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18-11-2013, 06:01 PM #1
GRUB ON ME - An RPS Guide to Giganticus Lupicus
Giganticus Lupicus is one of the most challenging and interesting fights in GW2. He appears on every Arah explorable path. Doing well at the fight is mainly a matter of knowing what to expect and when, and having the right skills on hand at the right time. This guide is an attempt to document Lupi's attacks and give profession-specific advice about how to fight him in melee range.
Constructive feedback is very welcome! The class guide in particular is incomplete and I would welcome input from people who know the empty-looking classes better than I do. For the classes I haven't played at Lupi or seen played at Lupi (e.g. Elementalist), I'm largely theorycrafting based on what I know about the class. Corrections welcome.
The links below lead to a specific point in a video where you'll see the relevant attack. Learning the tells for the big hits is pretty crucial - when you know what's coming, you'll know how to avoid it. (The video itself is pretty long for a solo, but it is useful for demonstrating the attacks.)
Lupi is immune to blind. However, any effects you have associated with blind will still proc when you use a blind skill. For example, my guardian uses Blind Exposure, and when I use a blind skill Lupi is affected by the vulnerability but not the blind.
Sigils of Energy are insanely useful for this fight. If you're going to be doing Arah a lot, it's worth getting a second set of weapons with Sigils of Energy on every swap. This is especially important if your class doesn't have much access to Vigor. (Thanks to Malawi for reminding me of this.) Also, endurance regen food can be useful. (Thanks to Salix for that point).
Summoned creatures like fire elementals (Fire Elemental Powder) give more reflected damage off his AoE of doom during Phase 2. If you summon at the start of the fight they will still be around then, most likely. (Thanks to Xanadu for the reminder.)
Party composition is important if you're fighting in melee. Take a mesmer (for feedback and time warp) and a guardian (for aegis and stability and extra reflects). A warrior can be useful for Battle Standard - it gives you more margin for error - as well as all the usual group buffs that warriors are useful for. All classes are suitable to melee Lupicus, but you'll usually want to be specced and geared for DPS. Class-specific advice in the next post.
PHASE 1 ATTACKS
Armwaving for Grubs
This attack is aimed at only one member of the party, but since it is often difficult to tell which, you'll probably want to evade this every time. The timing is crucial - take a look at the video to see exactly when in the animation that mesmer dodges. As a rule, it's when his hand reaches the top. You can tell if you were targeted and dodged successfully, because you'll see 'Evaded' on the screen.
If you missed the dodge you will get a green haze around you. It's important to watch for this and call it out to your team when you see it. A few seconds later a Risen Grub will spawn on you. If this is not killed quickly, Lupi will eat it and will gain extra power and armor. If you're fighting in melee range, you need to get out of close range before the grub spawns, or Lupi will eat it immediately. If you're more than about 600 range away when the grub spawns, you have perhaps 7 or 8 seconds to kill it. The fight can still be done when Lupi eats one grub, but if he eats two or more then it will be a tough ask.
Kick of Death -- melee only
The main obstacle to meleeing Lupi in phase 1 is learning to dodge this attack. It does big damage - around 12-13k on my zerker guardian. It also knocks back. As you can see from the video, the tell is not huge, but it is there -- I find the slight downward movement of his right arm to be the easiest signal to watch for. If you are behind Lupi this will not hit you. You'll need to be watching out for this attack -- it usually comes after a Bad Breath (see below) but sometimes also after an Armwaving. Lupi rarely kicks twice in a row, but it has been known to happen.
This does no damage but I think it spawns the Locust Swarms. If you're meleeing, these should disappear easily through cleave attacks. If you're ranging, you'll want someone designated to take care of the Locusts, because their damage can get nasty if you let them build up.
PHASE 1 - PHASE 2 TRANSITION
At 75% HP Lupi goes invulnerable and roars. This signals the change to phase 2. He also spawns one last grub at this point. Unlike the others, this can spawn on pets and illusions (and maybe NPCs?). It can be quite difficult to stop him eating this grub, but if you watch out for it, it's sometimes possible.
