure to use runskills.

With much love, --Kaga 23:30, 9 September 2012 (UTC)

-He took a while and is stupidly tough but overall wasn't too difficult. As long as you can put out the fires and stay kinda healed he's not that much of a threat. Just use basic attacks that don't cause conditions and he'll eventually die... eventually. 125.237.189.187 13:29, 12 September 2012 (UTC)

-I have a question about this guy's Lava Font-chucking skill. Can he chuck fire pits at your character 360 degrees around him (i.e. with his back completely towards you), or only if you're standing within the front 180 degrees of his facing (i.e. he can "see" you)?

  • I confirm this guy can shoot behind himself, as long as he can draw LOS to you and you aren't obstructed. Keep looking out and keep dodging ! ;p... --Kaga 06:43, 24 September 2012 (UTC)

-I didn't know anything about this fight going in, but during one of my last attempts, it SEEMED like he could only throw his Lava Fonts 180 degrees in front of him. I'm wondering if this tactic actually works to spread out the amount of fire he can put out in the room (i.e. pull him off his platform a bit and create a cross/star formation around him, forcing him to spread his Lava Fonts out as much as possible).

-I'm honestly surprised ArenaNet put an encounter this technically demanding into a story-mode dungeon (rather than an explorable-mode dungeon). For players just coming off the tamer story-mode Twilight Arbor and the absolute joke that was story-mode Caudecus' Manor, this must be quite a frustrating shock when they get to Kudu phase 2... The Red One 21:59, 16 September 2012 (UTC)

Adding another note here... Just did this place the other day and had a very hard time with Kudu and his golems, especially the fire and poison ones. But we did notice a few things that could make it easier:

  • Rolling to dodge their single-target attacks worked best to evade those. The golems would turn to face the person they were attacking, and these seemed to be the most damaging attacks. The fire golem would take a good 50-75% of my health away as a thief if I got hit with his single-target double fireball attack, and the poison golem would kill me outright with his rapid-fire poison attack. Once I started rolling once they faced me, I was able to evade all of those attacks.
  • The two golems also have ranged attacks that target everyone. The poison golem's attack that pulled you to him wasn't as bad as the fire golem's attack that burned you and left behind fire areas. First, projectile reflection helped a lot on the fire golem. I'm not sure what skills they used, but our was able to completely prevent attacks for long periods of time. When the fire golem could attack, he would fire two fireballs about 1 second apart and would lead his targets, so if you kept running in the same direction as when he started the attack you'd get hit. The trick to avoiding this was to start running in one direction when he started his attack, switch directions after he fired the first fireball, and finally switch directions again after the second fireball. It was tough to get the timing down, and it didn't work if I wasn't as far as I could be from him (900 using pistols).

For story mode, it seemed to require an awful lot of coordination and expectation that everything go perfectly according to plan. :( -- osuracnaes (talk) 21:20, 8 October 2012 (UTC)

Explorable info path 1[edit]

First off: I have NO IDEA how to edit a Wiki page, nor do I understand the etiquette that goes into it, so please forgive/educate me! But I just got off an explorable run of SE, and I've noticed that there's very little information about it on the web, so I thought I'd write a quick run down here, and you can teach me how to edit correctly/add it to the front page, etc. First off, it was explorable mode, first option - destroy the rest of the inquest. First pull is some trash grenadiers, nothing of note. First boss is an easy golem, kill the worker and engineer first. However, this is where things got tricky - for this entire dungeon you're pretty much on a very narrow/very linear track. There is a group of 4 grenadiers that constantly spawn in front of you (at the location of the second boss, I'll get to this in a moment) and run towards you all the way up against a wall. We found no way to avoid their aggro on the track, and killing them over and over is frustrating and time consuming, plus super dangerous if you get a spawn during the second boss. What we did was kill 3, and leave 1 with our warrior in the very start of the area, and 4 man the first 2 bosses of the dungeon. I would say this is downright essential, since fighting these 4 guys during the 2nd boss fight would be a lesson in pain.

On that note, the 2nd boss is a guy named Nokk, I think, and he's not too bad. You fight him on a very small platform overlooking a long fall to lava - certain death if you get launched, which he will do somewhat frequently at range. Other than that, he was a super long disable that can't be broken by stun-breakers (he changes the gravity around you) and spawns occasional enemies called singularities (models of an air elemental, do AoE damage). These are easy to burn down, so do it when they spawn. Other than that, nothing too tricky. Just keep your back to a fenced area of the walkway leading up to him, or stay away from edges. We knocked him into a corner before his defiance charges kicked in and were able to easily kill him there. The grenadiers spawn from this platform, so you can safely kill the remaining one at spawn and get passed this area. Just remember, if you die and need to waypoint, you will be running by 4 grenadiers, but their attacks are easy to dodge, and they will eventually leave you alone to continue their path.

Next hallway is easy. Contains 4 or 5 golems that you can kill from range (they didn't even seem to attack - not sure if bug or not, but they would do their self-heal). Just note that the hallway floor is covered in mines that look like rocks, and these were more or less one-shotting us. But it didn't really matter since there was no followup damage and you could self-res with ease. No problems here. Next boss is ALL THREE of the story mode golems that pop out during Kudu's different phases. Thank GOD they had much less HP, and did a little less damage. We did wipe here, though, but were eventually able to pull just 1 (the one to the left in the room), kill him, and then kill the other 2. I would recommend killing the fire one first based on principle, but we actually killed him last just because we leashed one, and with 2 left they were less threatening.

Last boss was some Asura mesmer, piece of cake. She had only two abilities that I could see. One fairly common move was a bunch of red circles would appear and the mind stab greatsword animation would go after a second or two. Easy to dodge, but it did seem to down anyone it hit instantly. She would also make copies of players (their names would be the professions, like Warrior, or Guardian). They died really easily, but we did focus them down just in case. Only about 4 or 5 copies were made during the entire fight.

Oh, for the record our party was: Elementalist (me) Warrior Ranger Engineer Guardian

The guardian was level 66 or something, he was a pug, while the rest of us were guildies. I can only speak for us 4, but we were 80 and in all exotics.

My IGN is Minwanabi, and I'm on server Anvil Rock

This info was incredibly useful to my guild doing a mostly blind run of this path. Thank you! TiredTracks 04:24, 11 October 2012 (UTC)

Dungeon bugged[edit]

Right now, the path number 1 is overbugged...The first boss as somme additionals mobs who pop for helping us...but the timer of that is just....incredible, when the first wave pop, you dont have time for kill them than secon wave arrive, third, fourth...quickly (lesss 1 min 30) you have more than 20 mobs on you... Just a frustrated dungeons who make us cry and laugh

Strange Point of Interest[edit]

Its under path 1 and to the right of the end of path 3 Ive seen a war of guard get there by jump attack but how to get there with a ranger ? Ive seen a video from path 1 but rangers dont jump that high So, anyone have any ideas ?