Jan 20, 2006, 05:10 AM // 05:10
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#1
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Site Contributor
Join Date: Jul 2005
Guild: [out]
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The new tombs
As some of you may be familiar with, the previous incarnation of tombs has be renamed and moved to the battle isles. The new tombs is now a PvE area where you fight through four maps to kill 3 bosses at the end who drop a number of green items (you are likely to see 3+ green drops also.) This area cannot be solo farmed with any traditional solo farming build and needs to be more carefully approached to ensure success.
The reason this area is different from others is due to a new skill a number of the monsters have. "Finger of Chaos" is a skill unique to this area at the moment which has an affect based upon your class.
Warrior: Applies a condition with each attack (always blind or cripple)
Ranger: Attacks cannot be blocked or evaded.
Elementalist: Each attack interrupts.
Necromancer: Each attack removes a hex from the attacking monster.
Monk: Each attack removes an enchantment from you.
These take both your primary and secondary into account. Thus a W/R will be affected by blind and cripple every time he is hit and in addition be unable to block or evade the incoming attacks. An Ele/Monk will be interrupted each time he is hit and in addition lose an enchantment. For this reason it is important to note that there is no drawback for being a mesmer. As a result of this you may need to change your secondary class. For example no one should run a monk secondary unless they absolutely have to. Thus you should look at your build and determine what skills from your secondary you really, really, need. If you do not need secondary skills you should change your secondary to mesmer as it is the best possible secondary to run down there.
For Warrior: W/E and W/Me are the only remotely possible options. Being a W/Mo means no enchants will stick (thus no seeds or protection), being a W/R completely nullifies your stances, and being a W/N will make any hexes your team has (such as spiteful spirit) useless.
For Elementalist: You must play an E/Me down there. There is a very large amount of interrupts and the only way you have a realistic chance of getting off a spell is running an anti-interrupt stance. The E/Me will be bounds above every other possible ele combo (unless you plan to stay in back and just spam heal party as an e/mo.)
For Monk: You should play somewhat back and avoid being attacked. However you do not want to run a Mo/W. If an enemy sneaks past your warrior or a stray shot hits you, being cripple prevents you from escaping. Mo/E would be another very poor choice, however Mo/R or Mo/N should be workable.
For Mesmer: You get to choose the lesser of evils. Ranger secondary will probably end up hurting the least, however you should be able to work with Elementalist or Necro secondary if you watch your positioning. In addition you can use fast casting and anti-interrupt stances to counteract the elementalist penalty. If you are comfortable without enchants Me/Mo can work also.
For Necromancer: I would really suggest an N/Me due to the heavy amount of interrupting you will run into. At the same time an N/R should be easily workable and N/Mo if you choose to play without enchantments.
For Rangers: I would suggest R/Me more than anything else. The ranger penalty is fairly harsh and you are somewhat likely to draw agro as a ranger thus making the warrior, ele, and necro penalties quite undesirable. R/Mo can again work if you are willing to go without enchantments, but the swap to R/Me is easy and you probably weren't using much of your secondary anyway.
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Jan 20, 2006, 05:17 AM // 05:17
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#2
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Academy Page
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Good guide.
I suspect that in order to "farm" this area with any speed, you'll need a full balanced team. No tricks here.
I suspect that what will be needed is several monks, probably healing and prot, an interrupt ranger, (Fingers of Chaos actually takes a second or two to use..countering one..or more could be essential.), and enough power to take them down quick. Spread out so Energy Surge doesn't cream you, and be careful.
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Jan 20, 2006, 05:18 AM // 05:18
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#3
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Desert Nomad
Join Date: May 2005
Location: Near Your House
Guild: I Used To Own [ IUTO ]
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Quote:
Originally Posted by Warskull
As some of you may be familiar with, the previous incarnation of tombs has be renamed and moved to the battle isles. The new tombs is now a PvE area where you fight through four maps to kill 3 bosses at the end who drop a number of green items (you are likely to see 3+ green drops also.) This area cannot be solo farmed with any traditional solo farming build and needs to be more carefully approached to ensure success.
The reason this area is different from others is due to a new skill a number of the monsters have. "Finger of Chaos" is a skill unique to this area at the moment which has an affect based upon your class.
Warrior: Applies a condition with each attack (always blind or cripple)
Ranger: Attacks cannot be blocked or evaded.
Elementalist: Each attack interrupts.
Necromancer: Each attack removes a hex from the attacking monster.
Monk: Each attack removes an enchantment from you.