If you're meleeing, it's very important to stack tightly on Lupi for the beginning of phase 2. If you're ranging, now is the time to split up.
PHASE 2 ATTACKS
AoE of Doom
The biggie. If you're meleeing, then by the time you see the AoE circles you are already dead. So, you have to watch for the tell. It's a big one, thankfully - Lupi crosses his arms over his chest and then flings them wide. If you have reflect skills, they can be used to great effect in melee here. If you cast feedback then Lupi can lose up to 1/4 of his health just from one AoE of Doom. However, you'll need lightning-fast reactions to get this right -- you need to cast your reflect as soon as you see him cross his arms. Half-a-second later will probably be too late.
Slash of Mega-Death -- melee only
This attack has one of the biggest telegraphs, but it's just as well, because it's a one-shot to most characters. It does around 16-18k damage and knocks back. Watch for him drawing his right arm back sharply. This is one of the most important attacks to evade.
Long-range Cheese - range only
There is a long-range attack in phase 2 that does a lot of damage. I don't think it has a very clear telegraph. Perhaps someone who knows more about this can fill in the details.
Teleport - range only
If you're ranging, Lupi will teleport around. If he heads towards you, you need to get out of the way - when he lands, it's a knockdown and significant damage, and if he casts something else right away you're a goner.
PHASE 2 - PHASE 3 TRANSITION
When Lupi reaches 40-50%-ish HP, he will go invulnerable again. However, this transition is stranger and often buggier than the last. When he goes invulnerable he usually casts an AoE similar to, but less deadly than, the AoE of doom. It's less deadly mainly because it isn't targeted at the ground around him, as it would be when you're in melee range. Instead, it's distributed more evenly around the arena. The trouble is, he sometimes goes invulnerable multiple times - and continues casting phase 2 skill inbetween - before moving onto phase 3.
PHASE 3 ATTACKS
This is a horrid attack which doesn't have a clear telegraph. It's a circle of AoE at Lupi's feet. If it catches you full-on, you're probably toast. However, it can be reflected - but you'll have to have crazy reactions to be able to reflect before it hits you.
Another nasty one. Before he casts this, he lifts both hands into the air - watch for this telegraph. The dome traps you in and knocks you down if you try to exit - unless you have stability. It pulses damage on you every second. You'll want to have panic buttons ready in case this is casted on you. While it may be possible to dodge the cast if you see the tell, it's very difficult. Lupi only casts this when moving around, so if you can keep him in one place, you won't get bubbled. The way to do this, I understand, is to stay still on the outside edge of his red ring as much as possible. (Thanks Malawi for this clarification).
Ballet of Death
Lupi does a little dance and then drains life from everyone in the circle. He starts dancing before the circle appears, so if you've got your wits about you, you will start moving away as soon as you see him start to do this animation - i.e. when he lifts his right hand into the air. If you wait until the circle appears it will be much harder to get away, but still possible with movement skills like Rush, Blink, or Leap of Faith. When he returns to the ground, he knocks down - so you definitely can't be in melee at that point.
This is a medium-damage pulsing attack which is accompanied by a gale-type sound and animation. It can finish you off if you're already weak. The very brief tell is him waving his right arm in front of him. I believe this is targeted only at one person.
Class-specific tips coming in the next post...
Last edited by jha4ceb; 19-11-2013 at 12:33 PM.GW2: Saphnabylni & co.
18-11-2013, 06:02 PM #2
WARRIOR (thanks to Xanadu for additional points)
Greatsword & probably Axe/Shield or Axe/Sword
Dolyak Signet -- stability for Bubble Trap escapes and passive toughness boost
Balanced Stance -- shorter cooldown than signet for more stability, but no damage reduction, so it's a tradeoff
Endure Pain -- 3 sec invuln, general-use panic button and stun break
Battle Standard -- for reviving your less fortunate party members. Save this for phase two, when people are more liable to go down and it's crucial to get them up quickly. There is a two second cast time on this skill.
