Some friends and I last night decided to try for the Master of Tin Mage II's Taskforce badge. We were all fairly familiar with the Director 11 encounter and used a strategy we'd seen used before with some success-- we concentrated on siccing our pets on him to keep him busy while we blasted him from Range to avoid his proximity bombs.
We encountered quite a few problems that appear to be game bugs rather than WAI effects.
- Director 11 kept getting stuck in the warehouse racks while running from the pets we had chasing him. The larger pets, particularly the Vanguard HVASs we had chasing him, would frequently then get stuck on what appeared to be pathing loops and run in circles on the other side of the room.
- While stuck, he (or his invisible buddies) would lay dozens and dozens of mines in one spot, high in the air if he was stuck on a top shelf.
- If you attacked him while he was stuck, he would eventually begin disappearing and reappearing as if he was trying to teleport. This broke targeting, but players never got a 'Placated' effect or anything like that.
- Players would frequently lose all their endurance as if they had been sapped despite not being attacked and no Sappers being alive in the room. The cause that immediately popped to mind was that there were somehow invisible Sappers mixed in with his invisible bomb-setting buddies.
- If one player managed to get agro and was defeated by Director 11's direct attacks, the players around him would be completely detoggled even if they had a full bar of endurance.
Despite all the strangeness, my team stuck to its guns, avoided the bombs like they were selling something, and eventually got the 'Midnight Dodger' badge after a half-hour or so of trying to tease Director 11 off of his shelf.
This is a problematic fight, and it's SUPPOSED to be super-challenging, especially since it's tied to a badge. However, I can't imagine that this behavior is anything like what the devs intended. It *LOOKED* broken.
Some friends and I last night decided to try for the Master of Tin Mage II's Taskforce badge. We were all fairly familiar with the Director 11 encounter and used a strategy we'd seen used before with some success-- we concentrated on siccing our pets on him to keep him busy while we blasted him from Range to avoid his proximity bombs.
We encountered quite a few problems that appear to be game bugs rather than WAI effects.
- Director 11 kept getting stuck in the warehouse racks while running from the pets we had chasing him. The larger pets, particularly the Vanguard HVASs we had chasing him, would frequently then get stuck on what appeared to be pathing loops and run in circles on the other side of the room.
- While stuck, he (or his invisible buddies) would lay dozens and dozens of mines in one spot, high in the air if he was stuck on a top shelf.
- If you attacked him while he was stuck, he would eventually begin disappearing and reappearing as if he was trying to teleport. This broke targeting, but players never got a 'Placated' effect or anything like that.
- Players would frequently lose all their endurance as if they had been sapped despite not being attacked and no Sappers being alive in the room. The cause that immediately popped to mind was that there were somehow invisible Sappers mixed in with his invisible bomb-setting buddies.
- If one player managed to get agro and was defeated by Director 11's direct attacks, the players around him would be completely detoggled even if they had a full bar of endurance.
Despite all the strangeness, my team stuck to its guns, avoided the bombs like they were selling something, and eventually got the 'Midnight Dodger' badge after a half-hour or so of trying to tease Director 11 off of his shelf.
This is a problematic fight, and it's SUPPOSED to be super-challenging, especially since it's tied to a badge. However, I can't imagine that this behavior is anything like what the devs intended. It *LOOKED* broken.