Originally Posted by
Azrile
If you do that part of the encounter right and have the lower ramp covered with sap and hit the ones who are supposed to explode, it goes very fast because the packs are dying and the next wave comes.. It is the same way with the third boss, if everyone does the landmines, then the boss only has the shield up for a couple seconds.
The problem with that encounter is what I quoted above, the guy that thinks melee can AFK. When that happens, the waves are taking maximum time because they are getting all the way to the top platform where players kill them manually and then the next wave spawns in. You are literally adding 30-45 seconds on each wave by doing it like that. If you stack the sap at the far right part of the lower ramp, they die immediately.
But then I just disagree with the scripted parts. Sure, something like MT can be a pain when it is just an unattackable boss giving a speech, and I think the devs got away from that.. but as far as scripted encounters? they add something unique to the dungeon.. But I think it is silly that people are voting down a dungeon as taking too long, and then posting proof that they are ignoring mechanisms which make the dungeon shorter. Siege is getting the most votes because it has 2 such encounters. ´omg, the third boss takes so long, and I feel like I do nothing but kill waves of very easy adds that the tank could solo himself.´ well yeah, because the tank should be soloing those waves and you should be throwing landmines...