In addition, you could take a banner (e.g. Strength) or For Great Justice. The problem with banners is that Lupi can move around quite a lot, and players might go out of the range of the banners.
Whirlwind Attack (GS3) is an evade, and is crucial to surviving in melee. You can use it to evade Armwaving for Grubs, Kick of Death, Slash of Mega-Death, Acid Rain, etc, and to make up for the fact that you probably won't have perma-vigor. (I've been mistakenly calling this 'Whirling Wrath', which is the name of Guardian GS2. So if you've heard me say that Whirling Wrath is an evade, that's not true -- but Whirlwind Attack is).
Rush (GS5) may be useful for escaping Ballet of Death.
Shield Stance (Shield 5) is another long block which can get you through an AoE of Doom or similar.
Riposte (Sword 5) is a block on shorter cooldown than Shield Stance. It says "block the next incoming attack", but the wiki indicates that it will block all ranged attacks and stay up until it blocks a melee attack.
Weapons: Greatsword & Sword/Shield or Sword/Focus
Hammer is possible option for symbols and protection, but it is going to be more difficult to stay inside those symbols here than in some encounters.
Shelter - a weaker heal than Signet, but it can be used more proactively since it's also a block. Can be used to weather an Acid Rain or similar.
Retreat - Party-wide aegis - this can be used tactically to give everyone margin for error e.g. at the beginning of phase two when you want to avoid people being knocked back by a Slash of Mega-Death before AoE of Doom arrives.
Stand Your Ground - Party-wide stability - same as above. In phase 3, save this for when you or someone else is stuck in a Bubble Trap.
Wall of Reflection - One of the skills that can reflect AoE of Doom to great effect. Your reactions will need to be lightning-fast. Usually you'd save this for the second AoE, after the mesmer has used feedback.
Signet of Judgment - If you are struggling to stay upright, and your party has adequate reflects, you could take this for passive incoming damage reduction (instead of Wall). Ideally you'll want to wean yourself off it, though.
Renewed Focus - 3-second block which recharges your virtues
Should be used tactically. Use Virtue of Resolve if someone's taken a Kick of Death to the face in phase 1. If you have 20 points in Virtues it's worth taking Indomitable Courage in order to provide three seconds of stability with Virtue of Courage. (Obal recommends taking Absolute Resolution in this slot, but conditions are not an issue in this fight).
Shield of Absorption (Shield 5)- this can nullify AoE of Doom if your party is out of reflects -- it absorbs the projectiles. My impression is that you'll need even better reflexes to pull this one off, however, since it doesn't appear immediately.
Leap of Faith/Flashing Blade (GS3/Sword 2) - A good combo to get you quickly away from a Ballet of Death and then back into the fight. (Make sure you have autotargeting turned off so that you can leap away from, rather than toward, Lupi).
Shield of Judgment (Shield 4) - If you're running shield, you may as well cast this periodically for AoE protection.
General tactics: I try to cast an aegis and/or stability at the phase 1-2 transition, to minimise the chance that anyone will be displaced by a Slash of Mega-Death before the AoE can be reflected.
Weapons: Sword/Focus, /Pistol, /Sword
Feedback - As detailed above, your main job is to ensure that the AoE of Doom is reflected. Learn its tell and get used to casting Feedback as soon as you see it. Don't panic and throw Feedback away on phase change - sometimes it can take Lupi quite a while to get around to casting the AoE.
Blink - Useful for escaping Bubble Trap and Ballet of Death.
Mantra of Concentration - for more group stability
Phantasmal Defender - for group damage reduction. Apparently, though, casting this in phase 3 will always lead to a Bubble Trap, so be careful.
Time Warp - hardly needs an introduction. Usually used in phase two after a successful reflect.
Blurred Frenzy - since this evades for 2.5sec, you can use it to avoid any attack which doesn't require you to move. Useful for avoiding Armwaving for Grubs, Kick of Death and Slash of Mega-Death.