These take both your primary and secondary into account. Thus a W/R will be affected by blind and cripple every time he is hit and in addition be unable to block or evade the incoming attacks. An Ele/Monk will be interrupted each time he is hit and in addition lose an enchantment. For this reason it is important to note that there is no drawback for being a mesmer. As a result of this you may need to change your secondary class. For example no one should run a monk secondary unless they absolutely have to. Thus you should look at your build and determine what skills from your secondary you really, really, need. If you do not need secondary skills you should change your secondary to mesmer as it is the best possible secondary to run down there.
For Warrior: W/E and W/Me are the only remotely possible options. Being a W/Mo means no enchants will stick (thus no seeds or protection), being a W/R completely nullifies your stances, and being a W/N will make any hexes your team has (such as spiteful spirit) useless.
For Elementalist: You must play an E/Me down there. There is a very large amount of interrupts and the only way you have a realistic chance of getting off a spell is running an anti-interrupt stance. The E/Me will be bounds above every other possible ele combo (unless you plan to stay in back and just spam heal party as an e/mo.)
For Monk: You should play somewhat back and avoid being attacked. However you do not want to run a Mo/W. If an enemy sneaks past your warrior or a stray shot hits you, being cripple prevents you from escaping. Mo/E would be another very poor choice, however Mo/R or Mo/N should be workable.
For Mesmer: You get to choose the lesser of evils. Ranger secondary will probably end up hurting the least, however you should be able to work with Elementalist or Necro secondary if you watch your positioning. In addition you can use fast casting and anti-interrupt stances to counteract the elementalist penalty. If you are comfortable without enchants Me/Mo can work also.
For Necromancer: I would really suggest an N/Me due to the heavy amount of interrupting you will run into. At the same time an N/R should be easily workable and N/Mo if you choose to play without enchantments.
For Rangers: I would suggest R/Me more than anything else. The ranger penalty is fairly harsh and you are somewhat likely to draw agro as a ranger thus making the warrior, ele, and necro penalties quite undesirable. R/Mo can again work if you are willing to go without enchantments, but the swap to R/Me is easy and you probably weren't using much of your secondary anyway.
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Hey Warskull..
I hate the New Tombs... ALthough Your Guide Seems To Make Sense
Be Ready For a Spike Team Again
( 2morrow That is D: )
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Jan 20, 2006, 05:20 AM // 05:20
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#4
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Academy Page
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Choking Gas.
That's the ticket I think.
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Jan 20, 2006, 05:25 AM // 05:25
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#5
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Krytan Explorer
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Quote:
Originally Posted by Warskull
For Rangers: I would suggest R/Me more than anything else. The ranger penalty is fairly harsh and you are somewhat likely to draw agro as a ranger thus making the warrior, ele, and necro penalties quite undesirable. R/Mo can again work if you are willing to go without enchantments, but the swap to R/Me is easy and you probably weren't using much of your secondary anyway.
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I'd like to Note that Blind still works fine.
I was in a group with 2 rangers (both trappers who both brought choking gas) and a mesmer that steamrolled most groups we came across. I think going heavy on the interupts is key here.
Last edited by QuixotesGhost; Jan 20, 2006 at 05:28 AM // 05:28..
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Jan 20, 2006, 05:38 AM // 05:38
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#7
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Site Contributor
Join Date: Jul 2005
Guild: [out]
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Quote:
Originally Posted by Divine Elemental
Hey Warskull..
I hate the New Tombs... ALthough Your Guide Seems To Make Sense
Be Ready For a Spike Team Again
( 2morrow That is D: )
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It was fun once, although ghouls climbing out of solid granite doesn't make much sense. Personally I think it would be worth trying an max beast mastery edge ranger. In a lot of maps the enemies are close enough that you will hit many at once with edge.
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Jan 20, 2006, 05:38 AM // 05:38
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#8
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Lion's Arch Merchant
Join Date: Jun 2005
Location: doa
Profession: Mo/
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i love the new tombs!
finger of chaos is an awesome skill hehe. so evil and so needed =)
ah, so that's why i couldn't remember what finger of chaos did to mesmers.
hope the new hard hitting chaos mobs + dream riders + terrorwebs will teach players how to pay more attention to their surroundings, when to cast enchants, and how to stay back!
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Jan 20, 2006, 05:40 AM // 05:40
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#9
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Desert Nomad
Join Date: May 2005
Location: Near Your House
Guild: I Used To Own [ IUTO ]
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Quote:
Originally Posted by saphir
i love the new tombs!
finger of chaos is an awesome skill hehe. so evil and so needed =)
ah, so that's why i couldn't remember what finger of chaos did to mesmers.
hope the new hard hitting chaos mobs + dream riders + terrorwebs will teach players how to pay more attention to their surroundings, when to cast enchants, and how to stay back!
