Typically encountered near the R&D outpost. The issues it faces with its line attack are pretty much identical to the Risen Knight, and can be solved in the same way,. It does have a cone breath attack that hits fairly hard that could use a filled in AOE indicator.
Champion Risen Giant
Players usually see these mobs near Meddler’s Summit, during the event to take the Gates of Arah, and over near the Rally waypoint in Straits of Devastation. They have an AOE stomp, summon grubs and a roar attack which I still cannot figure out what it actually does.
There’s no issue with the giant’s attacks not being viable; given the size of the model, even with a whole zerg pounding away its attacks are very obvious. The issue here is that the Champion is way too easy. Living giants, like the one that terrorizes Nageling, are quite challenging to fight, so its puzzling that their Risen counterparts are such pushovers. Living giants have an AOE Fear, a very powerful single-target ranged attack with knockdown and a three-stage single target shockwave attack with knockdown. They’re one of the best designed mobs for GW2 combat, as all their attacks can be dodged and have clear indications that they are about to occur.
Just giving Risen Giants parity with their living counterparts would solve the issues and make them truly challenging. And as a side note, how about making them count towards Giant Slayer at the same time?
Champion Risen Gorilla
These guys only seem to show up during Jorfast (either when attacking or defending). They have a very powerful AOE stomp ability and can cause a great deal of damage quite quickly with ranged knockdowns and a powerful leap. Currently none of these attacks have AOE circles at all. Adding coloured in circles to these attacks would be a fine and simple change.
Champion (and Veteran) Risen Subjugators)
I’ve included Veteran Subjugators in here because of one event: the attack on the Temple of Balthazar. Currently this is the hardest Temple event in the game by far, and it all comes down to one mob: the Veteran Subjugator. Savvy commanders will instruct their players to move to the locations where these mobs spawn and keep them CCed as much as possible, because the AOE fields they lay down are absolutely deadly to the NPCs that must be escorted to the Temple.
The issue here is that if one of those fields is lain down, the Pact’s finest warriors stand around in it and very quickly expire, causing the event to fail. This is particularly frustrating given that players must then tediously push another of the Invasion events all the way to the Rally base before trying again.
There’s nothing wrong with an event being challenging. There is though an issue with an event being challenging for the wrong reasons. Players shouldn’t have to stare at NPCs and scream in frustration as they refuse to move out of the death circles killing them. Making the NPCs revivable would solve the issue, but make completing the event a cake-walk. This one doesn’t really have a simple solution; the event itself needs to be looked at and re-evaluated. Keep the challenge, just don’t eliminate player agency.
Champion Risen Wraiths
These mobs show up during the battle to take Jorfasts if enough cheap gw2 gold are around (and thanks to Megaservers, there usually are), and during Grenth. Their most feared attack is a large AOE life-drain that seems to have no limit on the number of players it affects.
I consider Champion Wraiths to be one of the best designed PvE mobs in the game. The animation when the Wraith uses its life drain attack is very obvious, as it rises up off the ground into the air. This makes it visible even through spell effects, and players also see red orbs being sucked out of them. Players can either try to stop the damage through brute force, by hitting the Wraith with enough interrupts to burn through its Defiant stacks, or they can move out of the affected area.
I don’t personally think the Wraith needs any adjustments; they’re a mob that rewards smart play and punishes poor play. Continuing to wail on it while its life draining will just get you killed, whilst organized interrupts or moving outside its AOE will defeat it. About the only time I’ve seen an issue come up is when two of them spawned at Jorfasts and wiped the entire zerg because there weren’t enough interrupts to burn through both stacks of defiant. But the zerg could have been better organized.
Eye of Zhaitan
Encountered during the Gates of Arah, the Royal Tombs and in the King’s Passage in Malchor’s Leap, Eyes of Zhaitan are quite potent foes with powerful attacks. Like the Wraith, I don’t see them as having any particular issues; they’re very difficult to solo, and their attacks are fairly obvious.
Those are my thoughts. I’ve probably missed a few mobs here and there, but I’m sure others will fill that in. Once again I must stress that this is not about making mobs easy; it’s about communicating to players the information needed to avoid their attacks. This helps make better players of us all and reduces frustration caused by attacks that seem to have no counter.