Distortion - gives you invulnerability, making this another useful panic button.
It's good practice to shatter your illusions before Lupi goes invulnerable at the end of phase 1, since otherwise he can spawn a grub on one. However, try to have 3 illusions up before AoE of Death, since Lupi spawns more projectiles the more targets there are - so on a successful reflection, he will take more damage.
Weapons: Staff OR Scepter/Focus
Staff will provide lots of fire fields, and more DPS, but Focus has very useful defensive abilities here.
Lightning Flash - Good for escaping Bubble Trap or Ballet of Death
Mist Form - General-purpose panic button, for avoiding e.g. AoE of Death
Obsidian Flesh - Five seconds of invulnerability! That will get you through anything Lupi can throw at you. Can also be cast while stunned/knocked down.
Swirling Winds - If you're out of reflects, this should protect everyone from an AoE of Death. It destroys projectiles.
Magnetic Aura - If you're running staff, this could protect you from projectiles if you find yourself displaced from the group.
RANGER (Thanks to Hawks for the pointers)
Weapons : (Sword/Warhorn OR Sword/Axe) and Greatsword
Signet of Stone - Passive toughness boost (identical to that of Dolyak Signet). Note that if you take the Signet of the Beastmaster trait (Marksmanship XI), this also serves as a 6 second block on an 80 second cooldown.
Quickening Zephyr - Quickness
Lightning Reflexes - Evasion and vigor
Rampage As One - Stability and fury
Spirit of Nature - for reviving, but not so useful in melee
Whirling Defense - Much like Magnetic Aura, this can serve as another reflect should all go wrong - but it will probably only protect you.
Shadowstep - Useful for avoiding many of Lupi's nasties such as Bubble Trap, Acid Rain, Ballet of Death.
Smoke Screen - Another projectile nullifier, for use if reflects have run out.
Daggerstorm - I assume that this is useful too since it reflects projectiles, but I haven't heard anyone talk about it.
Use of Steal - can be used to teleport out of a Bubble Trap, if you're lucky.
Salix's take: "[Death Shroud] face-tanking and learning when to dodge are what it comes down to for necro. I use axe/focus but I could see dagger/focus working as well, especially if you're traited down the blood magic line. Skills I take along are Blood is Power, Spectral Armour and Well of Suffering as well as Lich for a possible desperation stability, I'm not sure any others would actually be useful against Lupi."
Weapons/Kits: You'll provide massive utility to your party by using explosives with the vulnerability trait. Maybe Rifle Jump Shot is useful for escaping Ballet of Death? On the other hand, Magnetic Shield might be a good insurance for projectile reflection along the lines of Magnetic Aura and Whirling Defense.
Toss Elixir B: Some more AoE stability if your party is low on this.
Toss Elixir U: Another projection nullification/reflection strategy.
Elixir S: General panic button, great for use when caught by a Bubble Trap.
Invigorating Speed (in conjunction with Speedy Kits) will be extra-useful for vigor here, though nerf inc on 10th Dec.
Last edited by jha4ceb; 19-11-2013 at 02:20 PM.GW2: Saphnabylni & co.
18-11-2013, 06:40 PM #3
DS face-tanking and learning when to dodge are what it comes down to for necro. I use axe/focus but I could see dagger/focus working as well, especially if you're traited down the blood magic line. Skills I take along are Blood is Power, Spectral Armour and Well of Suffering as well as Lich for a possible desperation stability, I'm not sure any others would actually be useful against Lupi. Any food which increases endurance regen is a massive help so I'd take one of them over any other for the fight.