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Finger of Chaos
hehe
Me <-- Pervert..
but wow i just checked the old tombs a few mins ago.... and oh shit i almost shited my pants... ive heard you can get to HoH still there lol and get green items
so i was wondering since that old hoH has monsters.. whats the new HoH Look?
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Jan 20, 2006, 05:42 AM // 05:42
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#10
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Site Contributor
Join Date: Jul 2005
Guild: [out]
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Haven't gone into it myself, but from what I have heard once you get on the inside it is exactly the same as before.
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Jan 20, 2006, 05:54 AM // 05:54
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#11
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Desert Nomad
Join Date: Dec 2005
Location: Hawaii
Guild: ----- 15^50[Rare] ---- Alliance: ----- [SMS] -----
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Quote:
Originally Posted by Karmakin
Good guide.
I suspect that in order to "farm" this area with any speed, you'll need a full balanced team. No tricks here.
I suspect that what will be needed is several monks, probably healing and prot, an interrupt ranger, (Fingers of Chaos actually takes a second or two to use..countering one..or more could be essential.), and enough power to take them down quick. Spread out so Energy Surge doesn't cream you, and be careful.
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Really???
http://static.flickr.com/40/88824556_987fd999e7_o.png <----CLICK THIS!!!
http://static.flickr.com/38/88824557_df44931027_o.png
it's not uber fast but it's not really any slower then the full parties i've had
Last edited by Manic Smile; Jan 20, 2006 at 05:57 AM // 05:57..
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Jan 20, 2006, 05:54 AM // 05:54
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#12
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Krytan Explorer
Join Date: Aug 2005
Location: Connecticut USA
Guild: [ITPR]
Profession: W/
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ANET certainly did their homewrok to make this farmer proof.
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Jan 20, 2006, 05:57 AM // 05:57
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#13
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Krytan Explorer
Join Date: Aug 2005
Guild: [KoA] Knights of the Alliance
Profession: Me/
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Quote:
Originally Posted by Manic Smile
<snip>
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And so we are back to five man farming groups
I say, put a ranger spike group together. Should be able to drop groups of enemies very fast, and plow through the area faster than the five-man groups. It is all about the speed remember, the sooner you get through the sooner you can get a green! Or not, since there are eight of you, but hey, whatever!
Thanks for the info Warskull.
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Jan 20, 2006, 06:17 AM // 06:17
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#14
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Desert Nomad
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Quote:
Originally Posted by Banebow
And so we are back to five man farming groups
I say, put a ranger spike group together. Should be able to drop groups of enemies very fast, and plow through the area faster than the five-man groups. It is all about the speed remember, the sooner you get through the sooner you can get a green! Or not, since there are eight of you, but hey, whatever!
Thanks for the info Warskull.
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5 man won't work here. Remember the magic behind the 5 man Oro farm is the gear trick. There is no gear here.
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Jan 20, 2006, 06:19 AM // 06:19
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#15
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Lion's Arch Merchant
Join Date: Jun 2005
Location: doa
Profession: Mo/
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just wondering how many greens drop at the end?
i assume it's not 1 for each party member or else there wouldn't be any reason for minimizing party size.
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Jan 20, 2006, 06:22 AM // 06:22
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#16
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Krytan Explorer
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Quote:
Originally Posted by Manic Smile
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Christ, can't I enjoy any PvE before everyone and thier brother starts 5-man farming the damn thing. *Sigh* Better join the 8 mans while they last, so I can run something besides the same 5 builds over and over again.
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Jan 20, 2006, 06:28 AM // 06:28
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#17
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Frost Gate Guardian
Join Date: Nov 2005
Profession: N/Mo
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I just tried this 3 times, never made it to the end but made it almost there. We did very well with 3 ranger trap artists, a necro ss Warrior Monk and 3 monks. THe only reason we didnt make it was because we got antsy. Let me tell you, its not easy getting a mature group together, too many droppers.
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Jan 20, 2006, 06:31 AM // 06:31
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#18
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Banned
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Eight man group took about an hour to clear the whole thing. Seven of us got greens, one got a double drop. A couple missed their drops as we wraped rather quickly.
Group was two warriors, two monks, two necros, one SS, one MM, and two ele's. All guildies made it much easier.
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Jan 20, 2006, 06:43 AM // 06:43
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#19
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Wilds Pathfinder
Join Date: Apr 2005
Guild: Gaelic Storm
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What are those little icons in the screenshot?
The little head and the chest and stuff?
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Jan 20, 2006, 06:45 AM // 06:45
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#20
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Jungle Guide
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I doubt we'll be seeing very many W/Mo's here. W/Me or W/N will be the best tanks.
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