CM is Fast, Fun, Nice Loot and Great XP
The entrance to CM is in Beetlerun Manor which is Queensdale. I did CM once in a pickup group (PUG) and all of the rest of the runs where guild parties. Not much difference either time. It’s fast as long as people know how to play their class and use reasonable caution in their surroundings. The PUG finished in under 30 minutes. Guild runs take roughly half that time. In, out and loaded with XP in 15 minutes is the norm.
Things to Note about CM
- At least 4 encounters have multiple mobs, 2 of which simultaneously include bosses
- There are two Points of Interests and a vista inside the instance
- Provides 20K+ XP done at appropriate level for 1st time (may have changed post repeat nerfs)
- Good to have ranged damage and AOE available
- Crowd control is helpful. I try to keep bosses chained in place to avoid having them moving around with the adds. One boss also teleports around the room. Keeping him cc’d as much as possible is helpful.
- The first fight is with a golem that has wicked damage rockets. You can use line of sight to evade them. Ranged damage dealers can also stand on top of pillars and posts to avoid them altogether, while melee will need to dodge behind something when he does his wind up
- Consider eating +Magic Find food to increase the potential of receiving uncommon drops.
How it Plays Out
Not a lot to say about an instance that zips by so quickly other than it was very entertaining. It’s not quite a face-roll or zerg. Experienced players will die in CM if they’re not careful. One wrong step can be the hit from a boss that puts you into a downed state or worse. Dealing with multiple mobs and a boss fight can get out of control and take multiple players out but I’ve yet to see a wipe in CM.
I wasn't a fan of the twinkle lights leading you around inside the manor. It smacks of someone deciding which way to go wasn't apparrent enough or confusing. While that might be, isn't exploration part of a dungeon? Why is this any different that running around different corridors and tunnels trying to find the next encounter? In a game about exploring off the beaten path, this felt out of place.
The first encounter, the one with the golem, is the one where I see people die the most. Followed by bad pulls for “freeing the Charr Ambassador” - patrol of dogs not killed first and people back into them. People get too close before we’re ready for an encounter and get themselves ganked or taken out by archers. One or more people usually end up in a downed state for a period of time “freeing the Queen”, which is the last encounter.
Watch Your Step Please
The combat is GW2 is fast. It doesn’t take more than a couple of hits from a boss to get yourself in trouble. I did find combat inside the manor problematic at times. My “leap” skills will sometimes shove me inside of objects when I’m in confined spaces. This hoses up my camera angle. I have to take time to adjust it to see what the heck is going on.
You may attempt dodge but find yourself blocked by solid objects which means, “So sorry, you’re still in range to get your ass kicked!” Me strafing is hard enough. Strafing in a room full of furniture is definitely not my forte. For these reasons I’ve become leary and cautious of boss encounters in tiny spaces and make an effort to be very aware of my surroundings.
What I enjoyed most about CM was that there were few encounters that required highly coordinated dance steps, where the kill has to happen exactly like "this" or you're out of luck. Those types of encounter are rough on PUGs and casual players. CM is more of a slugfest. If everyone is compentent with their class, remains aware, dodges appropriately and knows not to stand in the "bad stuff" you'll do fine. This is another dungeion where you'll get better mileage by having condition removal, group boons, crowd control and group healing available.