18-11-2013, 06:41 PM #4
- Join Date
- Aug 2012
I used greatsword for the swap on my ranger, it works very well combined with lightning reflexes, and quickness. Other than that Signet of toughness and quickness for the skills with the water field for AoE heals. Elite would either be Rampage as One for stability in phase 3 or Spirit of nature for AoE ressing - this isn't much use in melee though.
nice guide Saph, I shall read in more detail when I get home.Hawksbane | Ripley Hawkswind | Anthrax Lake | Fuschia Panthera
18-11-2013, 07:55 PM #5
- Join Date
- Feb 2013
- Cambridge, UK
Great Guide, Saf. My additions:
Maxing might, fury and vulnerability helps here, as so many of his attacks are one-shot or close to it, so anything that can be done to shorten the fight will help. That said, stacking might at the beginning of a fight is less vital as Phase 1 is the easy bit. Stability is very useful for bubble trap, so you'll probably want to have a source of it, either from allies or a utility.
Phase 1 - stand behind him to avoid kicks, but he does turn around a lot!
Summoned creatures like fire elementals give more reflected damage off his AoE of doom during Phase 2. If you summon at the start of the fight they will still be around then, most likely.
Warrior specific tips
GS/Axe/Shield is my preferred weapon set like Saf suggests
Signet of Energy on Shield for more dodges
For utilities I normally run Balanced Stance (stability and stun break. I prefer this to Dolyak due to shorter recharge but it's probably personal preference), Endure Pain (invul and stun break) plus either a banner or FGJ for party boons.
GS3 is great for an extra evade. In Phase 3 I try to use GS3 to get out of the range of ballet of death then GS5 to get back in again.
Keep Battle Standard for ressing - it has a 2s cast time that seems like forever. Best kept until the start of Phase 2.GW2: Ohara Scarlett, Lord Carnelian, Miranda Hellcat, Capita Mortuum, Lady Viridian, Lady Carnelian, Lord Viridian, Xen Adu
18-11-2013, 09:15 PM #6
Slight Guardian specific point: kill locusts in phase one won't trigger renewed justice. I might be slightly out of date on that if you want to check. Also see you guys on the 26th
18-11-2013, 11:53 PM #7
Energy sigils really really really help.
BUY A SET WITH ENERGY SIGILS
18-11-2013, 11:59 PM #8
Thanks for the comments folks, I'll incorporate those Ranger/Necro points into the class-specific post.
We had a fantastic Lupi run tonight -- the first time we've fought him in melee without wiping at least once. Then I switched to thief to give us some stealth at the end.....but since I had started the instance, that was the end of that. Sorry again chaps; no way I'll be making that mistake again.
Also: woo, see you in game soon Jarnade!
Last edited by jha4ceb; 19-11-2013 at 10:31 AM.GW2: Saphnabylni & co.
19-11-2013, 10:17 AM #9
- Join Date
- Feb 2013
- Cambridge, UK
Marvellous lupi run yesterday. Mes, 2 guards, warrior and ranger. One thing you didn't touch on above is party composition, Saf. Ideally I'd say at least 2 reflecting classes, pref 1 guard 1 mes, a warrior for the res banner, and 1-2 others specced for good DPS.GW2: Ohara Scarlett, Lord Carnelian, Miranda Hellcat, Capita Mortuum, Lady Viridian, Lady Carnelian, Lord Viridian, Xen Adu
19-11-2013, 11:35 AM #10
I read it to
Sounds good. Watched a 20 min run yesterday where they stealthed past the first eye (purple blob throwers) pre lupus room and then reflected the 2nd while battering the two abomination guards simultaneously.
He in particular (warrior I think) used GS 3 and sword mh 2 and something else 4 or 5 for lots of speed boosts.Monksgaard, a glass cannon of exceptional skill in behaving true to class and gleeful slaughterer of rabbits in wvw
Monksbane, gnarly bit of wood that rots, festers and gives you splinters of the nasty kind that really sting
19-11-2013, 12:27 PM #11
Sword/Warhorn is the usual swap for running past trash - swiftness and vigor on the horn skills. I added something about the possibility of offhand sword to the warrior section - I remember seeing this on some solo videos.
Good point about party composition - I'll add something about that to the main post.
Last edited by jha4ceb; 19-11-2013 at 12:40 PM.GW2: Saphnabylni & co.
19-11-2013, 12:33 PM #12
- Join Date
- Aug 2012
A bit more detail on the Ranger spec, if you have 30 in power it is worth taking Signet of the Beastmaster as your grandmaster trait. Popping Signet of Stone means you take no damage for a few seconds, long cool-down though so only use it as a last resort.
Also, use Jungle Stalker & Red Moa for AoE might & fury, pets don't take damage when you dodge (at least if they are not attacking) so you should be able to keep them alive, not sure if it is the same for evasive skills though.
Last edited by hawksbane; 19-11-2013 at 01:15 PM.Hawksbane | Ripley Hawkswind | Anthrax Lake | Fuschia Panthera
20-11-2013, 11:43 PM #13
- Join Date
- Apr 2013
Great guide, Saph. The names for his attacks are especially good imo^^
For the thief section (I don't know whether this is optimal, but it's what I've found to be useful or wouldn't want to fight lupi without):
- It's probably worth spending at least 15 trait points in the acrobatics line to get Feline Grace, as this practically lets you triple dodge and stacks with vigor.
- Shadowstep is useful for getting away from attacks and out of his bubble as you said, but it's also a stun break and can be used to get back into melee range quickly if you get hit by the kick or slash.
- Dagger Storm is useful as a reflect (I don't think it would work against the aoe of doom though, as it's too small), but also gives you 8s of stability for avoiding knockbacks and getting out of bubbles.
- Shadow Refuge is always good for resing or buying time until other skills come off cooldown.
As for weapons, I'd use Shortbow and Sword/Dagger or Dagger/Pistol;
The bow for Infiltrator's arrow (to be used similarly to Shadowstep, it's also great for avoiding the teleport in phase two if you're at range) and might stacking if someone else can supply a fire field.
Sword/Dagger has an evade on skill 3 and the autoattacks cleave, Dagger/Pistol has spammable gap closers, higher single target damage but no cleave attacks and no evade.
(Sword/Pistol has a pretty long evade on skill 3, but is to slow and the evade too delayed to be all that useful)
I hope this helps
21-11-2013, 12:39 PM #14
Thanks for that Blaergh, very helpful! I'll update the main post with those insights later after work (and also with Hawks' pet advice, which I missed until now). My knowledge of the thief role was fairly poor so everything I said above was inferred from seeing you and RebelMaren play thief at Lupi a few times.
I think RebelMaren tried out Daggerstorm vs. the AoE of Doom the other day and found that it didn't initiate quickly enough to avoid death - does it have a long skill initiation? At any rate, even if it worked it would only be able to protect you, so would just be insurance against being misplaced outside the feedback bubble or something - much like Whirling Defence or Illusionary Warden.
Last edited by jha4ceb; 21-11-2013 at 12:55 PM.GW2: Saphnabylni & co.
21-11-2013, 01:28 PM #15
No, all of those skills act like normal reflection fields. Reflection doesn't protect you from all damage when he does the aoes in phase 2. Sometimes you can still get hit by splash from outside.
Last edited by Malawi Frontier Guard; 21-11-2013 at 01:37 PM.
21-11-2013, 01:30 PM #16
Yes, I realise that, the point was that their area is smaller than WoR or Feedback and so - unless everyone's super-stacked - they aren't likely to keep everyone safe.GW2: Saphnabylni & co.
21-11-2013, 01:30 PM #17
One more thing concerning Rangers - if your pet gets targeted by the grub skill (green mist appears around your companion), you can swap to the second pet slot, which should prevent the grub from spawning.
21-11-2013, 01:50 PM #18
I honestly wouldn't worry about the phase transition grub.
21-11-2013, 02:30 PM #19
- Join Date
- Aug 2012
I don't think the pets get targeted any more Squirrel, hasn't happened to me recently anyway.Hawksbane | Ripley Hawkswind | Anthrax Lake | Fuschia Panthera
21-11-2013, 02:34 PM #20